---
title: "First-person weapon art: API"
package: "@phaser-ae/fps-weapon-art"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "Ready-made pixel-art weapons for first-person shooters, seen from behind the player's eyes, with firing frames, muzzle flashes and pickups to lie on the floor."
url: https://phaser.io/packs/fps-weapon-art/api
site: Phaser - https://phaser.io
---

# First-person weapon art: API

`@phaser-ae/fps-weapon-art` — Ready-made first-person weapon pictures with firing frames and floor pickups for the corridor and sector shooter sets.

## The pack

### `fpsWeaponArt`

```ts
function fpsWeaponArt(): Pack<{ weaponArt: WeaponArtApi }>
```

The fps-weapon-art pack: `game.weaponArt`, ready-made first-person weapon pictures with firing frames and pickups for
the four FPS preset sets. No options.

## Helpers

### `findWeaponArt`

```ts
function findWeaponArt(id: string, set?: string): string | null
```

The art a weapon id should wear; see `WeaponArtApi.find`.

### `FLASH_ART`

```ts
const FLASH_ART: Readonly<Record<string, string>>
```

The muzzle flashes, 128 × 128, by kind.

### `WEAPON_ART`

```ts
const WEAPON_ART: Readonly<Record<string, WeaponArtEntry>>
```

Every weapon's pictures as 256-colour PNGs in base64, by `set/id`.

### `weaponArtFrame`

```ts
function weaponArtFrame(info: WeaponArtInfo, view: { readonly recoil: number }, time: number): number
```

The frame to show now; see `WeaponArtApi.frame`.

## Types

### `WeaponArtApi`

```ts
interface WeaponArtApi
```

`game.weaponArt`.

- `readonly names: readonly string[]` — Every weapon's art, by `set/id`.
- `readonly sets: readonly string[]` — The sets: `classic` (Sector Assault), `modern` (Overdrive), `corridor` (Corridor Raid), `crypt` (Crypt Crawl).
- `find(id: string, set?: string): string | null` — The art a weapon id should wear: `set/id` as it is, the id in `set`, the id in any set, or a guess from its words (`'heavy-shotgun'` wears a shotgun, `'magic-wand'` the staff). Null when nothing fits.
- `load(weapons: ReadonlyArray<string | { id: string; art?: string }>, options?: WeaponArtLoadOptions): Promise<Record<string, WeaponArtInfo>>` — Paint weapons into the atlas: each id (or `{ id, art }` to choose the art) gets its view frames at `prefix + id` and, when there is one, its pickup at `pickupPrefix + id`. Ids with no art are left out. Async, because a browser decodes the pictures; headless, the frames exist with the right count but blank.
- `frame(info: WeaponArtInfo, view: { readonly recoil: number }, time: number): number` — The frame index (within `info.key`) to show now, from the arsenal's `view` (`recoil` 1 just after a shot, falling to 0) and a clock in seconds, which alternates an automatic's flashes.

### `WeaponArtEntry`

```ts
interface WeaponArtEntry
```

One weapon's pictures, as the pack ships them.

- `readonly view: string` — The first-person view, a 256-colour PNG in base64.
- `readonly size: readonly [number, number]` — Its size in pixels.
- `readonly muzzle: readonly [number, number]` — Where the barrel's tip is in the view, pixels from the top left: where the flash goes.
- `readonly flash: WeaponFlash` — The flash its shots make.
- `readonly motion: WeaponMotion` — How it animates.
- `readonly strike?: string` — A blade's or fist's striking pose, the same size as the view.
- `readonly pickup?: string` — The weapon lying on the floor, 128 × 64, for a pickup.

### `WeaponArtInfo`

```ts
interface WeaponArtInfo
```

A weapon as it was painted: its keys, sizes and which frame is which.

- `readonly id: string` — The weapon id it was painted for.
- `readonly art: string` — The art it wears, `set/id`.
- `readonly key: string` — The atlas key of its view frames.
- `readonly width: number` — One view frame's size in pixels.
- `readonly height: number` — One view frame's size in pixels.
- `readonly frames: { readonly idle: number; readonly fire: number; readonly recoil: number; readonly alt: number }` — Which frame of `key` is which: `idle`; `fire` (the flash, a blade's or fist's strike, a staff's cast); `recoil` (kicked back, a blade on its way back, a staff's glow); `alt` (an automatic's second flash), or -1.
- `readonly motion: WeaponMotion` — How it animates.
- `readonly flash: WeaponFlash` — The flash its shots make.
- `readonly pickup: string | null` — The atlas key of its pickup picture (128 × 64), or null when it has none (fists and blades).

### `WeaponArtLoadOptions`

```ts
interface WeaponArtLoadOptions
```

Options for `load`.

- `set?: string` — The set to look in first: `'classic'`, `'modern'`, `'corridor'` or `'crypt'`. Default none (any set).
- `prefix?: string` — Atlas keys for the views are this plus the weapon id. Default `'wv-'`.
- `pickupPrefix?: string` — Atlas keys for the pickups are this plus the weapon id. Default `'wp-'`.
- `kick?: number` — How far a shot kicks the gun down the screen, in view pixels; the recoil frame twice that. Default 6.
- `flashSize?: number` — The muzzle flash's size, as a share of the view's width. Default 0.4.

### `WeaponFlash`

```ts
type WeaponFlash = 'powder' | 'plasma' | 'magic' | 'none'
```

How a weapon's shots look at the muzzle: a powder flash, an energy burst, a magic burst, or none (a crossbow, a blade).

### `WeaponMotion`

```ts
type WeaponMotion = 'gun' | 'auto' | 'melee' | 'staff'
```

How a weapon animates: a gun kicks and flashes, an automatic alternates its flash, a blade or fist strikes, a staff casts.

---

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