---
title: "First-person weapons"
package: "@phaser-ae/fps-weapons"
tier: Pro
version: 3.0.0-0
released: 2026-10-24
updated: 2026-10-24
description: "The weapons of a first-person shooter as rules: melee, hitscan and projectile guns with rates, ammunition, pellets, spread, falloff and switching."
url: https://phaser.io/packs/fps-weapons
site: Phaser - https://phaser.io
---

# First-person weapons

The guns of a first-person shooter as rules. You trace the shots against your world; the arsenal decides when they
fire, how many pellets, how hard they hit and what is left in the pouch.

## What it does

You tell the arsenal whether the trigger is held and step it on. A one-shot weapon fires once per press, an automatic
one at its rate for as long as the trigger is down, and each shot spends its ammunition. A shot comes back as pellets,
each with an angle inside the weapon's cone and its damage, plus the reach, the falloff to apply by distance and how
far away the shot is heard. A projectile weapon also says how fast and how big its shot is and what it splashes.

Switching lowers the weapon in hand and raises the next, by number or in turn. When the one in hand runs dry, the
arsenal raises the best weapon that can still fire. The view state, raised and recoil, is there to draw the gun in
hand coming up, going down and kicking.

## Features

- **Three kinds** — melee reach, hitscan rays and projectiles with optional splash.
- **Rates and auto fire** — one shot per press or held fire at a rate.
- **Ammunition** — shared or separate types, a cost per shot and a maximum carried.
- **Pellets and spread** — shotguns and scatterguns in a cone.
- **Falloff** — full damage up close, falling to a fraction at range.
- **Switching** — raise and lower times, by number or in turn, and an automatic swap when empty.
- **Backpacks and rocket jumps** — raise what can be carried; blasts that push bodies.

## Good for

- **A corridor shooter** — `corridor-shooter` uses it for both of its sets.
- **A top-down shooter with a weapon wheel** — the rules do not care which way the camera points.
- **A survival game's guns** — scarce ammunition and an automatic fallback to the knife.

## Make it yours

Every weapon and ammunition type is configuration. A knife, a pistol and two machine guns on shared bullets is one
arsenal; a dagger, a crossbow whose bolts fly, a seven-pellet scattergun and a splashing fire staff on three kinds of
ammunition is another.

## A quick look

Hold the trigger and trace each pellet.

```ts
const arsenal = fpsWeapons.createArsenal({ weapons, ammo: [{ id: 'bullets', max: 99, start: 8 }] });
arsenal.trigger(fireHeld);
for (const shot of arsenal.tick(dt).shots) for (const p of shot.pellets) trace(yaw + p.yaw, p.damage, shot.range);
```

## Works with

- `corridor-shooter` — resolves the shots against enemies and walls.
- `fps-enemies` — the enemies the shots are for.
- `light-gun` — for a crosshair, a magazine and reloads instead.

## Good to know

- Shots are flat: add your own pitch for a game that aims up and down.
- Ammunition is a pool per type, with no magazines to reload.

---

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