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  1. hi, i'm searching to modify a variable with dat gui. Dat.gui appears on my screen and i have no error. The option "speed" appears also and i can modify the value but that do noting on my object. in fact i must access to this.weapon.fire() to update the result but i can't acess to it. What's the true syntax to access this function ? thanks for your help. _weapon = function(delay,posx,posy,speed,frequency,variance,angular,_flag,kill_with_world,special_color){ this.special_color=special_color this.kill_with_world=kill_with_world this.delay=delay this.posx=posx this.posy=posy this.flag_explode=false this.speed=speed this.angular=angular this.frequency=frequency this._flag=_flag this.variance=variance this.sound_pop=game.add.audio('pop') this._flag=true //canon Phaser.Sprite.call(this,game,this.posx,this.posy,'canon') this.anchor.setTo(.5,.5) this.angle=this.angular this.inputEnabled=true this.input.enableDrag(true) this.events.onDragStop.add(logic_position,this) this.events.onDragStart.add(show_grid_on_logic_position,this) this.input.enableSnap(40,40,true,true) game.physics.arcade.enable(this); if(this.special_color=="vrai"){ this.weapon=game.add.weapon(9,'bullet_color') }else{ this.weapon=game.add.weapon(9,'bullet') } if(this.kill_with_world=="faux"){ for (var i = 0; i < 9; i++) { this.weapon.bulletCollideWorldBounds=true this.weapon.bullets.children[i].body.bounce.setTo(1,1) } }else{ this.weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; } // Because our bullet is drawn facing up, we need to offset its rotation: this.weapon.bulletAngleOffset = 0; // The speed at which the bullet is fired this.weapon.bulletSpeed = this.speed; // Speed-up the rate of fire, allowing them to shoot 1 bullet every 60ms this.weapon.fireRate = this.frequency ; // Add a variance to the bullet angle by +- this value this.weapon.bulletAngleVariance = this.variance; // Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically this.weapon.trackSprite(this,0,0,true); game.time.events.add( this.delay,function(){this._flag=false},this ) } _weapon.prototype = Object.create(Phaser.Sprite.prototype) _weapon.prototype.constructor = _weapon _weapon.prototype.update = function(){ if(this._flag==false){ this.weapon.fire() } } //in state Level1// //var gui //var canon=[] canon[0]=new _weapon(800,200,800,900,2990,0,180,hero.flag_level_complete,"vrai","faux") gui=new dat.GUI() gui.add(canon[0],'fire') gui.add(canon[0],'speed',0,50) //