diff --git a/resources/weapon_shot.gd b/resources/weapon_shot.gd index 63adff0..bb9371c 100644 --- a/resources/weapon_shot.gd +++ b/resources/weapon_shot.gd @@ -15,3 +15,5 @@ extends Resource @export_category("Stagger") @export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles @export var stagger_offset: float = 5 # Time delay per projectile index +@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right) +@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right) diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 3f1ee7d..ea283f8 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -17,30 +17,66 @@ func shoot(): var center_index = (total_projectiles - 1) / 2.0 if total_projectiles > 0: - for b in range(total_projectiles): - var bullet_scene = weapon_data.bullet_scene - var bullet := bullet_scene.instantiate() as Node - get_tree().root.add_child(bullet) + for group in range(weapon_data.num_groups): + # Calculate projectile indices for this group + # For 1 group: 0..N-1 + # For 2 groups: 0..N/2-1 and N/2..N-1 + # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1 + var group_start: int + var group_end: int - # Calculate index relative to center (0 = center, -1/+1 = first from center) - var index_from_center: float = b - center_index + if weapon_data.num_groups == 1: + group_start = 0 + group_end = total_projectiles + elif weapon_data.num_groups == 2: + group_start = 0 + group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2 + elif weapon_data.num_groups == 3: + var third = total_projectiles / 3 + group_start = 0 + group_end = third if third > 0 else 1 + else: + continue # Skip if weapon_data.num_groups > 3 - # Calculate timing offset for staggered firing - var time_offset: float = index_from_center * stagger_offset + for b in range(group_start, group_end): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node + get_tree().root.add_child(bullet) - # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + # Calculate index relative to group center for staggering + var group_center: float = (group_start + group_end - 1) / 2.0 + var index_from_center: float = b - group_center - # Calculate vertical offset from center point (symmetrical vertical spread) - var distance_from_center: float = abs(index_from_center) - var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 + # Calculate timing offset for staggered firing + var time_offset: float = abs(index_from_center) * stagger_offset - # Final position combines symmetrical horizontal spread with symmetrical vertical spacing - bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) + # Calculate horizontal offset for this bullet (symmetrical within group) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset + # Calculate vertical offset from center point (symmetrical vertical spread within group) + var distance_from_center: float = abs(index_from_center) + var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 + + # Calculate final position based on firing angle using polar coordinates + var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians + var spread_angle: float = -weapon_data.firing_angle * 0.0174533 # Spread opposite to firing angle + + # Calculate position using polar coordinates from player origin + var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally + var origin_y: float = weapon_data.origin + + var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset + var pos_y: float = player.position.y + origin_y + vertical_offset + + # Apply angular offset + var angle_offset_x: float = -weapon_data.origin * sin(spread_angle) + var angle_offset_y: float = -weapon_data.origin * cos(spread_angle) + + bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y) + + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset # Subtract projectile spacing from current Player travel for next shot player.travel -= weapon_data.spacing