Attempting to set up equidistant bullets based on player movement.
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4 changed files with 25 additions and 4 deletions
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@ -46,7 +46,7 @@ func _process(delta):
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if is_shooting == false: return
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func shield_set(_sdvalue: int):
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func shield_set(_value: int):
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return
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@ -64,9 +64,22 @@ func shoot():
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bullet.position = self.position + Vector2(0,-12)
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get_tree().root.add_child(bullet)
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weapon_rate = bullet.shot_data.rate
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print(bullet.shot_data.shot_name, " weapon fired") #Print which weapon is firing
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prints(bullet.shot_data.shot_name, "weapon fired") #Print which weapon is firing
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#weapon_cooldown = $WeaponCooldown
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#weapon_cooldown.wait_time = bullet.shot_data.cooldown
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#weapon_cooldown.start()
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#can_shoot = not can_shoot
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#I track the vertical distance the last bullet traveled relative to the ship:
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#
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#travel += bulletSpeed*dt + (Ship.y - prevShipY)
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#set prevShipY to Ship.y
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#
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#when travel > spacing -> fire bullet and
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#
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#set travel -= spacing
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#
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#(where spacing is the distance you want bullets to be apart, in pixels)
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