Attempting to set up equidistant bullets based on player movement.
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142bf87eca
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4 changed files with 25 additions and 4 deletions
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@ -2,6 +2,6 @@
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[ext_resource type="PackedScene" uid="uid://bj4fytc3sy482" path="res://scenes/world.tscn" id="1_uwrxv"]
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[node name="Game" type="Node2D" unique_id=1673976895]
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[node name="Main" type="Node2D" unique_id=1673976895]
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[node name="World" parent="." unique_id=1317852169 instance=ExtResource("1_uwrxv")]
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@ -4,9 +4,15 @@
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[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/shot_stock.tres" id="2_ckjv1"]
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[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
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size = Vector2(12, 8)
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[node name="StockWeapon" type="Area2D" unique_id=1832200900]
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script = ExtResource("1_hsma2")
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shot_data = ExtResource("2_ckjv1")
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2134507225]
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texture = ExtResource("3_mvdrj")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059]
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shape = SubResource("RectangleShape2D_mvdrj")
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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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@ -6,4 +6,6 @@ extends Area2D
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func _process(delta):
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position.y += shot_data.speed * delta
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#position.y += shot_data.speed * delta #This works normally
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var player_position = get_node("../Player").position
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position.y += player_position.y * shot_data.speed * delta
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