Added bullet indexing to create shot patterns

This commit is contained in:
Henry Faber 2026-06-13 12:05:13 +01:00
parent bdbc3b015f
commit 1725b8b754
13 changed files with 91 additions and 27 deletions

View file

@ -12,7 +12,7 @@ class_name MovementComponent extends Node
var input = Input.get_vector("left", "right", "up","down")
func tick(delta: float):
# Check to see if there's a player to move
if player == null: return

View file

@ -1,32 +1,49 @@
class_name ShootComponent extends Node
@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds)
@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $".."
# Change from instantiating WeaponComponent to instantiating Shot nodes
func shoot():
var weapon_data = weapon_component.data # WeaponShot resource configuration
var current_time = Time.get_ticks_msec() / 1000.0
var total_projectiles = weapon_data.projectiles
if player.travel > weapon_data.spacing:
for b in range(weapon_data.projectiles):
# Get the Shot scene from the WeaponShot resource
var bullet_scene = weapon_data.bullet_scene # Or however you store it
# Instantiate the bullet based data
var bullet := bullet_scene.instantiate() as Node
get_tree().root.add_child(bullet)
# Set up the bullet from resource data
#bullet.shot_data = weapon_data # Pass the configuration
# Calculate center index for symmetrical staggering
var center_index = (total_projectiles - 1) / 2.0
# Adjust bullet spacing before firing
bullet.position = player.position + Vector2((b - (weapon_data.projectiles - 1) / 2.0) * round(round((weapon_data.projectiles + weapon_data.spacing / 2)) / 2 - 2), weapon_data.origin)
print(b, bullet.position.x)
print(weapon_data.shot_name + " "+"fired!")
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)
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_data.spacing
# Calculate index relative to center (0 = center, -1/+1 = first from center)
var index_from_center: int = b - center_index
else: return
# Calculate timing offset for staggered firing
# Negative = fire before center (left), positive = fire after center (right)
var time_offset: float = index_from_center * stagger_offset
# Calculate horizontal offset for symmetrical spread (left = negative, right = positive)
horizontal_offset = index_from_center * weapon_data.spacing_horizontal
# Calculate vertical offset from center point (creates symmetrical vertical spread)
# Bullets on either side of center get offset by distance_from_center * spacing / 2
# This keeps the center bullet at origin and creates symmetrical vertical spread
var distance_from_center: float = abs(index_from_center)
var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
bullet.position = player.position + Vector2(horizontal_offset, weapon_data.origin + vertical_offset)
## 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
player.travel -= weapon_data.spacing