Adjusted the shoot function to shoot as many projectiles as defined in a
local variable and ensure they are distributed evenly when firing in front of the ship.
This commit is contained in:
parent
172830729f
commit
1794abe50a
3 changed files with 16 additions and 12 deletions
|
|
@ -87,17 +87,20 @@ func _on_weapon_cooldown_timeout() -> void:
|
|||
|
||||
|
||||
func shoot():
|
||||
# Instantiate the bullet
|
||||
var bullet = weapon_current.instantiate()
|
||||
get_tree().root.add_child(bullet)
|
||||
bullet.position = position + Vector2(0,-23)
|
||||
var projectiles: int = 2
|
||||
for b in projectiles:
|
||||
|
||||
# Get weapon speed and spacing for equidistant calculations
|
||||
weapon_rate = bullet.shot_data.rate
|
||||
weapon_spacing = bullet.shot_data.spacing
|
||||
bullet_speed = abs(bullet.shot_data.speed)
|
||||
|
||||
# Print which weapon is firing
|
||||
prints(bullet.shot_data.shot_name, "weapon fired")
|
||||
# Instantiate the bullets
|
||||
var bullet = weapon_current.instantiate()
|
||||
get_tree().root.add_child(bullet)
|
||||
bullet.position = position + Vector2((b * 10) - (projectiles * projectiles),-23)
|
||||
|
||||
# Get weapon speed and spacing for equidistant calculations
|
||||
weapon_rate = bullet.shot_data.rate
|
||||
weapon_spacing = bullet.shot_data.spacing
|
||||
bullet_speed = abs(bullet.shot_data.speed)
|
||||
|
||||
# Print which weapon is firing
|
||||
prints(bullet.shot_data.shot_name, "weapon fired")
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue