Slight update to fire timing to allow for even pairs.
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3 changed files with 41 additions and 24 deletions
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@ -7,9 +7,9 @@
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script = ExtResource("2_by0nb")
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script = ExtResource("2_by0nb")
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shot_name = "Stock Shot"
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shot_name = "Stock Shot"
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bullet_scene = ExtResource("1_by0nb")
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bullet_scene = ExtResource("1_by0nb")
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speed = 355
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speed = 500
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projectiles = 5
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spacing = 25.0
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spacing = 32.0
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origin = -35
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origin = -25
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horizontal_offset = 6.0
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stagger_offset = 0.75
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stagger_offset = 0.75
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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@ -1,20 +1,40 @@
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extends Area2D
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
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@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
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@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
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@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets)
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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var time_offset: float = 0.5
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#func activate():
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# When this bullet should fire (absolute time)
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# Bullet does its damage/projectile work
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var fire_time: float = 0.0
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# Track if this bullet is currently active in the shot
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var is_active: bool = false
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func _process(delta):
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func _process(delta):
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var current_time = Time.get_ticks_msec() / 1000.0
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#Calculation position along Y axis
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# Fire if it's time and bullet isn't already active
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position.y -= shot_data.speed * delta # Original Speed
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if !is_active and current_time >= fire_time:
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#position.y -= 330 * delta # non-shot_data testing
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activate()
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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# Move the bullet
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queue_free()
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position.y -= shot_data.speed * delta
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func activate():
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is_active = true
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visible = true
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# Emit signal for hit detection
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emit_signal("activate")
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func _on_visible_on_screen_notifier_2d_screen_exited():
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queue_free()
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# Set fire_time for the next shot (staggered firing)
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var current_time = Time.get_ticks_msec() / 1000.0
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fire_time = current_time + shot_data.stagger_offset
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@ -23,27 +23,24 @@ func shoot():
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get_tree().root.add_child(bullet)
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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var index_from_center: int = b - center_index
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var index_from_center: float = b - center_index
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# Calculate timing offset for staggered firing
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# Calculate timing offset for staggered firing
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# Negative = fire before center (left), positive = fire after center (right)
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var time_offset: float = index_from_center * stagger_offset
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var time_offset: float = index_from_center * stagger_offset
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# Calculate horizontal offset for symmetrical spread (left = negative, right = positive)
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# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
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horizontal_offset = index_from_center * weapon_data.horizontal_offset
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var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
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# Calculate vertical offset from center point (creates symmetrical vertical spread)
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# Calculate vertical offset from center point (symmetrical vertical spread)
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# Bullets on either side of center get offset by distance_from_center * spacing / 2
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# This keeps the center bullet at origin and creates symmetrical vertical spread
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var distance_from_center: float = abs(index_from_center)
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var distance_from_center: float = abs(index_from_center)
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var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
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var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
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# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
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# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
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bullet.position = player.position + Vector2(horizontal_offset, weapon_data.origin + vertical_offset)
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bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + vertical_offset)
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## Set timing properties on the bullet
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# Set timing properties on the bullet
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#bullet.time_offset = time_offset
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bullet.time_offset = time_offset
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#bullet.fire_time = current_time + time_offset
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bullet.fire_time = current_time + time_offset
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# Subtract projectile spacing from current Player travel for next
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# Subtract projectile spacing from current Player travel for next
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player.travel -= weapon_data.spacing
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player.travel -= weapon_data.spacing
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