Slight update to fire timing to allow for even pairs.

This commit is contained in:
Henry Faber 2026-06-13 15:47:41 +01:00
parent 936bcbc5e3
commit 48a2ba3ddb
3 changed files with 41 additions and 24 deletions

View file

@ -7,9 +7,9 @@
script = ExtResource("2_by0nb")
shot_name = "Stock Shot"
bullet_scene = ExtResource("1_by0nb")
speed = 355
projectiles = 5
spacing = 32.0
origin = -25
speed = 500
spacing = 25.0
origin = -35
horizontal_offset = 6.0
stagger_offset = 0.75
metadata/_custom_type_script = "uid://7n1itonn35fm"

View file

@ -1,20 +1,40 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
# Time offset when this bullet was fired (relative to other bullets)
# Time offset when this bullet was fired (relative to other bullets in the same shot)
var time_offset: float = 0.5
#func activate():
# Bullet does its damage/projectile work
# When this bullet should fire (absolute time)
var fire_time: float = 0.0
# Track if this bullet is currently active in the shot
var is_active: bool = false
func _process(delta):
var current_time = Time.get_ticks_msec() / 1000.0
#Calculation position along Y axis
position.y -= shot_data.speed * delta # Original Speed
#position.y -= 330 * delta # non-shot_data testing
# Fire if it's time and bullet isn't already active
if !is_active and current_time >= fire_time:
activate()
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()
# Move the bullet
position.y -= shot_data.speed * delta
func activate():
is_active = true
visible = true
# Emit signal for hit detection
emit_signal("activate")
func _on_visible_on_screen_notifier_2d_screen_exited():
queue_free()
# Set fire_time for the next shot (staggered firing)
var current_time = Time.get_ticks_msec() / 1000.0
fire_time = current_time + shot_data.stagger_offset

View file

@ -23,27 +23,24 @@ func shoot():
get_tree().root.add_child(bullet)
# Calculate index relative to center (0 = center, -1/+1 = first from center)
var index_from_center: int = b - center_index
var index_from_center: float = b - center_index
# 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.horizontal_offset
# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
# 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
# Calculate vertical offset from center point (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)
bullet.position = player.position + Vector2(bullet_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
# 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