Updated directory structure for easier weapon parsing.

This commit is contained in:
Henry Faber 2026-06-15 16:35:53 +01:00
parent 0bcb386a0f
commit 54efa89e4e
7 changed files with 7 additions and 7 deletions

View file

@ -0,0 +1,40 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
# Time offset when this bullet was fired (relative to other bullets in the same shot)
var time_offset: float = 0.5
# 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
# Fire if it's time and bullet isn't already active
if !is_active and current_time >= fire_time:
activate()
# 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