Still a lille buggy! But closer.
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99a5d9838d
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64e685a3c1
3 changed files with 19 additions and 8 deletions
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@ -26,8 +26,8 @@ func _shoot_standard(weapon_data: WeaponShot, current_time: float):
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var bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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# Delegate math to the helper, with spawn position offset by sprite height and weapon origin
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var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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# Delegate math to the helper, with spawn position offset by weapon origin
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var spawn_position = ship.global_position + weapon_data.origin
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var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time)
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bullet.position = props.position
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bullet.angle = props.angle
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@ -50,7 +50,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float):
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get_tree().root.add_child(bullet)
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# Apply computed properties for the original bullet
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var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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var spawn_position = ship.global_position + weapon_data.origin
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var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false)
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bullet.position = props.position
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bullet.angle = props.angle
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@ -66,7 +66,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float):
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get_tree().root.add_child(mirror_bullet)
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# Apply computed properties for the mirrored bullet
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var mirror_spawn = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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var mirror_spawn = ship.global_position + weapon_data.origin
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var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true)
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mirror_bullet.position = mirror_props.position
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mirror_bullet.angle = mirror_props.angle
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