Still a lille buggy! But closer.
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3 changed files with 19 additions and 8 deletions
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@ -15,9 +15,11 @@ func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spaw
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# Timing: center-first, pairs outward
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var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset
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# Vertical offset: outer projectiles are spaced relative to center, preserving the pattern geometry.
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# Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire higher
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# than the center projectile. Negate the offset so outer bullets are pushed upward
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# (lower y values in Godot), creating a ^ pattern relative to the origin.
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var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0
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var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, vertical_offset)
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var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, -vertical_offset)
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# Angle (only when projectiles >= 3, division-by-zero guard)
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var bullet_angle: float = 0.0
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