diff --git a/scripts/player.gd b/scripts/player.gd index 5c40694..cd82b66 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -3,6 +3,7 @@ extends Area2D @export var speed: int = 150 @export var shield_max: int = 10 +var velocity: Vector2 = Vector2.ZERO var shield: int = 0: set = shield_set var can_shoot: bool = true var is_shooting: bool = false @@ -61,9 +62,10 @@ func shoot(): #if not can_shoot: return #if can_shoot: var bullet = weapon_current.instantiate() - bullet.position = self.position + Vector2(0,-12) + bullet.position = self.position + Vector2(0,-20) get_tree().root.add_child(bullet) weapon_rate = bullet.shot_data.rate + #bullet.global_transform = self.global_transform prints(bullet.shot_data.shot_name, "weapon fired") #Print which weapon is firing #weapon_cooldown = $WeaponCooldown #weapon_cooldown.wait_time = bullet.shot_data.cooldown diff --git a/scripts/stock_weapon.gd b/scripts/stock_weapon.gd index 1a50d7e..32d71fd 100644 --- a/scripts/stock_weapon.gd +++ b/scripts/stock_weapon.gd @@ -3,9 +3,9 @@ extends Area2D @onready var bullet = load("res://scenes/stock_weapon.tscn") @export var shot_data: PlayerShot +@onready var player = get_node("../Player") func _process(delta): #position.y += shot_data.speed * delta #This works normally - var player_position = get_node("../Player").position - position.y += player_position.y * shot_data.speed * delta + position += (transform.y + player.velocity) * shot_data.speed * delta