Updated the bullet spawning position to beging from the sprite height

modified by the weapon's origin variable.
This commit is contained in:
Henry Faber 2026-06-28 08:05:30 +01:00
parent 64e685a3c1
commit 9554af183c
7 changed files with 38 additions and 27 deletions

View file

@ -10,16 +10,11 @@ extends Resource
# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern).
# This controls spatial burst geometry, NOT temporal spacing between continuous fire bursts.
@export var projectile_vertical_spacing: float = 35
# Spawn offset strictly relative to the ship node's global position (origin).
# This offset is measured from the ship node's center, not the sprite texture.
# x is usually 0 (horizontal centering), y controls vertical fire position.
# Negative Y moves bullets "above" the ship (in front of it); positive Y
# moves them "below" (behind it). The default of (0, -25) places the burst
# 25 pixels above (in front of) the ship center.
# All weapon resources in this project use the default. Custom weapons with
# explicit origin.y > 0 (positive) will have their burst pattern appear
# behind or below the ship -- verify visually if adjusting.
@export var origin: Vector2 = Vector2(0, -25)
# Vertical offset from the top of the player's sprite where bullets spawn.
# Measured in pixels; negative values fire in front of (above) the ship,
# positive values fire behind (below) it. The default of -25 places the
# burst 25 pixels above the sprite's top edge.
@export var origin: float = -25.0
@export_category("Spread")
# Horizontal distance between projectiles