Cleaned up code around shooting logic to try to get it to work (didn't
help!)
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4015e1c719
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2 changed files with 8 additions and 9 deletions
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@ -7,7 +7,7 @@ var velocity: Vector2 = Vector2.ZERO
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var shield: int = 0: set = shield_set
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var shield: int = 0: set = shield_set
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var can_shoot: bool = true
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var can_shoot: bool = true
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var is_shooting: bool = false
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var is_shooting: bool = false
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var previous_location: float = 0.0
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var previous_position: Vector2
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@export var weapon_current : PackedScene
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@export var weapon_current : PackedScene
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#var weapon_current = load("res://scenes/stock_weapon.tscn")
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#var weapon_current = load("res://scenes/stock_weapon.tscn")
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@ -81,7 +81,7 @@ func shoot():
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#if can_shoot:
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#if can_shoot:
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var bullet = weapon_current.instantiate()
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var bullet = weapon_current.instantiate()
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bullet.position = self.position + Vector2(0,-20)
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bullet.position = self.position + Vector2(0,-20)
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previous_location = self.position.y
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previous_position = self.position
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get_tree().root.add_child(bullet)
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get_tree().root.add_child(bullet)
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weapon_rate = bullet.shot_data.rate
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weapon_rate = bullet.shot_data.rate
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#bullet.global_transform = self.global_transform
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#bullet.global_transform = self.global_transform
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@ -7,16 +7,15 @@ extends Area2D
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func _process(delta):
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func _process(delta):
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#var player_position: float = player.position.y
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var spacing: int = 100
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var spacing: int = 5
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var travel: float
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var travel: float
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travel += shot_data.speed * delta + (player.position.y - player.previous_position.y)
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travel += shot_data.speed * delta + (player.position.y - player.previous_location)
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player.previous_position.y = player.position.y
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player.previous_location = player.position.y
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if travel > spacing:
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if travel > spacing:
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position += shot_data.speed * delta #This works normally
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print("travel is greater than spacing!")
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position += shot_data.speed * delta # This works normally
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travel -= spacing
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travel -= spacing
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#position += (transform.y + player.velocity) * shot_data.speed * delta #This doesn'tt
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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queue_free()
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queue_free()
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