diff --git a/resources/player_weapon_resources/patterns/fwd.tres b/resources/player_weapon_resources/patterns/fwd.tres index 6008dfb..bba67ae 100644 --- a/resources/player_weapon_resources/patterns/fwd.tres +++ b/resources/player_weapon_resources/patterns/fwd.tres @@ -4,6 +4,7 @@ [resource] script = ExtResource("1_mhej7") +pattern_name = "fwd" bullet_count = 5 group_delay = 5.0 stagger_offset = 2.0 diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index 82ef411..bb4794c 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -2,6 +2,7 @@ [ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_pn64g"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_4b7mw"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_ak5x4"] [resource] script = ExtResource("2_4b7mw") @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_pn64g") damage = 5 speed = 720 projectiles = 5 -spacing = 100.0 -origin = -15 horizontal_offset = 8.25 spread_angle = 25.0 stagger_offset = 0.5 diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index d4d85bf..79f8f83 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -1,6 +1,7 @@ [gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] [ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lcw6o"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_e245k"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"] [resource] @@ -9,8 +10,6 @@ shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 speed = 650 -spacing = 25.0 -origin = -15 horizontal_offset = 12.0 stagger_offset = 0.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index f1ca45d..c16b614 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -1,6 +1,7 @@ [gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://cck3gmnhu5agc"] [ext_resource type="PackedScene" uid="uid://clpyd8qfwthk2" path="res://scenes/player_weapons/weapon_spreadshot.tscn" id="1_07hyh"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_bhv8k"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"] [resource] @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_07hyh") damage = 3 speed = 700 projectiles = 3 -spacing = 45.0 -origin = -15 horizontal_offset = 12.5 stagger_offset = 0.35 stagger_animation = true diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres index 4d2d490..294d890 100644 --- a/resources/player_weapon_resources/vanguard+.tres +++ b/resources/player_weapon_resources/vanguard+.tres @@ -12,8 +12,6 @@ bullet_scene = ExtResource("1_lqlv8") damage = 5 speed = 500 projectiles = 5 -spacing = 30.0 -origin = -15 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres index dcb3580..006c9a5 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -2,6 +2,7 @@ [ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_hm46f"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_w7xlm"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_xf183"] [resource] script = ExtResource("2_w7xlm") @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_hm46f") damage = 5 speed = 500 projectiles = 5 -spacing = 30.0 -origin = -15 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true diff --git a/scenes/player.tscn b/scenes/player.tscn index 97df162..c240cfb 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,6 +10,7 @@ [ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"] [ext_resource type="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/stock.tres" id="8_stock"] [ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"] +[ext_resource type="Script" uid="uid://znfh8unmdxkvv" path="res://scripts/weapon_fire_helper.gd" id="15_firehelper"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] [ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="12_effcomp"] @@ -151,6 +152,10 @@ player = NodePath("..") speed = 200.0 metadata/_custom_type_script = "uid://c0rikbakpcags" +[node name="WeaponFireHelper" type="Node" parent="." unique_id=623642426] +unique_name_in_owner = true +script = ExtResource("15_firehelper") + [node name="ShootComponent" type="Node" parent="." unique_id=623642425] unique_name_in_owner = true script = ExtResource("6_y4r1p") diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index fc12a05..07bd2b5 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -2,6 +2,6 @@ extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope -signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) +signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) @warning_ignore_restore("unused_signal") diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 84c9a57..921c2d6 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -22,7 +22,7 @@ func tick(delta: float): # Calculate ship to bullet displacement player.ship_displacement = player.position.y - player.previous_position.y player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement) - player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing) + player.travel = clamp(player.travel, 0, 1.9 * weapon_system.projectile_vertical_spacing) # Thruster animation in relation to player movement if input.x > 0: diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd index 4dbbc48..38622e0 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -6,7 +6,7 @@ class_name NotificationDisplay extends Control var _player: Node2D = null var _sprite_size: Vector2 = Vector2.ZERO -var _origin_offset: float = 0.0 +var _origin_offset: Vector2 = Vector2.ZERO var _follow_player: bool = false var _connector_line: Line2D = null @@ -23,7 +23,7 @@ func _ready() -> void: _container.add_theme_constant_override("margin_right", 4) -func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: +func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: modulate.a = 0.0 label.add_theme_font_size_override("font_size", 8) @@ -107,7 +107,7 @@ func _update_position() -> void: var player_pos = _player.position # Y position uses the weapon origin offset from player center - var notif_y = player_pos.y + _origin_offset - (size.y / 2.0) + var notif_y = player_pos.y + _origin_offset.y - (size.y / 2.0) # X position is 10px to the right of player's sprite edge var right_edge = player_pos.x + (_sprite_size.x / 2.0) @@ -164,7 +164,7 @@ func _update_connector() -> void: # Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint - var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y) + var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset.y + ENDPOINT_OFFSET.y) var point2 = target - position _connector_line.points = PackedVector2Array([point0, point1, point2]) diff --git a/scripts/notification_manager.gd b/scripts/notification_manager.gd index eb8028e..cc60141 100644 --- a/scripts/notification_manager.gd +++ b/scripts/notification_manager.gd @@ -8,7 +8,7 @@ func _ready() -> void: EventBus.weapon_changed.connect(_on_weapon_changed) -func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: +func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: if notification_scene == null: return diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 789970d..96a02ee 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -2,12 +2,14 @@ class_name ShootComponent extends Node @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." +@onready var ship: Sprite2D = get_node("../Ship") +@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper func shoot(): var weapon_data = weapon_component.weapon_data var current_time = Time.get_ticks_msec() / 1000.0 - if player.travel > weapon_data.spacing: + if player.travel > weapon_data.projectile_vertical_spacing: _shoot_standard(weapon_data, current_time) _shoot_grouped(weapon_data, current_time) @@ -15,105 +17,61 @@ func shoot(): player.travel = 0.0 -# Standard projectile logic (backward compatible) +# Standard projectile logic (delegates to WeaponFireHelper) func _shoot_standard(weapon_data: WeaponShot, current_time: float): - var total_projectiles = weapon_data.projectiles - var center_index = (total_projectiles - 1) / 2.0 + var total_projectiles: int = weapon_data.projectiles if total_projectiles > 0: for b in range(total_projectiles): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - # Calculate index relative to center (0 = center, -1/+1 = first from center) - var index_from_center: float = b - center_index - - # Calculate timing offset for staggered firing (center-first, pairs outward) - var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - - # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - - # Calculate vertical offset from center point (symmetrical vertical spread) - var distance_from_center: float = abs(index_from_center) - var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 - - # Final position combines symmetrical horizontal spread with symmetrical vertical spacing - bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) - - # Calculate angle for this bullet (only when projectiles >= 3) - var bullet_angle: float = 0.0 - if total_projectiles >= 3: - bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset - bullet.angle = bullet_angle + # Delegate math to the helper, with spawn position offset by sprite height and weapon origin + var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time) + bullet.position = props.position + bullet.angle = props.angle + bullet.time_offset = props.time_offset + bullet.fire_time = props.fire_time # Set the bullet data bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) # Offset animation playback per projectile if enabled if weapon_data.stagger_animation: - bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + bullet.set_animation_offset(props.animation_offset) -# Grouped projectile logic (new functionality) +# Grouped projectile logic (delegates to WeaponFireHelper) func _shoot_grouped(weapon_data: WeaponShot, current_time: float): for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null): for b in range(group.bullet_count): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - _fire_grouped_bullet(bullet, group, b, current_time, weapon_data, false) + # Apply computed properties for the original bullet + var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) + bullet.position = props.position + bullet.angle = props.angle + bullet.time_offset = props.time_offset + bullet.fire_time = props.fire_time + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + if weapon_data.stagger_animation: + bullet.set_animation_offset(props.animation_offset) # If mirroring is enabled, fire a mirrored copy if group.mirror: var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(mirror_bullet) - _fire_grouped_bullet(mirror_bullet, group, b, current_time, weapon_data, true) - -# Fire a single grouped bullet (original or mirrored) -func _fire_grouped_bullet(bullet: Area2D, group: WeaponProjectileGroup, b: int, - current_time: float, weapon_data: WeaponShot, mirror: bool): - # Calculate index relative to this group's center - var center_index: float = (group.bullet_count - 1) / 2.0 - var index_from_center: float = b - center_index - - # Horizontal offset: group offset + within-group spread - # Mirror: negate the horizontal offset contribution - var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing - if mirror: - bullet_horizontal_offset = -bullet_horizontal_offset - - # Base angle for the group, plus within-group spread - # Mirror: negate the angle and the spread contribution - var bullet_angle: float = group.angle_offset - if mirror: - bullet_angle = -group.angle_offset - if group.bullet_count >= 3: - var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) - if mirror: - bullet_angle -= spread_contribution - else: - bullet_angle += spread_contribution - - # Position: apply horizontal offset and vertical origin from weapon data - bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) - - # Timing: group delay + within-group stagger - var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset - bullet.angle = bullet_angle - - # Set the bullet data - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - - # Offset animation playback per projectile if enabled - if weapon_data.stagger_animation: - bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + # Apply computed properties for the mirrored bullet + var mirror_spawn = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) + mirror_bullet.position = mirror_props.position + mirror_bullet.angle = mirror_props.angle + mirror_bullet.time_offset = mirror_props.time_offset + mirror_bullet.fire_time = mirror_props.fire_time + mirror_bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + if weapon_data.stagger_animation: + mirror_bullet.set_animation_offset(mirror_props.animation_offset) diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 9e09f6e..3dd3497 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -21,7 +21,7 @@ func _ready() -> void: func _emit_weapon_changed() -> void: var ship: Sprite2D = get_parent().get_node("Ship") var sprite_size = ship.get_rect().size - var origin_offset: int = weapon_data.origin if weapon_data else 0 + var origin_offset: Vector2 = weapon_data.origin if weapon_data else Vector2.ZERO EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd new file mode 100644 index 0000000..b5a080d --- /dev/null +++ b/scripts/weapon_fire_helper.gd @@ -0,0 +1,88 @@ +class_name WeaponFireHelper extends Node + + +## Compute bullet properties for a standard shot. +## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset +func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spawn_position: Vector2, current_time: float) -> Dictionary: + var total_projectiles: int = weapon_data.projectiles + var center_index: float = (total_projectiles - 1) / 2.0 + + var index_from_center: float = projectile_index - center_index + + # Horizontal offset (symmetrical: left=-ve, right=+ve) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + + # Timing: center-first, pairs outward + var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset + + # Vertical offset: outer projectiles are spaced relative to center, preserving the pattern geometry. + var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, vertical_offset) + + # Angle (only when projectiles >= 3, division-by-zero guard) + var bullet_angle: float = 0.0 + if total_projectiles >= 3: + bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) + + # Fire time + var fire_time: float = current_time + time_offset + + # Animation offset (if staggered animation is enabled) + var animation_offset: float = index_from_center * weapon_data.stagger_offset + + return { + "position": position, + "angle": bullet_angle, + "fire_time": fire_time, + "time_offset": time_offset, + "index_from_center": index_from_center, + "animation_offset": animation_offset, + } + + +## Compute bullet properties for a grouped shot, with optional mirroring. +## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset +func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot, + bullet_index: int, spawn_position: Vector2, current_time: float, + mirror: bool = false) -> Dictionary: + var center_index: float = (group.bullet_count - 1) / 2.0 + var index_from_center: float = bullet_index - center_index + + # Horizontal offset: group offset + within-group spread + var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing + if mirror: + bullet_horizontal_offset = -bullet_horizontal_offset + + # Base angle: group angle (negated when mirrored) + within-group spread + var bullet_angle: float = group.angle_offset + if mirror: + bullet_angle = -group.angle_offset + + # Symmetrical spread (guard against < 3 bullets) + if group.bullet_count >= 3: + var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) + if mirror: + bullet_angle -= spread_contribution + else: + bullet_angle += spread_contribution + + # Position: horizontal offset only (vertical position comes from spawn_position) + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, 0) + + # Timing: group delay + within-group stagger + var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset + + # Fire time + var fire_time: float = current_time + time_offset + + # Animation offset (if staggered animation is enabled) + var animation_offset: float = index_from_center * weapon_data.stagger_offset + + return { + "position": position, + "angle": bullet_angle, + "fire_time": fire_time, + "time_offset": time_offset, + "index_from_center": index_from_center, + "animation_offset": animation_offset, + } diff --git a/scripts/weapon_fire_helper.gd.uid b/scripts/weapon_fire_helper.gd.uid new file mode 100644 index 0000000..7261b18 --- /dev/null +++ b/scripts/weapon_fire_helper.gd.uid @@ -0,0 +1 @@ +uid://bpcv2ojtyityc diff --git a/scripts/weapon_projectile_group.gd b/scripts/weapon_projectile_group.gd index 89b511e..3e7f6a3 100644 --- a/scripts/weapon_projectile_group.gd +++ b/scripts/weapon_projectile_group.gd @@ -1,6 +1,8 @@ class_name WeaponProjectileGroup extends Resource +@export_category("Identification") +@export var pattern_name: String = "" @export_category("Group Settings") @export var bullet_count: int = 3 # Horizontal distance between bullets in this group diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index a85e798..1cc91ea 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -7,10 +7,10 @@ extends Resource @export var damage: int = 1 @export var speed: int = 135 @export var projectiles: int = 2 -# Vertical spacing between projectiles -@export var spacing: float = 35 -# Origin offset from center of player -@export var origin: int = -23 +# Vertical spacing between projectiles when firing continuously +@export var projectile_vertical_spacing: float = 35 +# Spawn offset from center of player (x is usually 0, y controls vertical fire position) +@export var origin: Vector2 = Vector2(0, -25) @export_category("Spread") # Horizontal distance between projectiles