Separated shot positioning math to helper utility and refactored shoot

component - introduced shot origin issue.
This commit is contained in:
Henry Faber 2026-06-28 01:45:11 +01:00
parent 6c5a0a0bae
commit 99a5d9838d
17 changed files with 147 additions and 98 deletions

View file

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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,
}