diff --git a/Scratch b/Scratch new file mode 100644 index 0000000..d594117 --- /dev/null +++ b/Scratch @@ -0,0 +1,83 @@ +@export_category("Stagger") +@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles +@export var stagger_offset: float = 5 # Time delay per projectile index +@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right) +@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right) + + +--- + +func shoot(): + var weapon_data = weapon_component.data # WeaponShot resource configuration + var current_time = Time.get_ticks_msec() / 1000.0 + var total_projectiles = weapon_data.projectiles + + if player.travel > weapon_data.spacing: + + # Calculate center index for symmetrical staggering + var center_index = (total_projectiles - 1) / 2.0 + + if total_projectiles > 0: + for group in range(num_groups): + # Calculate projectile indices for this group + # For 1 group: 0..N-1 + # For 2 groups: 0..N/2-1 and N/2..N-1 + # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1 + var group_start: int + var group_end: int + + if num_groups == 1: + group_start = 0 + group_end = total_projectiles + elif num_groups == 2: + group_start = 0 + group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2 + elif num_groups == 3: + var third = total_projectiles / 3 + group_start = 0 + group_end = third if third > 0 else 1 + else: + continue # Skip if num_groups > 3 + + for b in range(group_start, group_end): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node + get_tree().root.add_child(bullet) + + # Calculate index relative to group center for staggering + var group_center: float = (group_start + group_end - 1) / 2.0 + var index_from_center: float = b - group_center + + # Calculate timing offset for staggered firing + var time_offset: float = abs(index_from_center) * stagger_offset + + # Calculate horizontal offset for this bullet (symmetrical within group) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + + # Calculate vertical offset from center point (symmetrical vertical spread within group) + var distance_from_center: float = abs(index_from_center) + var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 + + # Calculate final position based on firing angle using polar coordinates + var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians + var spread_angle: float = -firing_angle * 0.0174533 # Spread opposite to firing angle + + # Calculate position using polar coordinates from player origin + var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally + var origin_y: float = weapon_data.origin + + var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset + var pos_y: float = player.position.y + origin_y + vertical_offset + + # Apply angular offset + var angle_offset_x: float = -weapon_data.origin * sin(spread_angle) + var angle_offset_y: float = -weapon_data.origin * cos(spread_angle) + + bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y) + + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset + + # Subtract projectile spacing from current Player travel for next shot + player.travel -= weapon_data.spacing diff --git a/resources/player_weapon_resources/weapon_shot_stock.tres b/resources/player_weapon_resources/weapon_shot_stock.tres index e75c40a..3d3bd7b 100644 --- a/resources/player_weapon_resources/weapon_shot_stock.tres +++ b/resources/player_weapon_resources/weapon_shot_stock.tres @@ -8,9 +8,10 @@ script = ExtResource("2_by0nb") shot_name = "Stock Shot" bullet_scene = ExtResource("1_by0nb") speed = 500 -projectiles = 3 -spacing = 25.0 -origin = -12 -horizontal_offset = 8.0 -stagger_offset = 0.35 +projectiles = 5 +spacing = 20.0 +origin = -25 +horizontal_offset = 6.0 +stagger_offset = 5.5 +angle = 2.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/weapon_shot.gd b/resources/weapon_shot.gd index bb9371c..ece62bb 100644 --- a/resources/weapon_shot.gd +++ b/resources/weapon_shot.gd @@ -1,5 +1,4 @@ -class_name WeaponShot -extends Resource +class_name WeaponShot extends Resource @export_category("Info") @export var shot_name: String @@ -13,7 +12,8 @@ extends Resource @export var origin: int = -23 @export_category("Stagger") -@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles -@export var stagger_offset: float = 5 # Time delay per projectile index -@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right) -@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right) +@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles +@export var stagger_offset: float = 5 # Time delay per projectile index + +# Angle in degrees, default is 0 +@export var angle: float = 0.0 # Angle at which the bullet should be fired diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index 3de04e9..78a7762 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -1,11 +1,9 @@ extends Area2D - @onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") @onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") - # Time offset when this bullet was fired (relative to other bullets in the same shot) var time_offset: float = 0.5 @@ -15,6 +13,9 @@ var fire_time: float = 0.0 # Track if this bullet is currently active in the shot var is_active: bool = false +# Angle at which this bullet should fire (in degrees) +var angle: float = 0.0 + func _process(delta): var current_time = Time.get_ticks_msec() / 1000.0 @@ -22,14 +23,20 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() + # Calculate the movement vector based on speed, angle, and delta + var angle_rad = deg_to_rad(angle) + var move_x = cos(angle_rad) * shot_data.speed * delta + var move_y = sin(angle_rad) * shot_data.speed * delta + # Move the bullet - position.y -= shot_data.speed * delta + position.x += move_x + position.y += move_y func activate(): is_active = true visible = true - # # Emit signal for hit detection + # Emit signal for hit detection (optional) # emit_signal("activate") func _on_visible_on_screen_notifier_2d_screen_exited(): diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index ea283f8..9881d14 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -1,13 +1,13 @@ class_name ShootComponent extends Node -@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) -@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index +@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) +@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." func shoot(): - var weapon_data = weapon_component.data # WeaponShot resource configuration + var weapon_data = weapon_component.data # WeaponShot resource configuration var current_time = Time.get_ticks_msec() / 1000.0 var total_projectiles = weapon_data.projectiles @@ -17,66 +17,49 @@ func shoot(): var center_index = (total_projectiles - 1) / 2.0 if total_projectiles > 0: - for group in range(weapon_data.num_groups): - # Calculate projectile indices for this group - # For 1 group: 0..N-1 - # For 2 groups: 0..N/2-1 and N/2..N-1 - # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1 - var group_start: int - var group_end: int + for b in range(total_projectiles): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node2D + get_tree().root.add_child(bullet) - if weapon_data.num_groups == 1: - group_start = 0 - group_end = total_projectiles - elif weapon_data.num_groups == 2: - group_start = 0 - group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2 - elif weapon_data.num_groups == 3: - var third = total_projectiles / 3 - group_start = 0 - group_end = third if third > 0 else 1 + # 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 + var time_offset: float = 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 fixed vertical offset from weapon origin + bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) + + + + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset + + # Set the angle for bullets - symmetrical spread around vertical (straight up = -90°) + if weapon_data.angle == 0: + # If angle is 0, all projectiles fire straight up + bullet.angle = -90.0 else: - continue # Skip if weapon_data.num_groups > 3 + # Set angle for bullets - symmetrical spread around vertical (straight up = -90°) + if index_from_center == 0: + # Center projectile fires straight up + bullet.angle = -90.0 + else: + # Left projectiles: positive angle (up and to the left), Right projectiles: negative angle (up and to the right) + bullet.angle = -90.0 + weapon_data.angle * sign(index_from_center) - for b in range(group_start, group_end): - var bullet_scene = weapon_data.bullet_scene - var bullet := bullet_scene.instantiate() as Node - get_tree().root.add_child(bullet) - # Calculate index relative to group center for staggering - var group_center: float = (group_start + group_end - 1) / 2.0 - var index_from_center: float = b - group_center - # Calculate timing offset for staggered firing - var time_offset: float = abs(index_from_center) * stagger_offset - # Calculate horizontal offset for this bullet (symmetrical within group) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - - # Calculate vertical offset from center point (symmetrical vertical spread within group) - var distance_from_center: float = abs(index_from_center) - var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 - - # Calculate final position based on firing angle using polar coordinates - var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians - var spread_angle: float = -weapon_data.firing_angle * 0.0174533 # Spread opposite to firing angle - - # Calculate position using polar coordinates from player origin - var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally - var origin_y: float = weapon_data.origin - - var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset - var pos_y: float = player.position.y + origin_y + vertical_offset - - # Apply angular offset - var angle_offset_x: float = -weapon_data.origin * sin(spread_angle) - var angle_offset_y: float = -weapon_data.origin * cos(spread_angle) - - bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y) - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset # Subtract projectile spacing from current Player travel for next shot player.travel -= weapon_data.spacing