Implemented dynamic projectile spread.

This commit is contained in:
Henry Faber 2026-06-16 03:13:50 +01:00
parent 029175ccde
commit a9af69e7bb
5 changed files with 146 additions and 72 deletions

View file

@ -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():