Refactored weapon and shoot component use and resources.

This commit is contained in:
Henry Faber 2026-06-09 13:57:40 +01:00
parent 79122a074e
commit bdbc3b015f
29 changed files with 239 additions and 435 deletions

View file

@ -1,31 +1,32 @@
class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $"../Player"
@onready var player = $".."
# Change from instantiating WeaponComponent to instantiating Shot nodes
func shoot():
# Shorten variable for accessing weapon_component for clarity
var weapon_system = weapon_component.data
if player.travel > weapon_system.spacing:
for b in range(weapon_system.projectiles):
# Instantiate the bullets
var bullet = weapon_component.weapon_current.instantiate()
get_tree().root.add_child(bullet)
# Adjust bullet spacing before firing
bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
print(b, bullet.position.x)
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_system.spacing
else: return
var weapon_data = weapon_component.data # WeaponShot resource configuration
if player.travel > weapon_data.spacing:
for b in range(weapon_data.projectiles):
# Get the Shot scene from the WeaponShot resource
var bullet_scene = weapon_data.bullet_scene # Or however you store it
# Instantiate the bullet based data
var bullet := bullet_scene.instantiate() as Node
get_tree().root.add_child(bullet)
# Set up the bullet from resource data
#bullet.shot_data = weapon_data # Pass the configuration
# Adjust bullet spacing before firing
bullet.position = player.position + Vector2((b - (weapon_data.projectiles - 1) / 2.0) * round(round((weapon_data.projectiles + weapon_data.spacing / 2)) / 2 - 2), weapon_data.origin)
print(b, bullet.position.x)
print(weapon_data.shot_name + " "+"fired!")
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_data.spacing
else: return