Updated architecture so WeaponComponent uses an exported array to store

weapon resources.
This commit is contained in:
Henry Faber 2026-06-20 13:05:18 +01:00
parent 63ed0aae3a
commit cf172bc546
7 changed files with 88 additions and 36 deletions

View file

@ -14,4 +14,4 @@ extends Resource
@export_category("Spread")
@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
@export var stagger_offset: float = 5 # Time delay per projectile index
@export var stagger_offset: float = 0.1 # Time delay per projectile index

View file

@ -0,0 +1,17 @@
[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"]
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_bullet"]
[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapon_resources/weapon_shot.gd" id="2_script"]
[resource]
script = ExtResource("2_script")
shot_name = "Spread Shot"
bullet_scene = ExtResource("1_bullet")
damage = 1
speed = 450
projectiles = 5
spacing = 30.0
origin = -15
horizontal_offset = 10.0
stagger_offset = 0.2
metadata/_custom_type_script = "uid://7n1itonn35fm"

View file

@ -0,0 +1,53 @@
[gd_scene format=3 uid="uid://clpyd8qfwthk2"]
[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"]
[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"]
[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
atlas = ExtResource("2_s6ult")
region = Rect2(0, 0, 7, 11)
[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"]
atlas = ExtResource("2_s6ult")
region = Rect2(7, 0, 7, 11)
[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"]
atlas = ExtResource("2_s6ult")
region = Rect2(14, 0, 7, 11)
[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_5bykt")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_vsqoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_yqx5m")
}],
"loop": 1,
"name": &"default",
"speed": 24.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(6.666667, 14)
[node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_nx6aw")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252]
scale = Vector2(1.5, 1.5)
sprite_frames = SubResource("SpriteFrames_fdubj")
autoplay = "default"
frame_progress = 0.35886022
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059]
shape = SubResource("RectangleShape2D_mvdrj")
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716]
rect = Rect2(-3, -7, 6, 14)
[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]

View file

@ -27,7 +27,7 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_yqx5m")
}],
"loop": true,
"loop": 1,
"name": &"default",
"speed": 24.0
}]

View file

@ -17,7 +17,7 @@ func tick(delta: float):
if player == null: return
# Shorten variable for accessing weapon_component for clarity
var weapon_system = weapon_component.data
var weapon_system = weapon_component.weapon_data
# Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y

View file

@ -1,13 +1,10 @@
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
@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.weapon_data
var current_time = Time.get_ticks_msec() / 1000.0
var total_projectiles = weapon_data.projectiles
@ -18,15 +15,14 @@ func shoot():
if total_projectiles > 0:
for b in range(total_projectiles):
var bullet_scene = weapon_data.bullet_scene
var bullet := bullet_scene.instantiate() as Area2D
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
var time_offset: float = index_from_center * stagger_offset
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
@ -42,7 +38,7 @@ func shoot():
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set the bullet data (this is what was missing)
# Set the bullet data
bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
# Subtract projectile spacing from current Player travel for next shot

View file

@ -1,34 +1,20 @@
class_name WeaponComponent extends Node
enum WeaponType {
STOCK,
NONE,
}
@export var weapon_data: WeaponShot = null
@export var available_weapons: Array[WeaponShot] = []
@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
var _current_weapon_index: int = 0
func get_bullet_scene() -> PackedScene:
if loaded_weapon == WeaponType.STOCK:
return preload("res://scenes/player_weapons/weapon_stock.tscn")
else:
return null
return weapon_data.bullet_scene if weapon_data else null
func get_weapon_resource() -> Resource:
var weapon_resource_path: String
return weapon_data
if loaded_weapon == WeaponType.STOCK:
weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
data = load(weapon_resource_path)
return data
else:
return null
func cycle_weapon() -> void:
if available_weapons.is_empty():
return
#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
#func get_bullet_scene() -> PackedScene:
#return data.weapon_shot # Reference to the Shot scene from the resource
_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
weapon_data = available_weapons[_current_weapon_index]
print("Switched to: ", weapon_data.shot_name)