From cf172bc546e20f42a237decd3f60a8667b4f7fa1 Mon Sep 17 00:00:00 2001 From: henry Date: Sat, 20 Jun 2026 13:05:18 +0100 Subject: [PATCH] Updated architecture so WeaponComponent uses an exported array to store weapon resources. --- .../player_weapon_resources/weapon_shot.gd | 2 +- .../weapon_shot_spread.tres | 17 ++++++ scenes/player_weapons/weapon_spreadshot.tscn | 53 +++++++++++++++++++ scenes/player_weapons/weapon_stock.tscn | 2 +- scripts/movement_component.gd | 2 +- scripts/shoot_component.gd | 12 ++--- scripts/weapon_component.gd | 36 ++++--------- 7 files changed, 88 insertions(+), 36 deletions(-) create mode 100644 resources/player_weapon_resources/weapon_shot_spread.tres create mode 100644 scenes/player_weapons/weapon_spreadshot.tscn diff --git a/resources/player_weapon_resources/weapon_shot.gd b/resources/player_weapon_resources/weapon_shot.gd index e8e4317..70c167a 100644 --- a/resources/player_weapon_resources/weapon_shot.gd +++ b/resources/player_weapon_resources/weapon_shot.gd @@ -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 diff --git a/resources/player_weapon_resources/weapon_shot_spread.tres b/resources/player_weapon_resources/weapon_shot_spread.tres new file mode 100644 index 0000000..2bcbdce --- /dev/null +++ b/resources/player_weapon_resources/weapon_shot_spread.tres @@ -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" diff --git a/scenes/player_weapons/weapon_spreadshot.tscn b/scenes/player_weapons/weapon_spreadshot.tscn new file mode 100644 index 0000000..2158693 --- /dev/null +++ b/scenes/player_weapons/weapon_spreadshot.tscn @@ -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"] diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 364ec6a..5eddb30 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -27,7 +27,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_yqx5m") }], -"loop": true, +"loop": 1, "name": &"default", "speed": 24.0 }] diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 18ebdb2..0539438 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -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 diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index b3bd5b3..9fa5479 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -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 diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index e88e83b..f443855 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -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)