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

@ -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)