Updated architecture so WeaponComponent uses an exported array to store
weapon resources.
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63ed0aae3a
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7 changed files with 88 additions and 36 deletions
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@ -17,7 +17,7 @@ func tick(delta: float):
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if player == null: return
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# Shorten variable for accessing weapon_component for clarity
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var weapon_system = weapon_component.data
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var weapon_system = weapon_component.weapon_data
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# Calculate ship to bullet displacement
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player.ship_displacement = player.position.y - player.previous_position.y
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@ -1,13 +1,10 @@
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class_name ShootComponent extends Node
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@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds)
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@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player = $".."
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func shoot():
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var weapon_data = weapon_component.data # WeaponShot resource configuration
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var weapon_data = weapon_component.weapon_data
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var current_time = Time.get_ticks_msec() / 1000.0
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var total_projectiles = weapon_data.projectiles
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@ -18,15 +15,14 @@ func shoot():
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if total_projectiles > 0:
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for b in range(total_projectiles):
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var bullet_scene = weapon_data.bullet_scene
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var bullet := bullet_scene.instantiate() as Area2D
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var bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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var index_from_center: float = b - center_index
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# Calculate timing offset for staggered firing
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var time_offset: float = index_from_center * stagger_offset
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var time_offset: float = index_from_center * weapon_data.stagger_offset
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# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
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var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
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@ -42,7 +38,7 @@ func shoot():
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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# Set the bullet data (this is what was missing)
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# Set the bullet data
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Subtract projectile spacing from current Player travel for next shot
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@ -1,34 +1,20 @@
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class_name WeaponComponent extends Node
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enum WeaponType {
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STOCK,
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NONE,
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}
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@export var weapon_data: WeaponShot = null
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@export var available_weapons: Array[WeaponShot] = []
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@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
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var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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var _current_weapon_index: int = 0
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func get_bullet_scene() -> PackedScene:
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if loaded_weapon == WeaponType.STOCK:
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return preload("res://scenes/player_weapons/weapon_stock.tscn")
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else:
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return null
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return weapon_data.bullet_scene if weapon_data else null
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func get_weapon_resource() -> Resource:
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var weapon_resource_path: String
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return weapon_data
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if loaded_weapon == WeaponType.STOCK:
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weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
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data = load(weapon_resource_path)
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return data
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else:
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return null
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func cycle_weapon() -> void:
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if available_weapons.is_empty():
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return
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#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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#func get_bullet_scene() -> PackedScene:
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#return data.weapon_shot # Reference to the Shot scene from the resource
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_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
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weapon_data = available_weapons[_current_weapon_index]
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print("Switched to: ", weapon_data.shot_name)
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