Attempting to refactor the previously working self contained equidistent
code in the player.gd.
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15 changed files with 153 additions and 46 deletions
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@ -8,27 +8,26 @@ var weapon_spacing: float = 0.1
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func shoot():
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# Continuous fire
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if player.is_shooting == true:
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# Adjust bullet spacing before firing
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if player.travel > weapon_component.bullet_data.projectile_spacing:
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print("Travel is greater!")
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for b in range(weapon_component.bullet_data.projectiles):
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# Instantiate the bullets
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var bullet = weapon_component.weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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# Adjust bullet spacing before firing
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bullet.position = player.position + Vector2((b - (weapon_component.bullet_data.projectiles - 1) / 2.0) * weapon_component.bullet_data.projectile_spacing, weapon_component.bullet_data.projectile_origin)
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## Get weapon speed and spacing for equidistant calculations
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#weapon_rate = bullet.weapon_component.bullet_data.rate
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#weapon_spacing = bullet.weapon_component.bullet_data.projectile_spacing
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#bullet.weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
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#weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing
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#weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
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# Print which weapon is firing
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prints(bullet.shot_data.shot_name, "weapon fired")
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player.travel -= weapon_component.bullet_data.projectile_spacing
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else: return
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