Equidistent code working in component form! Also cleaned up spacing for
increased projectiles in stock weapon by rounding remainders from division.
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17 changed files with 58 additions and 48 deletions
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@ -6,8 +6,7 @@
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[resource]
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script = ExtResource("1_t07sl")
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shot_name = "Stock"
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speed = 350
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speed = 375
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projectiles = 4
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projectile_spacing = 20.0
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cooldown = 0.0
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spacing = 28.0
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metadata/_custom_type_script = "uid://ccdohs4gduee5"
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@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://coix5dqblmu7r"]
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[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scripts/player_refactor.gd" id="1_qlg0r"]
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[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
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[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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@ -3,7 +3,6 @@ extends Area2D
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@export var speed: int = 150
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@export var shield_max: int = 10
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#var ship = %Ship
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var shield: int = 0: set = shield_set
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var can_shoot: bool = true
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@ -17,9 +16,9 @@ var weapon_spacing: float = 0.1
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@export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn")
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#var weapon_current = load("res://scenes/stock_weapon.tscn")
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var weapon_cooldown = Timer
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var weapon_rate: float = 0.1
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var weapon_timer: float = 0.0
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#var weapon_cooldown = Timer
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#var weapon_rate: float = 0.1
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#var weapon_timer: float = 0.0
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@onready var screensize = get_viewport_rect().size
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@ -28,8 +27,10 @@ var weapon_timer: float = 0.0
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func _process(delta):
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var input = Input.get_vector("left", "right", "up","down")
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ship_displacement = position.y - previous_position.y
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travel += bullet_speed * delta + abs(ship_displacement)
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# Calculate position and travel for equidistant bullet calculations
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ship_displacement = abs(position.y - previous_position.y)
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travel += bullet_speed * delta - ship_displacement
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travel = clamp(travel, 0, 1.9 * weapon_spacing)
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# Sprite feedback based one player input
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@ -70,6 +71,7 @@ func _process(delta):
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# Adjust bullet spacing before firing
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if travel > weapon_spacing:
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print("Travel is greater!")
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shoot()
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travel -= weapon_spacing
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@ -88,25 +90,26 @@ func _on_weapon_cooldown_timeout() -> void:
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func shoot():
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#var projectiles: int = 3
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#const PROJECTILE_SPACING: float = 10
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#const MUZZLE_HEIGHT: int = -23
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var projectiles: int = 5
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const PROJECTILE_SPACING: float = 20
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const MUZZLE_HEIGHT: int = -23
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var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
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for b in range(bullet_resource.projectiles):
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for b in range(projectiles):
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# Instantiate the bullets
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var bullet = weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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bullet.position = position + Vector2((b - (bullet.shot_data.projectiles - 1) / 2.0) * bullet.shot_data.projectile_spacing / 2.0, bullet.shot_data.projectile_origin)
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prints(bullet_resource.speed,bullet_resource.projectiles, bullet_resource.projectile_spacing)
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bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
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# Get weapon speed and spacing for equidistant calculations
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#weapon_rate = bullet.shot_data.rate
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weapon_spacing = bullet.shot_data.projectile_spacing
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bullet_speed = abs(bullet.shot_data.speed)
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weapon_spacing = PROJECTILE_SPACING
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#bullet_speed = bullet_resource.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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#travel -= weapon_spacing
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@ -140,6 +140,7 @@ metadata/_custom_type_script = "uid://dss0dbwr71y6m"
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unique_name_in_owner = true
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script = ExtResource("6_l5qtw")
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player = NodePath("..")
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speed = 200.0
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metadata/_custom_type_script = "uid://c0rikbakpcags"
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[node name="ShootComponent" type="Node" parent="." unique_id=623642425]
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@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
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[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"]
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[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_hsma2"]
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[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_mvdrj"]
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[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]
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@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://b2ltmeb14nc17"]
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[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_kx6bj"]
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[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_kx6bj"]
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[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_5286c"]
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[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"]
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@ -10,7 +10,6 @@ shot_name = "Stock"
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speed = 350
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projectiles = 3
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projectile_spacing = 10.0
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cooldown = 0.0
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metadata/_custom_type_script = "uid://ccdohs4gduee5"
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
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@ -1,8 +1,8 @@
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[gd_scene format=3 uid="uid://bj4fytc3sy482"]
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[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
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[ext_resource type="PackedScene" uid="uid://coix5dqblmu7r" path="res://scenes/player.tscn" id="2_rwgxs"]
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[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
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[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player_revision.tscn" id="3_k0juu"]
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[node name="World" type="Node2D" unique_id=1317852169]
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@ -10,11 +10,6 @@
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[node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")]
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[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("2_rwgxs")]
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z_index = 1
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position = Vector2(97, 173)
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speed = 200
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[node name="Background" type="Node2D" parent="Level" unique_id=485120278]
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z_index = -1
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@ -81,3 +76,6 @@ texture = ExtResource("3_4wyf3")
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flip_h = true
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hframes = 4
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frame = 3
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[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")]
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position = Vector2(106, 312)
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@ -7,7 +7,6 @@ class_name MovementComponent extends Node
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@onready var weapon_component: WeaponComponent = %WeaponComponent
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@onready var screensize = get_viewport().content_scale_size
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var input = Input.get_vector("left", "right", "up","down")
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@ -16,10 +15,11 @@ func tick(delta: float):
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# Check to see if there's a player to move
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if player == null: return
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var weapon_system = weapon_component.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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player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement)
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player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_spacing)
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player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
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player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
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# Thruster animation in relation to player movement
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if input.x > 0:
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@ -1,13 +1,16 @@
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class_name Player extends Area2D
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# Components managed by Player
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@onready var input_component: InputComponent = %InputComponent
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@onready var movement_component: MovementComponent = %MovementComponent
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@onready var shoot_component: ShootComponent = %ShootComponent
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@onready var weapon_component: WeaponComponent = %WeaponComponent
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# Variables for Player shooting status
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@export var can_shoot: bool = true
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@export var is_shooting: bool = false
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# Variables for Player position calculations for equidistant bullets
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var previous_position: Vector2
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var ship_displacement: float
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var travel: float = 0
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@ -18,14 +21,16 @@ func _process(delta) -> void:
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# Read Controls
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input_component.update()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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# Read shooting
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# Read Shooting
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if input_component.shooting:
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is_shooting = true
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else: is_shooting = false
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if is_shooting == true:
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shoot_component.shoot()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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@ -9,7 +9,7 @@ extends Resource
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@export var damage: int = 1
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@export var speed: int = 135
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@export var projectiles: int = 2
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@export var projectile_spacing: float = 35
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@export var projectile_origin: int = -23
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@export var rate: float = 0.1
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@export var cooldown: float = 0.25
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@export var spacing: float = 35
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@export var origin: int = -23
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#@export var rate: float = 0.1
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#@export var cooldown: float = 0.25
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@ -3,30 +3,35 @@ class_name ShootComponent extends Node
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player: Player = $".."
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var travel: float = 0
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var weapon_spacing: float = 0.1
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#var travel: float = 0
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#var weapon_spacing: float = 0.1
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func shoot():
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if player.travel > weapon_component.bullet_data.projectile_spacing:
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var weapon_system = weapon_component.data
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if player.travel > weapon_system.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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for b in range(weapon_system.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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bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
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print(b, bullet.position.x)
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## Get weapon speed and spacing for equidistant calculations - non comp
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#weapon_rate = bullet.weapon_component.bullet_data.rate
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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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# Subtract projectile spacing from current Player travel for next
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player.travel -= weapon_system.spacing
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else: return
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@ -1,7 +1,7 @@
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class_name WeaponComponent extends Node
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@export var weapon_current : PackedScene
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var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
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var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
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#@export var projectile_origin: int = -23
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#@export_category("Temp Bullet Data")
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