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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d419635d7f
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17 changed files with 58 additions and 48 deletions
108
scenes/player.gd
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108
scenes/player.gd
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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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var is_shooting: bool = false
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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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var bullet_speed: int = 150
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@export var weapon_current : PackedScene
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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_spacing: float = 0.1
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@onready var screensize = get_viewport_rect().size
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@onready var muzzle_damage = %MuzzleBox
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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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travel = clamp(travel, 0, 1.9 * weapon_spacing)
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# Sprite feedback based one player input
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if input.x > 0:
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%Ship/Thrusters.position.x = $Ship.position.x+1
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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elif input.x < 0:
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%Ship/Thrusters.position.x = $Ship.position.x-1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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else:
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%Ship.frame = 0
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%Ship/Thrusters.position.x = $Ship.position.x
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "fwd"
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# Get previous positon for equidistant bullet calculation
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previous_position = position
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# Move the ship based on input within the screen bounds
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position += input * speed * delta
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position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
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# Enable muzzle damage hitbox upon firing
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if Input.is_action_pressed("shoot"):
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is_shooting = true
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muzzle_damage.set("disabled", false)
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else:
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is_shooting = false
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if is_shooting == true:
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%MuzzleFlash.show()
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%Ship/MuzzleFlash.animation = "stock"
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# Adjust bullet spacing before firing
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if travel > weapon_spacing:
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shoot()
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travel -= weapon_spacing
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if is_shooting == false:
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%MuzzleFlash.hide()
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muzzle_damage.set("disabled", true)
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func shield_set(_value: int):
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return
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func _on_weapon_cooldown_timeout() -> void:
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#print("You can shoot again!")
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#can_shoot = true
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return
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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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for b in 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 - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, 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 = bullet.shot_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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1
scenes/player.gd.uid
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1
scenes/player.gd.uid
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@ -0,0 +1 @@
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uid://otm88638j7f8
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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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115
scenes/player_refactor.gd
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115
scenes/player_refactor.gd
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@ -0,0 +1,115 @@
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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 shield: int = 0: set = shield_set
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var can_shoot: bool = true
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var is_shooting: bool = false
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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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var bullet_speed: int = 150
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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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@onready var screensize = get_viewport_rect().size
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@onready var muzzle_damage = %MuzzleBox
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func _process(delta):
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var input = Input.get_vector("left", "right", "up","down")
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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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if input.x > 0:
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%Ship/Thrusters.position.x = $Ship.position.x+1
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%Ship.frame = 2
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%Ship/Thrusters.flip_h = true
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%Ship/Thrusters.animation = "banked"
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elif input.x < 0:
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%Ship/Thrusters.position.x = $Ship.position.x-1
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%Ship.frame = 1
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "banked"
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else:
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%Ship.frame = 0
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%Ship/Thrusters.position.x = $Ship.position.x
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%Ship/Thrusters.flip_h = false
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%Ship/Thrusters.animation = "fwd"
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# Get previous positon for equidistant bullet calculation
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previous_position = position
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# Move the ship based on input within the screen bounds
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position += input * speed * delta
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position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
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# Enable muzzle damage hitbox upon firing
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if Input.is_action_pressed("shoot"):
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is_shooting = true
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muzzle_damage.set("disabled", false)
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else:
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is_shooting = false
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if is_shooting == true:
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%MuzzleFlash.show()
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%Ship/MuzzleFlash.animation = "stock"
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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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if is_shooting == false:
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%MuzzleFlash.hide()
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muzzle_damage.set("disabled", true)
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func shield_set(_value: int):
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return
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func _on_weapon_cooldown_timeout() -> void:
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#print("You can shoot again!")
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#can_shoot = true
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return
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func shoot():
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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(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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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 = 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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1
scenes/player_refactor.gd.uid
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1
scenes/player_refactor.gd.uid
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uid://bqxrdf7mtx0ev
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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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12
scenes/stock_weapon.gd
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12
scenes/stock_weapon.gd
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@ -0,0 +1,12 @@
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
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@export var shot_data: PlayerShot
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func _process(delta):
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position.y -= shot_data.speed * delta # This works normally
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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queue_free()
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1
scenes/stock_weapon.gd.uid
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1
scenes/stock_weapon.gd.uid
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uid://d1rwqotmrag1r
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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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[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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