Equidistent code working in component form! Also cleaned up spacing for

increased projectiles in stock weapon by rounding remainders from
division.
This commit is contained in:
Henry 2026-04-07 13:54:30 +01:00
parent d419635d7f
commit db57a0234e
17 changed files with 58 additions and 48 deletions

View file

@ -7,7 +7,6 @@ class_name MovementComponent extends Node
@onready var weapon_component: WeaponComponent = %WeaponComponent
@onready var screensize = get_viewport().content_scale_size
var input = Input.get_vector("left", "right", "up","down")
@ -16,10 +15,11 @@ func tick(delta: float):
# Check to see if there's a player to move
if player == null: return
var weapon_system = weapon_component.data
# Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_spacing)
player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
# Thruster animation in relation to player movement
if input.x > 0:

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@ -1,108 +0,0 @@
extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
#var ship = %Ship
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
var bullet_speed: int = 150
@export var weapon_current : PackedScene
#var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
var weapon_spacing: float = 0.1
@onready var screensize = get_viewport_rect().size
@onready var muzzle_damage = %MuzzleBox
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
is_shooting = true
muzzle_damage.set("disabled", false)
else:
is_shooting = false
if is_shooting == true:
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
# Adjust bullet spacing before firing
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
if is_shooting == false:
%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
var projectiles: int = 3
const PROJECTILE_SPACING: float = 10
const MUZZLE_HEIGHT: int = -23
for b in projectiles:
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (projectiles - 1) / 2.0) * PROJECTILE_SPACING, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations
weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = bullet.shot_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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@ -1 +0,0 @@
uid://otm88638j7f8

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@ -1,13 +1,16 @@
class_name Player extends Area2D
# Components managed by Player
@onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent
# Variables for Player shooting status
@export var can_shoot: bool = true
@export var is_shooting: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
@ -18,14 +21,16 @@ func _process(delta) -> void:
# Read Controls
input_component.update()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)
# Read shooting
# Read Shooting
if input_component.shooting:
is_shooting = true
else: is_shooting = false
if is_shooting == true:
shoot_component.shoot()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

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@ -1,112 +0,0 @@
extends Area2D
@export var speed: int = 150
@export var shield_max: int = 10
#var ship = %Ship
var shield: int = 0: set = shield_set
var can_shoot: bool = true
var is_shooting: bool = false
var previous_position: Vector2
var ship_displacement: float
var travel: float = 0
var bullet_speed: int = 150
var weapon_spacing: float = 0.1
@export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn")
#var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer
var weapon_rate: float = 0.1
var weapon_timer: float = 0.0
@onready var screensize = get_viewport_rect().size
@onready var muzzle_damage = %MuzzleBox
func _process(delta):
var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement)
travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input
if input.x > 0:
%Ship/Thrusters.position.x = $Ship.position.x+1
%Ship.frame = 2
%Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked"
elif input.x < 0:
%Ship/Thrusters.position.x = $Ship.position.x-1
%Ship.frame = 1
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked"
else:
%Ship.frame = 0
%Ship/Thrusters.position.x = $Ship.position.x
%Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd"
# Get previous positon for equidistant bullet calculation
previous_position = position
# Move the ship based on input within the screen bounds
position += input * speed * delta
position = position.clamp(Vector2(12,12), screensize - Vector2(12,12))
# Enable muzzle damage hitbox upon firing
if Input.is_action_pressed("shoot"):
is_shooting = true
muzzle_damage.set("disabled", false)
else:
is_shooting = false
if is_shooting == true:
%MuzzleFlash.show()
%Ship/MuzzleFlash.animation = "stock"
# Adjust bullet spacing before firing
if travel > weapon_spacing:
shoot()
travel -= weapon_spacing
if is_shooting == false:
%MuzzleFlash.hide()
muzzle_damage.set("disabled", true)
func shield_set(_value: int):
return
func _on_weapon_cooldown_timeout() -> void:
#print("You can shoot again!")
#can_shoot = true
return
func shoot():
#var projectiles: int = 3
#const PROJECTILE_SPACING: float = 10
#const MUZZLE_HEIGHT: int = -23
var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
for b in range(bullet_resource.projectiles):
# Instantiate the bullets
var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (bullet.shot_data.projectiles - 1) / 2.0) * bullet.shot_data.projectile_spacing / 2.0, bullet.shot_data.projectile_origin)
# Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing
bullet_speed = abs(bullet.shot_data.speed)
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")

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@ -1 +0,0 @@
uid://bqxrdf7mtx0ev

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@ -9,7 +9,7 @@ extends Resource
@export var damage: int = 1
@export var speed: int = 135
@export var projectiles: int = 2
@export var projectile_spacing: float = 35
@export var projectile_origin: int = -23
@export var rate: float = 0.1
@export var cooldown: float = 0.25
@export var spacing: float = 35
@export var origin: int = -23
#@export var rate: float = 0.1
#@export var cooldown: float = 0.25

View file

@ -3,30 +3,35 @@ class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player: Player = $".."
var travel: float = 0
var weapon_spacing: float = 0.1
#var travel: float = 0
#var weapon_spacing: float = 0.1
func shoot():
if player.travel > weapon_component.bullet_data.projectile_spacing:
var weapon_system = weapon_component.data
if player.travel > weapon_system.spacing:
print("Travel is greater!")
for b in range(weapon_component.bullet_data.projectiles):
for b in range(weapon_system.projectiles):
# Instantiate the bullets
var bullet = weapon_component.weapon_current.instantiate()
get_tree().root.add_child(bullet)
# Adjust bullet spacing before firing
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)
## Get weapon speed and spacing for equidistant calculations
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)
print(b, bullet.position.x)
## Get weapon speed and spacing for equidistant calculations - non comp
#weapon_rate = bullet.weapon_component.bullet_data.rate
#weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing
#weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
player.travel -= weapon_component.bullet_data.projectile_spacing
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_system.spacing
else: return

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@ -1,12 +0,0 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/stock_weapon.tscn")
@export var shot_data: PlayerShot
func _process(delta):
position.y -= shot_data.speed * delta # This works normally
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

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@ -1 +0,0 @@
uid://d1rwqotmrag1r

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@ -1,7 +1,7 @@
class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
#@export var projectile_origin: int = -23
#@export_category("Temp Bullet Data")