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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@ -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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