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: