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

@ -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)