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