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

@ -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