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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@ -3,30 +3,35 @@ class_name ShootComponent extends Node
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player: Player = $".."
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var travel: float = 0
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var weapon_spacing: float = 0.1
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#var travel: float = 0
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#var weapon_spacing: float = 0.1
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func shoot():
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if player.travel > weapon_component.bullet_data.projectile_spacing:
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var weapon_system = weapon_component.data
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if player.travel > weapon_system.spacing:
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print("Travel is greater!")
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for b in range(weapon_component.bullet_data.projectiles):
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for b in range(weapon_system.projectiles):
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# Instantiate the bullets
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var bullet = weapon_component.weapon_current.instantiate()
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get_tree().root.add_child(bullet)
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# Adjust bullet spacing before firing
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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)
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## Get weapon speed and spacing for equidistant calculations
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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)
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print(b, bullet.position.x)
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## Get weapon speed and spacing for equidistant calculations - non comp
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#weapon_rate = bullet.weapon_component.bullet_data.rate
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#weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing
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#weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
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# Print which weapon is firing
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prints(bullet.shot_data.shot_name, "weapon fired")
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player.travel -= weapon_component.bullet_data.projectile_spacing
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# Subtract projectile spacing from current Player travel for next
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player.travel -= weapon_system.spacing
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else: return
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