Refactored weapon component to handle weapon swaping.
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d041531716
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6 changed files with 46 additions and 11 deletions
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@ -6,7 +6,7 @@
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
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[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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@ -1,10 +1,8 @@
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
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@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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# Data to be set externally when this bullet is instantiated
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var bullet_scene: PackedScene = null
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var shot_data: WeaponShot = null
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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@ -38,3 +36,8 @@ func _on_visible_on_screen_notifier_2d_screen_exited():
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# Set fire_time for the next shot (staggered firing)
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var current_time = Time.get_ticks_msec() / 1000.0
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fire_time = current_time + shot_data.stagger_offset
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# Function to set the bullet data (called from parent scene)
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func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot):
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bullet_scene = bullet_scene_param
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shot_data = shot_data_param
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@ -9,3 +9,7 @@ func update() -> void:
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move_dir = Input.get_vector("left", "right", "up", "down")
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shoot_pressed = Input.is_action_just_pressed("shoot")
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shooting = Input.is_action_pressed("shoot")
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# Development Keys
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# Cycle Available Weapons
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@ -19,7 +19,7 @@ func shoot():
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if total_projectiles > 0:
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for b in range(total_projectiles):
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var bullet_scene = weapon_data.bullet_scene
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var bullet := bullet_scene.instantiate() as Node
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var bullet := bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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@ -42,5 +42,8 @@ func shoot():
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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# Set the bullet data (this is what was missing)
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Subtract projectile spacing from current Player travel for next shot
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player.travel -= weapon_data.spacing
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@ -1 +1 @@
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uid://bgd1hwindc2ui
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uid://suynuijl68qp
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@ -1,9 +1,34 @@
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class_name WeaponComponent extends Node
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@export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
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enum WeaponType {
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STOCK,
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NONE,
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}
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@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
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var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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func get_bullet_scene() -> PackedScene:
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return data.weapon_shot # Reference to the Shot scene from the resource
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if loaded_weapon == WeaponType.STOCK:
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return preload("res://scenes/player_weapons/weapon_stock.tscn")
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else:
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return null
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func get_weapon_resource() -> Resource:
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var weapon_resource_path: String
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if loaded_weapon == WeaponType.STOCK:
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weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
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data = load(weapon_resource_path)
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return data
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else:
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return null
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#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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#func get_bullet_scene() -> PackedScene:
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#return data.weapon_shot # Reference to the Shot scene from the resource
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