Beginning to update weapon components

This commit is contained in:
Henry Faber 2026-06-08 13:53:13 +01:00
parent db57a0234e
commit e3fb082139
11 changed files with 66 additions and 37 deletions

View file

@ -11,6 +11,7 @@ config_version=5
[application]
config/name="Facsimile Wing"
run/main_scene="uid://coix5dqblmu7r"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"

View file

@ -6,7 +6,6 @@
[resource]
script = ExtResource("1_t07sl")
shot_name = "Stock"
speed = 375
projectiles = 4
speed = 500
spacing = 28.0
metadata/_custom_type_script = "uid://ccdohs4gduee5"

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@ -6,7 +6,5 @@
[resource]
script = ExtResource("1_reevt")
shot_name = "Stock"
speed = -350
cooldown = 0.0
projectile_spacing = 10.0
speed = 500
metadata/_custom_type_script = "uid://ccdohs4gduee5"

View file

@ -6,7 +6,9 @@ extends Area2D
func _process(delta):
position.y -= shot_data.speed * delta # This works normally
#Calculation position along Y axis
position.y -= shot_data.speed * delta
func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
queue_free()

View file

@ -15,7 +15,9 @@ func tick(delta: float):
# Check to see if there's a player to move
if player == null: return
# Shorten variable for accessing weapon_component for clarity
var weapon_system = weapon_component.data
# Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)

View file

@ -1,4 +1,4 @@
class_name PlayerShot
class_name PlayerShotResource
extends Resource
@export_category("Info")
@ -11,5 +11,3 @@ extends Resource
@export var projectiles: int = 2
@export var spacing: float = 35
@export var origin: int = -23
#@export var rate: float = 0.1
#@export var cooldown: float = 0.25

View file

@ -3,36 +3,29 @@ 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
func shoot():
var weapon_system = weapon_component.data
# Shorten variable for accessing weapon_component for clarity
var weapon_system = weapon_component.data
if player.travel > weapon_system.spacing:
print("Travel is greater!")
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_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")
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_system.spacing
else: return
if player.travel > weapon_system.spacing:
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_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
print(b, bullet.position.x)
# Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired")
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_system.spacing
else: return

View file

@ -0,0 +1,21 @@
class_name WeaponComponent extends Node
@export var weapon_current : PackedScene
var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
#@export var projectile_origin: int = -23
#@export_category("Temp Bullet Data")
#@export var projectiles: int = 3
#@export var projectile_spacing: float = 10
#var damage: int = 0
#var speed: int = 135
#var projectiles: int = 2
#var rate: float = 0.1
#var cooldown: float = 0.25
#var projectile_spacing: float = 10

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@ -0,0 +1 @@
uid://cy50u6ksjqvjc

13
scripts/weapon_shot.gd Normal file
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@ -0,0 +1,13 @@
class_name PlayerShot
extends Resource
@export_category("Info")
@export var shot_name: String
@export var sprite: Texture2D = preload("res://graphics/shot.png")
@export_category("Shot Data")
@export var damage: int = 1
@export var speed: int = 135
@export var projectiles: int = 2
@export var spacing: float = 35
@export var origin: int = -23

View file

@ -0,0 +1 @@
uid://7n1itonn35fm