Nearl implemented: bullet rotation isn't working correctly.
This commit is contained in:
parent
a9af69e7bb
commit
f427bb0c8d
11 changed files with 161 additions and 9 deletions
|
|
@ -1,8 +1,6 @@
|
|||
extends Area2D
|
||||
|
||||
@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
|
||||
@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
|
||||
|
||||
@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
|
||||
|
||||
# Time offset when this bullet was fired (relative to other bullets in the same shot)
|
||||
var time_offset: float = 0.5
|
||||
|
|
@ -16,6 +14,9 @@ var is_active: bool = false
|
|||
# Angle at which this bullet should fire (in degrees)
|
||||
var angle: float = 0.0
|
||||
|
||||
# Whether to rotate bullet to face its movement direction
|
||||
var rotate_to_velocity: bool = true
|
||||
|
||||
func _process(delta):
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
|
||||
|
|
@ -32,13 +33,19 @@ func _process(delta):
|
|||
position.x += move_x
|
||||
position.y += move_y
|
||||
|
||||
# Rotate to face movement direction - ensure proper rotation calculation
|
||||
if rotate_to_velocity:
|
||||
var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
|
||||
rotation = velocity.angle()
|
||||
|
||||
# Debug output - this will show you what's really happening
|
||||
print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
|
||||
|
||||
|
||||
func activate():
|
||||
is_active = true
|
||||
visible = true
|
||||
|
||||
# Emit signal for hit detection (optional)
|
||||
# emit_signal("activate")
|
||||
|
||||
func _on_visible_on_screen_notifier_2d_screen_exited():
|
||||
queue_free()
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue