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
54
scenes/player_weapons/weapon_stock_fixed2.gd
Normal file
54
scenes/player_weapons/weapon_stock_fixed2.gd
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
extends Area2D
|
||||
|
||||
@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
|
||||
|
||||
# When this bullet should fire (absolute time)
|
||||
var fire_time: float = 0.0
|
||||
|
||||
# Track if this bullet is currently active in the shot
|
||||
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
|
||||
|
||||
# Fire if it's time and bullet isn't already active
|
||||
if !is_active and current_time >= fire_time:
|
||||
activate()
|
||||
|
||||
# Calculate the movement vector based on speed, angle, and delta
|
||||
var angle_rad = deg_to_rad(angle)
|
||||
var move_x = cos(angle_rad) * shot_data.speed * delta
|
||||
var move_y = sin(angle_rad) * shot_data.speed * delta
|
||||
|
||||
# Move the bullet
|
||||
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
|
||||
|
||||
func _on_visible_on_screen_notifier_2d_screen_exited():
|
||||
queue_free()
|
||||
|
||||
# Set fire_time for the next shot (staggered firing)
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
fire_time = current_time + shot_data.stagger_offset
|
||||
Loading…
Add table
Add a link
Reference in a new issue