Nearl implemented: bullet rotation isn't working correctly.

This commit is contained in:
Henry Faber 2026-06-16 13:56:47 +01:00
parent a9af69e7bb
commit f427bb0c8d
11 changed files with 161 additions and 9 deletions

View file

@ -13,5 +13,5 @@ spacing = 20.0
origin = -25
horizontal_offset = 6.0
stagger_offset = 5.5
angle = 2.0
rotate_to_velocity = false
metadata/_custom_type_script = "uid://7n1itonn35fm"

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@ -17,3 +17,4 @@ class_name WeaponShot extends Resource
# Angle in degrees, default is 0
@export var angle: float = 0.0 # Angle at which the bullet should be fired
@export var rotate_to_velocity: bool = true

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@ -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()

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@ -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

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@ -0,0 +1 @@
uid://7wuopfptd3qe

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@ -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

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@ -0,0 +1 @@
uid://c1u6yrjkp26i5

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@ -38,12 +38,14 @@ func shoot():
# Final position combines symmetrical horizontal spread with fixed vertical offset from weapon origin
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
# Set timing properties on the bullet
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set bullet rotation properties
bullet.rotate_to_velocity = weapon_data.rotate_to_velocity # This should be true if you want rotation
# Set the angle for bullets - symmetrical spread around vertical (straight up = -90°)
if weapon_data.angle == 0:
# If angle is 0, all projectiles fire straight up

25
test_rotation.gd Normal file
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@ -0,0 +1,25 @@
extends Area2D
# Simple test to verify rotation behavior
var test_angle: float = 0.0
var rotate_to_velocity: bool = true
func _process(delta):
# Move in a straight line at 100 pixels per second
var move_x = cos(deg_to_rad(test_angle)) * 100 * delta
var move_y = sin(deg_to_rad(test_angle)) * 100 * delta
position.x += move_x
position.y += move_y
# Rotate to face movement direction (this is the key fix)
if rotate_to_velocity:
var velocity = Vector2(cos(deg_to_rad(test_angle)) * 100, sin(deg_to_rad(test_angle)) * 100)
rotation = velocity.angle()
# Debug output
print("Test angle: ", test_angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
func _ready():
# Set initial rotation for testing
test_angle = 0.0

1
test_rotation.gd.uid Normal file
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@ -0,0 +1 @@
uid://b1bhb673ef5po

6
test_rotation.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://d4ls4srw6qyap"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://test_rotation.gd" id="1_kx6bj"]
[node name="TestRotation" type="Area2D" unique_id=1832200900]
script = ExtResource("1_kx6bj")