diff --git a/resources/weapon_shot.gd b/resources/player_weapons/weapon_shot.gd similarity index 68% rename from resources/weapon_shot.gd rename to resources/player_weapons/weapon_shot.gd index bb9371c..63adff0 100644 --- a/resources/weapon_shot.gd +++ b/resources/player_weapons/weapon_shot.gd @@ -15,5 +15,3 @@ extends Resource @export_category("Stagger") @export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles @export var stagger_offset: float = 5 # Time delay per projectile index -@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right) -@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right) diff --git a/resources/weapon_shot.gd.uid b/resources/player_weapons/weapon_shot.gd.uid similarity index 100% rename from resources/weapon_shot.gd.uid rename to resources/player_weapons/weapon_shot.gd.uid diff --git a/resources/player_weapon_resources/weapon_shot_stock.tres b/resources/player_weapons/weapon_shot_stock.tres similarity index 82% rename from resources/player_weapon_resources/weapon_shot_stock.tres rename to resources/player_weapons/weapon_shot_stock.tres index e75c40a..e4cf1ca 100644 --- a/resources/player_weapon_resources/weapon_shot_stock.tres +++ b/resources/player_weapons/weapon_shot_stock.tres @@ -1,7 +1,7 @@ [gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] -[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_by0nb"] -[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/weapon_shot.gd" id="2_by0nb"] +[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/weapon_stock.tscn" id="1_by0nb"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapons/weapon_shot.gd" id="2_by0nb"] [resource] script = ExtResource("2_by0nb") diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/weapon_stock.gd similarity index 83% rename from scenes/player_weapons/weapon_stock.gd rename to scenes/weapon_stock.gd index 3de04e9..7ebe31a 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/weapon_stock.gd @@ -1,8 +1,8 @@ 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 bullet: PackedScene = load("res://scenes/weapon_stock.tscn") +@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") diff --git a/scenes/player_weapons/weapon_stock.gd.uid b/scenes/weapon_stock.gd.uid similarity index 100% rename from scenes/player_weapons/weapon_stock.gd.uid rename to scenes/weapon_stock.gd.uid diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/weapon_stock.tscn similarity index 96% rename from scenes/player_weapons/weapon_stock.tscn rename to scenes/weapon_stock.tscn index 364ec6a..de22a81 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/weapon_stock.tscn @@ -1,6 +1,6 @@ [gd_scene format=3 uid="uid://ddpclu2vdy2ve"] -[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_u1d5o"] +[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"] [ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"] [sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index ea283f8..3f1ee7d 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -17,66 +17,30 @@ func shoot(): var center_index = (total_projectiles - 1) / 2.0 if total_projectiles > 0: - for group in range(weapon_data.num_groups): - # Calculate projectile indices for this group - # For 1 group: 0..N-1 - # For 2 groups: 0..N/2-1 and N/2..N-1 - # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1 - var group_start: int - var group_end: int + for b in range(total_projectiles): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node + get_tree().root.add_child(bullet) - if weapon_data.num_groups == 1: - group_start = 0 - group_end = total_projectiles - elif weapon_data.num_groups == 2: - group_start = 0 - group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2 - elif weapon_data.num_groups == 3: - var third = total_projectiles / 3 - group_start = 0 - group_end = third if third > 0 else 1 - else: - continue # Skip if weapon_data.num_groups > 3 + # Calculate index relative to center (0 = center, -1/+1 = first from center) + var index_from_center: float = b - center_index - for b in range(group_start, group_end): - var bullet_scene = weapon_data.bullet_scene - var bullet := bullet_scene.instantiate() as Node - get_tree().root.add_child(bullet) + # Calculate timing offset for staggered firing + var time_offset: float = index_from_center * stagger_offset - # Calculate index relative to group center for staggering - var group_center: float = (group_start + group_end - 1) / 2.0 - var index_from_center: float = b - group_center + # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - # Calculate timing offset for staggered firing - var time_offset: float = abs(index_from_center) * stagger_offset + # Calculate vertical offset from center point (symmetrical vertical spread) + var distance_from_center: float = abs(index_from_center) + var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 - # Calculate horizontal offset for this bullet (symmetrical within group) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + # Final position combines symmetrical horizontal spread with symmetrical vertical spacing + bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) - # Calculate vertical offset from center point (symmetrical vertical spread within group) - var distance_from_center: float = abs(index_from_center) - var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 - - # Calculate final position based on firing angle using polar coordinates - var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians - var spread_angle: float = -weapon_data.firing_angle * 0.0174533 # Spread opposite to firing angle - - # Calculate position using polar coordinates from player origin - var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally - var origin_y: float = weapon_data.origin - - var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset - var pos_y: float = player.position.y + origin_y + vertical_offset - - # Apply angular offset - var angle_offset_x: float = -weapon_data.origin * sin(spread_angle) - var angle_offset_y: float = -weapon_data.origin * cos(spread_angle) - - bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y) - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset # Subtract projectile spacing from current Player travel for next shot player.travel -= weapon_data.spacing diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 0a9a9cd..a4bb65b 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -1,7 +1,7 @@ class_name WeaponComponent extends Node -@export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") -var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") +@export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn") +var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres")