Compare commits

..

2 commits

8 changed files with 63 additions and 25 deletions

View file

@ -1,7 +1,7 @@
[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] [gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/weapon_stock.tscn" id="1_by0nb"] [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/player_weapons/weapon_shot.gd" id="2_by0nb"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/weapon_shot.gd" id="2_by0nb"]
[resource] [resource]
script = ExtResource("2_by0nb") script = ExtResource("2_by0nb")

View file

@ -15,3 +15,5 @@ extends Resource
@export_category("Stagger") @export_category("Stagger")
@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles @export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
@export var stagger_offset: float = 5 # Time delay per projectile index @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)

View file

@ -1,8 +1,8 @@
extends Area2D extends Area2D
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn") @onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") @onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")

View file

@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"] [gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"] [ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_u1d5o"]
[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_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"] [sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]

View file

@ -17,26 +17,62 @@ func shoot():
var center_index = (total_projectiles - 1) / 2.0 var center_index = (total_projectiles - 1) / 2.0
if total_projectiles > 0: if total_projectiles > 0:
for b in range(total_projectiles): 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
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
for b in range(group_start, group_end):
var bullet_scene = weapon_data.bullet_scene var bullet_scene = weapon_data.bullet_scene
var bullet := bullet_scene.instantiate() as Node var bullet := bullet_scene.instantiate() as Node
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
# Calculate index relative to center (0 = center, -1/+1 = first from center) # Calculate index relative to group center for staggering
var index_from_center: float = b - center_index var group_center: float = (group_start + group_end - 1) / 2.0
var index_from_center: float = b - group_center
# Calculate timing offset for staggered firing # Calculate timing offset for staggered firing
var time_offset: float = index_from_center * stagger_offset var time_offset: float = abs(index_from_center) * stagger_offset
# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) # Calculate horizontal offset for this bullet (symmetrical within group)
var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
# Calculate vertical offset from center point (symmetrical vertical spread) # Calculate vertical offset from center point (symmetrical vertical spread within group)
var distance_from_center: float = abs(index_from_center) var distance_from_center: float = abs(index_from_center)
var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
# Final position combines symmetrical horizontal spread with symmetrical vertical spacing # Calculate final position based on firing angle using polar coordinates
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) 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 # Set timing properties on the bullet
bullet.time_offset = time_offset bullet.time_offset = time_offset

View file

@ -1,7 +1,7 @@
class_name WeaponComponent extends Node class_name WeaponComponent extends Node
@export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn") @export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres") var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")