From 1200ac7e32df80b8ef06c6ff0b21ab0db56b46e7 Mon Sep 17 00:00:00 2001 From: henry Date: Tue, 23 Jun 2026 18:19:28 +0100 Subject: [PATCH 01/20] Initial scaffolding. --- .../player_weapon_resources/vanguard.tres | 2 +- scenes/EffectComponent.tscn | 6 +++++ scenes/effects/flash_effect.gd | 27 +++++++++++++++++++ scenes/effects/flash_effect.gd.uid | 1 + scripts/base_effect.gd | 16 +++++++++++ scripts/base_effect.gd.uid | 1 + scripts/effects_component.gd | 25 +++++++++++++++++ scripts/effects_component.gd.uid | 1 + 8 files changed, 78 insertions(+), 1 deletion(-) create mode 100644 scenes/EffectComponent.tscn create mode 100644 scenes/effects/flash_effect.gd create mode 100644 scenes/effects/flash_effect.gd.uid create mode 100644 scripts/base_effect.gd create mode 100644 scripts/base_effect.gd.uid create mode 100644 scripts/effects_component.gd create mode 100644 scripts/effects_component.gd.uid diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres index dcb3580..61f7a1c 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -8,7 +8,7 @@ script = ExtResource("2_w7xlm") shot_name = "vanguard" bullet_scene = ExtResource("1_hm46f") damage = 5 -speed = 500 +speed = 550 projectiles = 5 spacing = 30.0 origin = -15 diff --git a/scenes/EffectComponent.tscn b/scenes/EffectComponent.tscn new file mode 100644 index 0000000..bfd716f --- /dev/null +++ b/scenes/EffectComponent.tscn @@ -0,0 +1,6 @@ +[gd_scene format=3 uid="uid://bq3xhbfgkt22l"] + +[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"] + +[node name="EffectsComponent" type="Node2D" unique_id=1393438576] +script = ExtResource("1_ee0kt") diff --git a/scenes/effects/flash_effect.gd b/scenes/effects/flash_effect.gd new file mode 100644 index 0000000..db8fb26 --- /dev/null +++ b/scenes/effects/flash_effect.gd @@ -0,0 +1,27 @@ +class_name FlashEffect +extends BaseEffect + +@export var flash_color: Color = Color.WHITE +@export var flash_speed: float = 10.0 + +var _timer: float = 0.0 +var _original_material: Material + +func start(target: Node) -> void: + _timer = 0.0 + if target is CanvasItem: + _original_material = target.material + # Apply a ShaderMaterial that handles the flash + var flash_material = ShaderMaterial.new() + flash_material.shader = preload("res://shaders/flash.gdshader") + target.material = flash_material + +func process(delta: float, target: Node) -> void: + _timer += delta + if target.material is ShaderMaterial: + var intensity = (sin(_timer * flash_speed) + 1.0) / 2.0 + target.material.set_shader_parameter("flash_intensity", intensity) + +func stop(target: Node) -> void: + if target is CanvasItem: + target.material = _original_material diff --git a/scenes/effects/flash_effect.gd.uid b/scenes/effects/flash_effect.gd.uid new file mode 100644 index 0000000..79af5c6 --- /dev/null +++ b/scenes/effects/flash_effect.gd.uid @@ -0,0 +1 @@ +uid://deak7vcr7ss5l diff --git a/scripts/base_effect.gd b/scripts/base_effect.gd new file mode 100644 index 0000000..e871e76 --- /dev/null +++ b/scripts/base_effect.gd @@ -0,0 +1,16 @@ +class_name BaseEffect +extends Resource + +@export var duration: float = 0.5 + +# Called when the effect is applied +func start(target: Node) -> void: + pass + +# Called every frame (if needed) +func process(delta: float) -> void: + pass + +# Clean up any changes to the target +func stop(target: Node) -> void: + pass diff --git a/scripts/base_effect.gd.uid b/scripts/base_effect.gd.uid new file mode 100644 index 0000000..221b0c2 --- /dev/null +++ b/scripts/base_effect.gd.uid @@ -0,0 +1 @@ +uid://cs7xpxd1vpl56 diff --git a/scripts/effects_component.gd b/scripts/effects_component.gd new file mode 100644 index 0000000..c5e5308 --- /dev/null +++ b/scripts/effects_component.gd @@ -0,0 +1,25 @@ +class_name EffectComponent +extends Node2D + +@export var target_node: Node + +var active_effects: Array[BaseEffect] = [] + +func _process(delta: float) -> void: + # Process all active effects backwards so we can safely remove finished ones + for i in range(active_effects.size() - 1, -1, -1): + var effect = active_effects[i] + effect.process(delta, target_node) + + # Example: simple time-based expiration + effect.duration -= delta + if effect.duration <= 0.0: + remove_effect(effect) + +func apply_effect(effect: BaseEffect) -> void: + effect.start(target_node) + active_effects.append(effect) + +func remove_effect(effect: BaseEffect) -> void: + effect.stop(target_node) + active_effects.erase(effect) diff --git a/scripts/effects_component.gd.uid b/scripts/effects_component.gd.uid new file mode 100644 index 0000000..16a022f --- /dev/null +++ b/scripts/effects_component.gd.uid @@ -0,0 +1 @@ +uid://65d3hbrpm21x From b4c4a66ce817884bd284abf19a621a52dcbf5189 Mon Sep 17 00:00:00 2001 From: henry Date: Wed, 24 Jun 2026 14:48:02 +0100 Subject: [PATCH 02/20] Added effects manager and two effects to test attached to the player scene. --- resources/effects/flash_weapon_change.tres | 8 ++ resources/effects/invincibility_blink.tres | 13 +++ scenes/EffectComponent.tscn | 4 +- scenes/effects/flash_effect.gd | 27 ----- scenes/player.gd | 5 + scenes/player.tscn | 10 ++ scenes/world.tscn | 5 + scripts/{ => effects}/base_effect.gd | 12 +- scripts/{ => effects}/base_effect.gd.uid | 0 scripts/effects/blinker_effect.gd | 90 +++++++++++++++ scripts/effects/blinker_effect.gd.uid | 1 + scripts/{ => effects}/effects_component.gd | 25 +++-- .../{ => effects}/effects_component.gd.uid | 0 scripts/effects/flash_effect.gd | 105 ++++++++++++++++++ .../effects/flash_effect.gd.uid | 0 scripts/movement_component.gd | 2 + scripts/weapon_component.gd | 10 ++ shaders/flash.gdshader | 44 ++++++++ shaders/flash.gdshader.uid | 1 + 19 files changed, 322 insertions(+), 40 deletions(-) create mode 100644 resources/effects/flash_weapon_change.tres create mode 100644 resources/effects/invincibility_blink.tres delete mode 100644 scenes/effects/flash_effect.gd rename scripts/{ => effects}/base_effect.gd (53%) rename scripts/{ => effects}/base_effect.gd.uid (100%) create mode 100644 scripts/effects/blinker_effect.gd create mode 100644 scripts/effects/blinker_effect.gd.uid rename scripts/{ => effects}/effects_component.gd (51%) rename scripts/{ => effects}/effects_component.gd.uid (100%) create mode 100644 scripts/effects/flash_effect.gd rename {scenes => scripts}/effects/flash_effect.gd.uid (100%) create mode 100644 shaders/flash.gdshader create mode 100644 shaders/flash.gdshader.uid diff --git a/resources/effects/flash_weapon_change.tres b/resources/effects/flash_weapon_change.tres new file mode 100644 index 0000000..d8bd944 --- /dev/null +++ b/resources/effects/flash_weapon_change.tres @@ -0,0 +1,8 @@ +[gd_resource type="Resource" script_class="FlashEffect" format=3 uid="uid://c86rdr6gtto66"] + +[ext_resource type="Shader" uid="uid://dp4svqyxg1dum" path="res://shaders/flash.gdshader" id="1_37i75"] +[ext_resource type="Script" uid="uid://deak7vcr7ss5l" path="res://scripts/effects/flash_effect.gd" id="2_y51sa"] + +[resource] +script = ExtResource("2_y51sa") +metadata/_custom_type_script = "uid://deak7vcr7ss5l" diff --git a/resources/effects/invincibility_blink.tres b/resources/effects/invincibility_blink.tres new file mode 100644 index 0000000..40fac80 --- /dev/null +++ b/resources/effects/invincibility_blink.tres @@ -0,0 +1,13 @@ +[gd_resource type="Resource" script_class="BlinkerEffect" format=3 uid="uid://bld2k7san214b"] + +[ext_resource type="Script" uid="uid://cj4grtaun2h5a" path="res://scripts/effects/blinker_effect.gd" id="1_blink"] + +[resource] +script = ExtResource("1_blink") +blink_frequency = 12.0 +blink_length = 0.2 +min_alpha = 0.1 +start_ease = 0.1 +start_ease_mode = 0 +end_ease_mode = 0 +duration = 0.75 diff --git a/scenes/EffectComponent.tscn b/scenes/EffectComponent.tscn index bfd716f..5152fdf 100644 --- a/scenes/EffectComponent.tscn +++ b/scenes/EffectComponent.tscn @@ -1,6 +1,6 @@ [gd_scene format=3 uid="uid://bq3xhbfgkt22l"] -[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"] +[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="1_ee0kt"] -[node name="EffectsComponent" type="Node2D" unique_id=1393438576] +[node name="EffectsComponent" type="Node" unique_id=1393438576] script = ExtResource("1_ee0kt") diff --git a/scenes/effects/flash_effect.gd b/scenes/effects/flash_effect.gd deleted file mode 100644 index db8fb26..0000000 --- a/scenes/effects/flash_effect.gd +++ /dev/null @@ -1,27 +0,0 @@ -class_name FlashEffect -extends BaseEffect - -@export var flash_color: Color = Color.WHITE -@export var flash_speed: float = 10.0 - -var _timer: float = 0.0 -var _original_material: Material - -func start(target: Node) -> void: - _timer = 0.0 - if target is CanvasItem: - _original_material = target.material - # Apply a ShaderMaterial that handles the flash - var flash_material = ShaderMaterial.new() - flash_material.shader = preload("res://shaders/flash.gdshader") - target.material = flash_material - -func process(delta: float, target: Node) -> void: - _timer += delta - if target.material is ShaderMaterial: - var intensity = (sin(_timer * flash_speed) + 1.0) / 2.0 - target.material.set_shader_parameter("flash_intensity", intensity) - -func stop(target: Node) -> void: - if target is CanvasItem: - target.material = _original_material diff --git a/scenes/player.gd b/scenes/player.gd index f61a309..ace3c7a 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -19,6 +19,10 @@ var previous_position: Vector2 var ship_displacement: float var travel: float = 0 +# Effects Testing +var flash_effect = preload("res://resources/effects/flash_weapon_change.tres") +var blink_effect = preload("res://resources/effects/invincibility_blink.tres") + func _ready() -> void: ## Set initial start position @@ -50,3 +54,4 @@ func _process(delta) -> void: # Cycle weapon (testing key) if input_component.cycle_weapon: weapon_component.cycle_weapon() + $EffectsComponent.apply_effect(flash_effect) diff --git a/scenes/player.tscn b/scenes/player.tscn index b78146a..a323687 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -12,6 +12,7 @@ [ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] +[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -92,6 +93,8 @@ size = Vector2(24, 30) [sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"] size = Vector2(6, 5.75) +[sub_resource type="Resource" id="Resource_jej6c"] + [node name="Player" type="Area2D" unique_id=652131079] script = ExtResource("1_ur7pv") @@ -155,6 +158,13 @@ unique_name_in_owner = true script = ExtResource("7_d2wvv") weapon_data = ExtResource("8_stock") available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv")]) +weapon_change_flash = SubResource("Resource_jej6c") metadata/_custom_type_script = "uid://ylmao2ndp22y" +[node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")] +unique_name_in_owner = true +script = ExtResource("12_effcomp") +target_node = NodePath("../Ship") +metadata/_custom_type_script = "uid://65d3hbrpm21x" + [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/world.tscn b/scenes/world.tscn index 616c55d..36f4ea1 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -14,6 +14,11 @@ script = ExtResource("2_k0juu") notification_scene = ExtResource("3_71j4m") +[node name="FPS" type="Label" parent="UI" unique_id=1606313100] +layout_mode = 0 +offset_right = 40.0 +offset_bottom = 23.0 + [node name="Level" type="Node2D" parent="." unique_id=934289771] [node name="Background" type="Node2D" parent="Level" unique_id=485120278] diff --git a/scripts/base_effect.gd b/scripts/effects/base_effect.gd similarity index 53% rename from scripts/base_effect.gd rename to scripts/effects/base_effect.gd index e871e76..60aaad1 100644 --- a/scripts/base_effect.gd +++ b/scripts/effects/base_effect.gd @@ -3,14 +3,20 @@ extends Resource @export var duration: float = 0.5 +var _elapsed: float = 0.0 + # Called when the effect is applied func start(target: Node) -> void: - pass + _elapsed = 0.0 # Called every frame (if needed) -func process(delta: float) -> void: - pass +func process(delta: float, target: Node) -> void: + _elapsed += delta # Clean up any changes to the target func stop(target: Node) -> void: pass + +# Returns true when the effect has run its course +func is_finished() -> bool: + return _elapsed >= duration diff --git a/scripts/base_effect.gd.uid b/scripts/effects/base_effect.gd.uid similarity index 100% rename from scripts/base_effect.gd.uid rename to scripts/effects/base_effect.gd.uid diff --git a/scripts/effects/blinker_effect.gd b/scripts/effects/blinker_effect.gd new file mode 100644 index 0000000..9684619 --- /dev/null +++ b/scripts/effects/blinker_effect.gd @@ -0,0 +1,90 @@ +class_name BlinkerEffect +extends BaseEffect + +## How many blink cycles per second. +@export_range(0.0, 60.0) var blink_frequency: float = 8.0 + +## Fraction of each cycle the sprite is visible (0.0–1.0). +@export_range(0.0, 1.0) var blink_length: float = 0.5 + +## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible). +@export_range(0.0, 1.0) var min_alpha: float = 0.0 + +## Maximum alpha when "on" (0.0–1.0). +@export_range(0.0, 1.0) var max_alpha: float = 1.0 + +## Duration of the fade-in at the start of the effect (seconds). +@export_range(0.0, 5.0) var start_ease: float = 0.0 + +## Easing curve for the fade-in. +@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1 + +## Duration of the fade-out at the end of the effect (seconds). +@export_range(0.0, 5.0) var end_ease: float = 0.0 + +## Easing curve for the fade-out. +@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1 + +var _original_modulate: Color + + +func start(target: Node) -> void: + super.start(target) + if target is CanvasItem: + _original_modulate = target.modulate + + +func process(delta: float, target: Node) -> void: + super.process(delta, target) + if target is CanvasItem: + var alpha: float = _compute_alpha(_elapsed) + target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha) + + +func stop(target: Node) -> void: + if target is CanvasItem: + target.modulate = _original_modulate + + +## Compute the combined eased alpha for a given elapsed time. +func _compute_alpha(elapsed: float) -> float: + if duration <= 0.0: + return 1.0 + + var t: float = min(elapsed, duration) + + # Blink pulse: on/off cycling at the given frequency and duty cycle + var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0 + var phase := fmod(t, period) / period + + var pulse: float = min_alpha + if phase < blink_length: + var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0 + if pulse_progress < 0.5: + pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2) + else: + pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3) + + # Start ease: fade from fully visible into the blink pattern + if t < start_ease and start_ease > 0.0: + var fade_in = _ease_value(t / start_ease, start_ease_mode) + return lerp(max_alpha, pulse, fade_in) + + # End ease: fade from blink pattern back to fully visible + if t > duration - end_ease and end_ease > 0.0: + var fade_progress = (t - (duration - end_ease)) / end_ease + var fade_out = _ease_value(fade_progress, end_ease_mode) + return lerp(pulse, max_alpha, fade_out) + + return pulse + + +## Apply easing to a 0.0–1.0 normalized value based on the selected mode. +func _ease_value(value: float, mode: int) -> float: + match mode: + 0: return value # Linear + 1: return smoothstep(0.0, 1.0, value) # Smooth + 2: return ease(value, -2.0) # Ease-In (accelerating) + 3: return ease(value, 2.0) # Ease-Out (decelerating) + 4: return ease(value, 3.0) # Ease-In-Out (S-curve) + return value diff --git a/scripts/effects/blinker_effect.gd.uid b/scripts/effects/blinker_effect.gd.uid new file mode 100644 index 0000000..c87f585 --- /dev/null +++ b/scripts/effects/blinker_effect.gd.uid @@ -0,0 +1 @@ +uid://cj4grtaun2h5a diff --git a/scripts/effects_component.gd b/scripts/effects/effects_component.gd similarity index 51% rename from scripts/effects_component.gd rename to scripts/effects/effects_component.gd index c5e5308..361641f 100644 --- a/scripts/effects_component.gd +++ b/scripts/effects/effects_component.gd @@ -1,24 +1,33 @@ class_name EffectComponent -extends Node2D +extends Node -@export var target_node: Node +## The node this component applies effects to. +## If left null, defaults to the first parent CanvasItem. +@export var target_node: Node = null var active_effects: Array[BaseEffect] = [] +func _ready() -> void: + if target_node == null: + # Auto-resolve to the parent if nothing is set + target_node = get_parent() + func _process(delta: float) -> void: + if target_node == null: + return + # Process all active effects backwards so we can safely remove finished ones for i in range(active_effects.size() - 1, -1, -1): var effect = active_effects[i] effect.process(delta, target_node) - - # Example: simple time-based expiration - effect.duration -= delta - if effect.duration <= 0.0: + + if effect.is_finished(): remove_effect(effect) func apply_effect(effect: BaseEffect) -> void: - effect.start(target_node) - active_effects.append(effect) + var instance = effect.duplicate() + instance.start(target_node) + active_effects.append(instance) func remove_effect(effect: BaseEffect) -> void: effect.stop(target_node) diff --git a/scripts/effects_component.gd.uid b/scripts/effects/effects_component.gd.uid similarity index 100% rename from scripts/effects_component.gd.uid rename to scripts/effects/effects_component.gd.uid diff --git a/scripts/effects/flash_effect.gd b/scripts/effects/flash_effect.gd new file mode 100644 index 0000000..d681dd7 --- /dev/null +++ b/scripts/effects/flash_effect.gd @@ -0,0 +1,105 @@ +class_name FlashEffect +extends BaseEffect + +## Shader applied to the target sprite during the flash. +@export var flash_shader: Shader = preload("res://shaders/flash.gdshader") + +## Color of the flash overlay. +@export var flash_color: Color = Color.WHITE + +## How many flash cycles per second. +@export_range(0.0, 60.0) var flash_frequency: float = 10.0 + +## Fraction of each cycle the flash is visible (0.0–1.0, i.e. duty cycle). +@export_range(0.0, 1.0) var flash_length: float = 0.5 + +## How the flash blends with the original sprite. +@export_enum("Mix", "Additive", "Screen") var blend_mode: int = 0 + +## Additional brightness added to the flash color (0.0 = none, 1.0 = double). +@export_range(0.0, 1.0) var brightness_boost: float = 0.0 + +## Duration of the fade-in at the start of the effect (seconds). +@export_range(0.0, 5.0) var start_ease: float = 0.0 + +## Easing curve for the fade-in. +@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1 + +## Duration of the fade-out at the end of the effect (seconds). +@export_range(0.0, 5.0) var end_ease: float = 0.0 + +## Easing curve for the fade-out. +@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1 + +var _original_material: Material + + +func start(target: Node) -> void: + super.start(target) + if target is CanvasItem: + _original_material = target.material + var flash_material := ShaderMaterial.new() + flash_material.shader = flash_shader + flash_material.set_shader_parameter("flash_color", flash_color) + flash_material.set_shader_parameter("flash_intensity", 0.0) + flash_material.set_shader_parameter("blend_mode", blend_mode) + flash_material.set_shader_parameter("brightness_boost", brightness_boost) + target.material = flash_material + + +func process(delta: float, target: Node) -> void: + super.process(delta, target) + if target.material is ShaderMaterial: + var intensity := _compute_intensity(_elapsed) + target.material.set_shader_parameter("flash_intensity", intensity) + + +func stop(target: Node) -> void: + if target is CanvasItem: + target.material = _original_material + + +## Compute the combined eased flash intensity for a given elapsed time. +## Returns a value 0.0–1.0 where 1.0 means full flash visibility. +func _compute_intensity(elapsed: float) -> float: + if duration <= 0.0: + return 0.0 + + # Clamp elapsed to duration to avoid overshoot on the final frame + var t: float = min(elapsed, duration) + + # Overall envelope: fade in during start_ease, hold, fade out during end_ease + var envelope: float = 1.0 + if t < start_ease and start_ease > 0.0: + envelope = _ease_value(t / start_ease, start_ease_mode) + elif t > duration - end_ease and end_ease > 0.0: + var fade_progress = (t - (duration - end_ease)) / end_ease + envelope = 1.0 - _ease_value(fade_progress, end_ease_mode) + + # Flash pattern: on/off cycling at the given frequency and duty cycle + # Each flash pulse also eases in and out for a smoother look + var period := 1.0 / flash_frequency if flash_frequency > 0.0 else 1.0 + var phase := fmod(t, period) / period # 0.0–1.0 position within the current cycle + + var pulse: float = 0.0 + if phase < flash_length: + # Inside the "on" portion of this cycle — ease within the pulse itself + var pulse_progress = phase / flash_length if flash_length > 0.0 else 1.0 + # Ease in for the first half of the pulse (build up), ease out for the second (fade down) + if pulse_progress < 0.5: + pulse = _ease_value(pulse_progress * 2.0, 2) # Ease-In (build up) + else: + pulse = _ease_value((1.0 - pulse_progress) * 2.0, 3) # Ease-Out (fade down) + + return envelope * pulse + + +## Apply easing to a 0.0–1.0 normalized value based on the selected mode. +func _ease_value(value: float, mode: int) -> float: + match mode: + 0: return value # Linear + 1: return smoothstep(0.0, 1.0, value) # Smooth + 2: return ease(value, -2.0) # Ease-In (accelerating) + 3: return ease(value, 2.0) # Ease-Out (decelerating) + 4: return ease(value, 3.0) # Ease-In-Out (S-curve) + return value diff --git a/scenes/effects/flash_effect.gd.uid b/scripts/effects/flash_effect.gd.uid similarity index 100% rename from scenes/effects/flash_effect.gd.uid rename to scripts/effects/flash_effect.gd.uid diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 0539438..655d778 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -30,11 +30,13 @@ func tick(delta: float): %Ship.frame = 2 %Ship/Thrusters.flip_h = true %Ship/Thrusters.animation = "banked" + %Ship/Thrusters.position.x = %Ship.position.x+1 elif input.x < 0: player.position.x = player.position.x-1 %Ship.frame = 1 %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "banked" + %Ship/Thrusters.position.x = %Ship.position.x-1 else: %Ship.frame = 0 player.position.x = player.position.x diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 37dc306..ab00c34 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -2,9 +2,12 @@ class_name WeaponComponent extends Node @export var weapon_data: WeaponShot = null @export var available_weapons: Array[WeaponShot] = [] +@export var weapon_change_flash: BaseEffect = null var _current_weapon_index: int = 0 +@onready var effects_component: EffectComponent = %EffectsComponent + func _ready() -> void: # Set the default weapon to be stock, i.e. index 1 @@ -36,10 +39,16 @@ func select_weapon_by_name(name: String) -> bool: print("Switched to: ", name) _emit_weapon_changed() + _trigger_change_flash() return true return false +func _trigger_change_flash() -> void: + if weapon_change_flash and effects_component: + effects_component.apply_effect(weapon_change_flash) + + func cycle_weapon() -> void: # Used for testing weapon cycling if available_weapons.is_empty(): @@ -50,3 +59,4 @@ func cycle_weapon() -> void: # Used for testing weapon cycling print("Switched to: ", weapon_data.shot_name) _emit_weapon_changed() + _trigger_change_flash() diff --git a/shaders/flash.gdshader b/shaders/flash.gdshader new file mode 100644 index 0000000..83fcd33 --- /dev/null +++ b/shaders/flash.gdshader @@ -0,0 +1,44 @@ +shader_type canvas_item; + +// Color of the flash overlay +uniform vec4 flash_color : source_color = vec4(1.0, 1.0, 1.0, 1.0); + +// Overall intensity of the flash (0.0 = none, 1.0 = full) +// Set dynamically by FlashEffect.gd each frame +uniform float flash_intensity : hint_range(0.0, 1.0) = 0.0; + +// How the flash blends with the original sprite +uniform int blend_mode : hint_enum("Mix", "Additive", "Screen") = 0; + +// Additional brightness added to the flash color (0.0 = none, 1.0 = double) +uniform float brightness_boost : hint_range(0.0, 1.0) = 0.0; + +void fragment() { + vec4 original = texture(TEXTURE, UV); + + vec3 flash_rgb = flash_color.rgb * (1.0 + brightness_boost); + + vec3 result; + float alpha = original.a; + + if (original.a == 0.0) { + // Skip processing for fully transparent pixels + COLOR = original; + } else if (blend_mode == 0) { + // Mix: Linear interpolation between original and flash color + result = mix(original.rgb, flash_rgb, flash_intensity); + // Modulate alpha by flash intensity for a flickering transparency effect + alpha = mix(original.a, flash_color.a, flash_intensity); + } else if (blend_mode == 1) { + // Additive: Flash adds light to the original, clamped to avoid HDR blowout + result = clamp(original.rgb + flash_rgb * flash_intensity, 0.0, 1.0); + // Additive naturally brightens, so boost alpha when flashing + alpha = clamp(original.a + flash_color.a * flash_intensity, 0.0, 1.0); + } else { + // Screen: Brightens without washing out highlights + result = original.rgb + (1.0 - original.rgb) * flash_rgb * flash_intensity; + alpha = clamp(original.a + (1.0 - original.a) * flash_color.a * flash_intensity, 0.0, 1.0); + } + + COLOR = vec4(result, alpha); +} diff --git a/shaders/flash.gdshader.uid b/shaders/flash.gdshader.uid new file mode 100644 index 0000000..82bde5d --- /dev/null +++ b/shaders/flash.gdshader.uid @@ -0,0 +1 @@ +uid://dp4svqyxg1dum From 650239a9e8f32bcfa3f66b37d585017b22f8c521 Mon Sep 17 00:00:00 2001 From: henry Date: Wed, 24 Jun 2026 18:41:37 +0100 Subject: [PATCH 03/20] Added fps display. --- scenes/world.tscn | 3 +++ scripts/fps_display.gd | 15 +++++++++++++++ scripts/fps_display.gd.uid | 1 + scripts/movement_component.gd | 1 + 4 files changed, 20 insertions(+) create mode 100644 scripts/fps_display.gd create mode 100644 scripts/fps_display.gd.uid diff --git a/scenes/world.tscn b/scenes/world.tscn index 36f4ea1..6383760 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -5,6 +5,7 @@ [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"] +[ext_resource type="Script" uid="uid://eblemtukrey6" path="res://scripts/fps_display.gd" id="4_qfnet"] [node name="World" type="Node2D" unique_id=1317852169] @@ -18,6 +19,8 @@ notification_scene = ExtResource("3_71j4m") layout_mode = 0 offset_right = 40.0 offset_bottom = 23.0 +theme_override_font_sizes/font_size = 8 +script = ExtResource("4_qfnet") [node name="Level" type="Node2D" parent="." unique_id=934289771] diff --git a/scripts/fps_display.gd b/scripts/fps_display.gd new file mode 100644 index 0000000..b58041a --- /dev/null +++ b/scripts/fps_display.gd @@ -0,0 +1,15 @@ +extends Label + +var last_time = 0 +var frame_count = 0 +var fps = 0 + +func _process(delta): + frame_count += 1 + last_time += delta + + if last_time >= 1.0: # Update every second + fps = frame_count + text = " " + str(fps) + " FPS" + last_time = 0 + frame_count = 0 diff --git a/scripts/fps_display.gd.uid b/scripts/fps_display.gd.uid new file mode 100644 index 0000000..3f9ff74 --- /dev/null +++ b/scripts/fps_display.gd.uid @@ -0,0 +1 @@ +uid://eblemtukrey6 diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 655d778..84c9a57 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -42,6 +42,7 @@ func tick(delta: float): player.position.x = player.position.x %Ship/Thrusters.flip_h = false %Ship/Thrusters.animation = "fwd" + %Ship/Thrusters.position.x = %Ship.position.x-0.3 # Get previous positon for equidistant bullet calculation player.previous_position = player.position From 389485e82c7ead74fb21ceaf4a4636de3a92a711 Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 01:25:34 +0100 Subject: [PATCH 04/20] Locked frame rate at 60fps and adjusted weapon speed to work with that. --- project.godot | 1 + resources/player_weapon_resources/stock.tres | 2 +- resources/player_weapon_resources/tri.tres | 2 +- resources/player_weapon_resources/vanguard.tres | 2 +- scenes/player_weapons/weapon_stock.tscn | 4 ++-- 5 files changed, 6 insertions(+), 5 deletions(-) diff --git a/project.godot b/project.godot index 2402a23..9c7cec1 100644 --- a/project.godot +++ b/project.godot @@ -13,6 +13,7 @@ config_version=5 config/name="Facsimile Wing" run/main_scene="uid://bj4fytc3sy482" config/features=PackedStringArray("4.7", "Forward Plus") +run/max_fps=60 config/icon="res://icon.svg" [autoload] diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index e8b91cb..184daab 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -8,7 +8,7 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 500 +speed = 300 spacing = 25.0 origin = -15 horizontal_offset = 10.0 diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index 0b63301..b567df8 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -8,7 +8,7 @@ script = ExtResource("2_syw6j") shot_name = "tri" bullet_scene = ExtResource("1_07hyh") damage = 3 -speed = 450 +speed = 420 projectiles = 3 spacing = 30.0 origin = -15 diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres index 61f7a1c..dcb3580 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -8,7 +8,7 @@ script = ExtResource("2_w7xlm") shot_name = "vanguard" bullet_scene = ExtResource("1_hm46f") damage = 5 -speed = 550 +speed = 500 projectiles = 5 spacing = 30.0 origin = -15 diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 5eddb30..9989ab5 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -29,11 +29,11 @@ animations = [{ }], "loop": 1, "name": &"default", -"speed": 24.0 +"speed": 30.0 }] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] -size = Vector2(6.666667, 14) +size = Vector2(10, 16) [node name="StockWeapon" type="Area2D" unique_id=1832200900] script = ExtResource("1_u1d5o") From dd4652b7320493ac7503c8f1810e13c629af20c1 Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 01:26:16 +0100 Subject: [PATCH 05/20] Added an FPS display for performance monitoring. --- scenes/world.tscn | 2 +- scripts/utility/fps_display.gd | 15 +++++++++++++++ scripts/utility/fps_display.gd.uid | 1 + 3 files changed, 17 insertions(+), 1 deletion(-) create mode 100644 scripts/utility/fps_display.gd create mode 100644 scripts/utility/fps_display.gd.uid diff --git a/scenes/world.tscn b/scenes/world.tscn index 6383760..515828a 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -5,7 +5,7 @@ [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"] -[ext_resource type="Script" uid="uid://eblemtukrey6" path="res://scripts/fps_display.gd" id="4_qfnet"] +[ext_resource type="Script" uid="uid://eblemtukrey6" path="res://scripts/utility/fps_display.gd" id="4_qfnet"] [node name="World" type="Node2D" unique_id=1317852169] diff --git a/scripts/utility/fps_display.gd b/scripts/utility/fps_display.gd new file mode 100644 index 0000000..b58041a --- /dev/null +++ b/scripts/utility/fps_display.gd @@ -0,0 +1,15 @@ +extends Label + +var last_time = 0 +var frame_count = 0 +var fps = 0 + +func _process(delta): + frame_count += 1 + last_time += delta + + if last_time >= 1.0: # Update every second + fps = frame_count + text = " " + str(fps) + " FPS" + last_time = 0 + frame_count = 0 diff --git a/scripts/utility/fps_display.gd.uid b/scripts/utility/fps_display.gd.uid new file mode 100644 index 0000000..3f9ff74 --- /dev/null +++ b/scripts/utility/fps_display.gd.uid @@ -0,0 +1 @@ +uid://eblemtukrey6 From 4f90c82b8f49c517b4d50fb99eb93d5789d632ec Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 01:26:49 +0100 Subject: [PATCH 06/20] Attempted to figure how to adjust notification label size. Nah. --- scenes/notification_display.tscn | 3 ++- scripts/fps_display.gd | 15 --------------- scripts/fps_display.gd.uid | 1 - scripts/notification_display.gd | 15 +++++++++++++-- 4 files changed, 15 insertions(+), 19 deletions(-) delete mode 100644 scripts/fps_display.gd delete mode 100644 scripts/fps_display.gd.uid diff --git a/scenes/notification_display.tscn b/scenes/notification_display.tscn index 982c58f..4180e5e 100644 --- a/scenes/notification_display.tscn +++ b/scenes/notification_display.tscn @@ -11,7 +11,8 @@ icon = NodePath("HBoxContainer/Icon") label = NodePath("HBoxContainer/Label") [node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504] -layout_mode = 0 +layout_mode = 1 +theme_override_constants/separator = 4 [node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3] custom_minimum_size = Vector2(16, 16) diff --git a/scripts/fps_display.gd b/scripts/fps_display.gd deleted file mode 100644 index b58041a..0000000 --- a/scripts/fps_display.gd +++ /dev/null @@ -1,15 +0,0 @@ -extends Label - -var last_time = 0 -var frame_count = 0 -var fps = 0 - -func _process(delta): - frame_count += 1 - last_time += delta - - if last_time >= 1.0: # Update every second - fps = frame_count - text = " " + str(fps) + " FPS" - last_time = 0 - frame_count = 0 diff --git a/scripts/fps_display.gd.uid b/scripts/fps_display.gd.uid deleted file mode 100644 index 3f9ff74..0000000 --- a/scripts/fps_display.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://eblemtukrey6 diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd index 2150af8..4dbbc48 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -13,7 +13,19 @@ var _connector_line: Line2D = null var _connector_visible: bool = false +func _ready() -> void: + # Start fully transparent so the initial (0,0) position is invisible. + # This runs during add_child() before any rendering occurs. + modulate.a = 0.0 + + # 4px horizontal padding inside the background box + _container.add_theme_constant_override("margin_left", 4) + _container.add_theme_constant_override("margin_right", 4) + + func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: + modulate.a = 0.0 + label.add_theme_font_size_override("font_size", 8) label.text = weapon_name @@ -40,9 +52,8 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s _update_position() var target_pos = position - # Start 10px above destination, fully transparent + # Start 10px above destination (already transparent from line 17) position.y = target_pos.y - 10.0 - modulate.a = 0.0 # Create connector line immediately so it fades in with the notification _connector_line = Line2D.new() From 4f3839448bb3dd9497e86e11b2d650c37792fb4b Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 02:06:28 +0100 Subject: [PATCH 07/20] Modified weapon scripts and resources with a simplified spread angle variable. --- graphics/spread.png | Bin 0 -> 282 bytes graphics/spread.png.import | 40 ++++++++++++++++++ resources/player_weapon_resources/spread.tres | 19 +++++++++ scenes/player.tscn | 3 +- scenes/player_weapons/weapon_stock.gd | 8 +++- scripts/shoot_component.gd | 6 +++ scripts/weapon_shot.gd | 2 + 7 files changed, 75 insertions(+), 3 deletions(-) create mode 100644 graphics/spread.png create mode 100644 graphics/spread.png.import create mode 100644 resources/player_weapon_resources/spread.tres diff --git a/graphics/spread.png b/graphics/spread.png new file mode 100644 index 0000000000000000000000000000000000000000..b653e7ceb540a163a60d4cd8a0fbadc527e4fde5 GIT binary patch literal 282 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!63?wyl`GbKJV{wqX6T`Z5GB1IggaDrqS0JsV zVB)G_lV)kyA7*{OQ0?Y|w0DPR{r+S&^JzfVJ_GY9dES}&LEb7xHkS7GB?bvi(RmM( zXaA2s`{eZPKmY&#pS^Z_OI>?rR#s$KP?=NL8Y82d;mOylclA&A>dH6xoxJBf&<=%? zAirP+plWzopr0K|iJr~m)} literal 0 HcmV?d00001 diff --git a/graphics/spread.png.import b/graphics/spread.png.import new file mode 100644 index 0000000..24193a1 --- /dev/null +++ b/graphics/spread.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dwc5fjwhqikoo" +path="res://.godot/imported/spread.png-77a3efff77439dd55f282fc699502b2f.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://graphics/spread.png" +dest_files=["res://.godot/imported/spread.png-77a3efff77439dd55f282fc699502b2f.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres new file mode 100644 index 0000000..e8b930b --- /dev/null +++ b/resources/player_weapon_resources/spread.tres @@ -0,0 +1,19 @@ +[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://ds53sryglmf27"] + +[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_pn64g"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_4b7mw"] + +[resource] +script = ExtResource("2_4b7mw") +shot_name = "spread" +bullet_scene = ExtResource("1_pn64g") +damage = 5 +speed = 500 +projectiles = 5 +spacing = 30.0 +origin = -15 +horizontal_offset = 8.25 +spread_angle = 15.0 +stagger_offset = 0.5 +stagger_animation = true +metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player.tscn b/scenes/player.tscn index a323687..e56122c 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -13,6 +13,7 @@ [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] [ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"] +[ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -157,7 +158,7 @@ script = ExtResource("6_y4r1p") unique_name_in_owner = true script = ExtResource("7_d2wvv") weapon_data = ExtResource("8_stock") -available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv")]) +available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7")]) weapon_change_flash = SubResource("Resource_jej6c") metadata/_custom_type_script = "uid://ylmao2ndp22y" diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index d1f5198..6c2f9e6 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -10,6 +10,9 @@ var time_offset: float = 0.5 # When this bullet should fire (absolute time) var fire_time: float = 0.0 +# Angle offset for spread shots (in degrees) +var angle: float = 0.0 + # Track if this bullet is currently active in the shot var is_active: bool = false @@ -20,8 +23,9 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() - # Move the bullet - position.y -= shot_data.speed * delta + # Move the bullet, factoring in spread angle + var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed + position += velocity * delta func activate(): is_active = true diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index eb6a2a9..48cc0e7 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -34,9 +34,15 @@ func shoot(): # 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 angle for this bullet (only when projectiles >= 3) + var bullet_angle: float = 0.0 + if total_projectiles >= 3: + bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) + # Set timing properties on the bullet bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset + bullet.angle = bullet_angle # Set the bullet data bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index c535924..7b1190a 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -15,6 +15,8 @@ extends Resource @export_category("Spread") # Horizontal distance between projectiles @export var horizontal_offset: float = 6.5 +# Total spread angle in degrees (only applied when projectiles >= 3) +@export var spread_angle: float = 0.0 # Time delay per projectile index @export var stagger_offset: float = 0.25 From 30619bc7c15597b439ec31827ce17c5fc425e71d Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 11:35:42 +0100 Subject: [PATCH 08/20] Fixed initial double shot issue; tweaked feel of weapons. --- graphics/spread.png | Bin 282 -> 259 bytes resources/player_weapon_resources/spread.tres | 6 +++--- resources/player_weapon_resources/stock.tres | 2 +- scenes/player_weapons/weapon_stock.gd | 2 +- scripts/shoot_component.gd | 8 ++++---- 5 files changed, 9 insertions(+), 9 deletions(-) diff --git a/graphics/spread.png b/graphics/spread.png index b653e7ceb540a163a60d4cd8a0fbadc527e4fde5..a45b2ec4dc42ca677cf61a0b05ea2e40a66143e9 100644 GIT binary patch delta 65 zcmbQm)XX&Dq?M|ti(`ny)Z_^c%sfJi7AZ*iB?%t5(4^BFoS=}?$k1V8$7sR8P$VK= TE6?F&%K!wPu6{1-oD!Mn#DBXWT1_wi(`ny)Z_^c%se|-TwEVA38>9UaX4|1#bAp=g+Pl6gSz2Xhsc61 s#+yPL7|fy_WF*?S4}>O`OKf6bC=(D*o!t=kn*j(sUHx3vIVCg!01W;di2wiq diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index e8b930b..5ccfbb5 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -8,12 +8,12 @@ script = ExtResource("2_4b7mw") shot_name = "spread" bullet_scene = ExtResource("1_pn64g") damage = 5 -speed = 500 -projectiles = 5 +speed = 720 +projectiles = 4 spacing = 30.0 origin = -15 horizontal_offset = 8.25 -spread_angle = 15.0 +spread_angle = 7.5 stagger_offset = 0.5 stagger_animation = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index 184daab..94afc1b 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -12,5 +12,5 @@ speed = 300 spacing = 25.0 origin = -15 horizontal_offset = 10.0 -stagger_offset = 0.35 +stagger_offset = 0.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index 6c2f9e6..5f18b6a 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -23,7 +23,7 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() - # Move the bullet, factoring in spread angle + # Move the bullet every frame; stagger controls visibility, not movement var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed position += velocity * delta diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 48cc0e7..5ed160b 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -21,8 +21,8 @@ func shoot(): # Calculate index relative to center (0 = center, -1/+1 = first from center) var index_from_center: float = b - center_index - # Calculate timing offset for staggered firing - var time_offset: float = index_from_center * weapon_data.stagger_offset + # Calculate timing offset for staggered firing (center-first, pairs outward) + var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset @@ -51,5 +51,5 @@ func shoot(): if weapon_data.stagger_animation: bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) - # Subtract projectile spacing from current Player travel for next shot - player.travel -= weapon_data.spacing + # Reset travel after firing to prevent multiple bursts per tap + player.travel = 0.0 From 122f7bed5f9ca71426c2c9c48f291640ba528dab Mon Sep 17 00:00:00 2001 From: henry Date: Thu, 25 Jun 2026 11:37:55 +0100 Subject: [PATCH 09/20] Further weapon feel modificaitons. --- resources/player_weapon_resources/spread.tres | 4 ++-- resources/player_weapon_resources/stock.tres | 5 ++--- resources/player_weapon_resources/tri.tres | 6 +++--- 3 files changed, 7 insertions(+), 8 deletions(-) diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index 5ccfbb5..9a91eaa 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -9,8 +9,8 @@ shot_name = "spread" bullet_scene = ExtResource("1_pn64g") damage = 5 speed = 720 -projectiles = 4 -spacing = 30.0 +projectiles = 5 +spacing = 100.0 origin = -15 horizontal_offset = 8.25 spread_angle = 7.5 diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index 94afc1b..a10efcd 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -8,9 +8,8 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 300 -spacing = 25.0 +speed = 360 origin = -15 -horizontal_offset = 10.0 +horizontal_offset = 12.0 stagger_offset = 0.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index b567df8..f9e2f47 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -10,9 +10,9 @@ bullet_scene = ExtResource("1_07hyh") damage = 3 speed = 420 projectiles = 3 -spacing = 30.0 +spacing = 45.0 origin = -15 -horizontal_offset = 8.5 -stagger_offset = 0.2 +horizontal_offset = 12.5 +stagger_offset = 0.35 stagger_animation = true metadata/_custom_type_script = "uid://7n1itonn35fm" From 62e02d25557b16a99baf589604987b4d6b607058 Mon Sep 17 00:00:00 2001 From: henry Date: Fri, 26 Jun 2026 12:31:19 +0100 Subject: [PATCH 10/20] Weapon feel modifications. --- resources/player_weapon_resources/stock.tres | 3 ++- resources/player_weapon_resources/tri.tres | 2 +- scenes/player_weapons/weapon_stock.tscn | 2 +- 3 files changed, 4 insertions(+), 3 deletions(-) diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index a10efcd..d4d85bf 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -8,7 +8,8 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 360 +speed = 650 +spacing = 25.0 origin = -15 horizontal_offset = 12.0 stagger_offset = 0.0 diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index f9e2f47..f1ca45d 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -8,7 +8,7 @@ script = ExtResource("2_syw6j") shot_name = "tri" bullet_scene = ExtResource("1_07hyh") damage = 3 -speed = 420 +speed = 700 projectiles = 3 spacing = 45.0 origin = -15 diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 9989ab5..4478174 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -29,7 +29,7 @@ animations = [{ }], "loop": 1, "name": &"default", -"speed": 30.0 +"speed": 24.0 }] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] From 2db5f37975e53348349e3110da0807aa316a76d2 Mon Sep 17 00:00:00 2001 From: henry Date: Fri, 26 Jun 2026 22:55:32 +0100 Subject: [PATCH 11/20] Added follow angle for spread shots so projectiles point in the direction they're going. --- resources/player_weapon_resources/spread.tres | 1 + scenes/player_weapons/weapon_stock.gd | 4 ++++ scripts/weapon_shot.gd | 2 ++ 3 files changed, 7 insertions(+) diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index 9a91eaa..4f3d629 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -16,4 +16,5 @@ horizontal_offset = 8.25 spread_angle = 7.5 stagger_offset = 0.5 stagger_animation = true +follow_angle = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index 5f18b6a..95077ca 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -27,6 +27,10 @@ func _process(delta): var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed position += velocity * delta + # Rotate sprite to face travel direction when conditions are met + if shot_data.follow_angle and shot_data.projectiles > 2 and shot_data.spread_angle > 0: + $AnimatedSprite2D.rotation = deg_to_rad(angle) + func activate(): is_active = true visible = true diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 7b1190a..c4d9bd7 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -23,3 +23,5 @@ extends Resource @export_category("Effects") # Offset animation playback per projectile index @export var stagger_animation: bool = false +# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0) +@export var follow_angle: bool = false From 313e0135430b62e452043d4a268f71c475bd9a0f Mon Sep 17 00:00:00 2001 From: henry Date: Fri, 26 Jun 2026 22:59:52 +0100 Subject: [PATCH 12/20] Slight tweak to remove warnings. --- resources/player_weapon_resources/spread.tres | 3 +-- scripts/weapon_component.gd | 8 ++++---- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index 4f3d629..82ef411 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -13,8 +13,7 @@ projectiles = 5 spacing = 100.0 origin = -15 horizontal_offset = 8.25 -spread_angle = 7.5 +spread_angle = 25.0 stagger_offset = 0.5 stagger_animation = true -follow_angle = true metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index ab00c34..9e09f6e 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -21,7 +21,7 @@ func _ready() -> void: func _emit_weapon_changed() -> void: var ship: Sprite2D = get_parent().get_node("Ship") var sprite_size = ship.get_rect().size - var origin_offset = weapon_data.origin if weapon_data else 0.0 + var origin_offset: int = weapon_data.origin if weapon_data else 0 EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) @@ -31,12 +31,12 @@ func get_bullet_scene() -> PackedScene: func get_weapon_resource() -> Resource: return weapon_data -func select_weapon_by_name(name: String) -> bool: +func select_weapon_by_name(weapon_name: String) -> bool: for i in range(available_weapons.size()): - if available_weapons[i].shot_name == name: + if available_weapons[i].shot_name == weapon_name: _current_weapon_index = i weapon_data = available_weapons[i] - print("Switched to: ", name) + print("Switched to: ", weapon_name) _emit_weapon_changed() _trigger_change_flash() From 3303d937fd26c5dad550bea85fa908e21618e14c Mon Sep 17 00:00:00 2001 From: henry Date: Fri, 26 Jun 2026 23:54:53 +0100 Subject: [PATCH 13/20] Added grouped shots as sub resources, as well as the abilit to mirror pairs. --- .../player_weapon_resources/patterns/fwd.tres | 9 ++ .../patterns/phallanx.tres | 11 ++ .../player_weapon_resources/vanguard+.tres | 22 +++ scenes/player.tscn | 3 +- scripts/shoot_component.gd | 130 +++++++++++++----- scripts/weapon_projectile_group.gd | 21 +++ scripts/weapon_projectile_group.gd.uid | 1 + scripts/weapon_shot.gd | 3 + 8 files changed, 166 insertions(+), 34 deletions(-) create mode 100644 resources/player_weapon_resources/patterns/fwd.tres create mode 100644 resources/player_weapon_resources/patterns/phallanx.tres create mode 100644 resources/player_weapon_resources/vanguard+.tres create mode 100644 scripts/weapon_projectile_group.gd create mode 100644 scripts/weapon_projectile_group.gd.uid diff --git a/resources/player_weapon_resources/patterns/fwd.tres b/resources/player_weapon_resources/patterns/fwd.tres new file mode 100644 index 0000000..6008dfb --- /dev/null +++ b/resources/player_weapon_resources/patterns/fwd.tres @@ -0,0 +1,9 @@ +[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://tdmd8jq8cm4y"] + +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_mhej7"] + +[resource] +script = ExtResource("1_mhej7") +bullet_count = 5 +group_delay = 5.0 +stagger_offset = 2.0 diff --git a/resources/player_weapon_resources/patterns/phallanx.tres b/resources/player_weapon_resources/patterns/phallanx.tres new file mode 100644 index 0000000..48f630f --- /dev/null +++ b/resources/player_weapon_resources/patterns/phallanx.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="WeaponProjectileGroup" format=3 uid="uid://ch8qch6lx1mdx"] + +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="1_m23g4"] + +[resource] +script = ExtResource("1_m23g4") +spread_angle = 3.0 +angle_offset = 8.0 +horizontal_offset = 20.0 +group_delay = 0.25 +stagger_offset = 0.5 diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres new file mode 100644 index 0000000..4d2d490 --- /dev/null +++ b/resources/player_weapon_resources/vanguard+.tres @@ -0,0 +1,22 @@ +[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://c41aoyka7nfr8"] + +[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lqlv8"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_qeb4b"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="3_fh2eq"] +[ext_resource type="Resource" uid="uid://ch8qch6lx1mdx" path="res://resources/player_weapon_resources/patterns/phallanx.tres" id="3_qeb4b"] + +[resource] +script = ExtResource("3_fh2eq") +shot_name = "vanguard+" +bullet_scene = ExtResource("1_lqlv8") +damage = 5 +speed = 500 +projectiles = 5 +spacing = 30.0 +origin = -15 +horizontal_offset = 8.25 +stagger_offset = 0.5 +stagger_animation = true +follow_angle = true +groups = Array[ExtResource("2_qeb4b")]([ExtResource("3_qeb4b")]) +metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/scenes/player.tscn b/scenes/player.tscn index e56122c..92a9dc9 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -14,6 +14,7 @@ [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] [ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"] [ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"] +[ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="14_oprun"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -158,7 +159,7 @@ script = ExtResource("6_y4r1p") unique_name_in_owner = true script = ExtResource("7_d2wvv") weapon_data = ExtResource("8_stock") -available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7")]) +available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv"), ExtResource("13_f1ej7"), ExtResource("14_oprun")]) weapon_change_flash = SubResource("Resource_jej6c") metadata/_custom_type_script = "uid://ylmao2ndp22y" diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 5ed160b..789970d 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -6,50 +6,114 @@ class_name ShootComponent extends Node func shoot(): var weapon_data = weapon_component.weapon_data var current_time = Time.get_ticks_msec() / 1000.0 - var total_projectiles = weapon_data.projectiles if player.travel > weapon_data.spacing: + _shoot_standard(weapon_data, current_time) + _shoot_grouped(weapon_data, current_time) - # Calculate center index for symmetrical staggering - var center_index = (total_projectiles - 1) / 2.0 + # Reset travel after firing to prevent multiple bursts per tap + player.travel = 0.0 - if total_projectiles > 0: - for b in range(total_projectiles): - var bullet := weapon_data.bullet_scene.instantiate() as Area2D - get_tree().root.add_child(bullet) - # Calculate index relative to center (0 = center, -1/+1 = first from center) - var index_from_center: float = b - center_index +# Standard projectile logic (backward compatible) +func _shoot_standard(weapon_data: WeaponShot, current_time: float): + var total_projectiles = weapon_data.projectiles + var center_index = (total_projectiles - 1) / 2.0 - # Calculate timing offset for staggered firing (center-first, pairs outward) - var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset + if total_projectiles > 0: + for b in range(total_projectiles): + var bullet := weapon_data.bullet_scene.instantiate() as Area2D + get_tree().root.add_child(bullet) - # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + # Calculate index relative to center (0 = center, -1/+1 = first from center) + var index_from_center: float = b - center_index - # 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 timing offset for staggered firing (center-first, pairs outward) + var time_offset: float = abs(index_from_center) * weapon_data.stagger_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 horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset - # Calculate angle for this bullet (only when projectiles >= 3) - var bullet_angle: float = 0.0 - if total_projectiles >= 3: - bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) + # 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 - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset - bullet.angle = bullet_angle + # 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)) - # Set the bullet data - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + # Calculate angle for this bullet (only when projectiles >= 3) + var bullet_angle: float = 0.0 + if total_projectiles >= 3: + bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) - # Offset animation playback per projectile if enabled - if weapon_data.stagger_animation: - bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset + bullet.angle = bullet_angle - # Reset travel after firing to prevent multiple bursts per tap - player.travel = 0.0 + # Set the bullet data + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + + # Offset animation playback per projectile if enabled + if weapon_data.stagger_animation: + bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + + +# Grouped projectile logic (new functionality) +func _shoot_grouped(weapon_data: WeaponShot, current_time: float): + for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null): + for b in range(group.bullet_count): + var bullet := weapon_data.bullet_scene.instantiate() as Area2D + get_tree().root.add_child(bullet) + + _fire_grouped_bullet(bullet, group, b, current_time, weapon_data, false) + + # If mirroring is enabled, fire a mirrored copy + if group.mirror: + var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D + get_tree().root.add_child(mirror_bullet) + _fire_grouped_bullet(mirror_bullet, group, b, current_time, weapon_data, true) + + +# Fire a single grouped bullet (original or mirrored) +func _fire_grouped_bullet(bullet: Area2D, group: WeaponProjectileGroup, b: int, + current_time: float, weapon_data: WeaponShot, mirror: bool): + # Calculate index relative to this group's center + var center_index: float = (group.bullet_count - 1) / 2.0 + var index_from_center: float = b - center_index + + # Horizontal offset: group offset + within-group spread + # Mirror: negate the horizontal offset contribution + var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing + if mirror: + bullet_horizontal_offset = -bullet_horizontal_offset + + # Base angle for the group, plus within-group spread + # Mirror: negate the angle and the spread contribution + var bullet_angle: float = group.angle_offset + if mirror: + bullet_angle = -group.angle_offset + if group.bullet_count >= 3: + var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) + if mirror: + bullet_angle -= spread_contribution + else: + bullet_angle += spread_contribution + + # Position: apply horizontal offset and vertical origin from weapon data + bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) + + # Timing: group delay + within-group stagger + var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset + + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset + bullet.angle = bullet_angle + + # Set the bullet data + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + + # Offset animation playback per projectile if enabled + if weapon_data.stagger_animation: + bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) diff --git a/scripts/weapon_projectile_group.gd b/scripts/weapon_projectile_group.gd new file mode 100644 index 0000000..89b511e --- /dev/null +++ b/scripts/weapon_projectile_group.gd @@ -0,0 +1,21 @@ +class_name WeaponProjectileGroup +extends Resource + +@export_category("Group Settings") +@export var bullet_count: int = 3 +# Horizontal distance between bullets in this group +@export var horizontal_spacing: float = 6.5 +# Total spread angle for bullets in this group (in degrees) +@export var spread_angle: float = 0.0 +# Angle of the entire group from the shot origin (positive = right/up, negative = left) +@export var angle_offset: float = 0.0 +# Horizontal offset from the center line (positive = right, negative = left) +@export var horizontal_offset: float = 0.0 +@export_category("Timing") +# Time delay for this group's first bullet (relative to shot start) +@export var group_delay: float = 0.0 +# Stagger delay between bullets within this group +@export var stagger_offset: float = 0.25 +@export_category("Mirroring") +# If true, duplicate this group's bullets mirrored across the ship's vertical axis +@export var mirror: bool = false diff --git a/scripts/weapon_projectile_group.gd.uid b/scripts/weapon_projectile_group.gd.uid new file mode 100644 index 0000000..65a3b0d --- /dev/null +++ b/scripts/weapon_projectile_group.gd.uid @@ -0,0 +1 @@ +uid://d0ios82vubijg diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index c4d9bd7..a85e798 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -25,3 +25,6 @@ extends Resource @export var stagger_animation: bool = false # Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0) @export var follow_angle: bool = false + +@export_category("Grouped Projectiles") +@export var groups: Array[WeaponProjectileGroup] = [] From 6c5a0a0bae9905cde849e74bd0be8902c4c89861 Mon Sep 17 00:00:00 2001 From: henry Date: Sat, 27 Jun 2026 13:28:38 +0100 Subject: [PATCH 14/20] Adjusted directory structure for clarity. --- resources/player_weapon_resources/patterns/phallanx.tres | 1 + scenes/EffectComponent.tscn | 2 +- scenes/player.tscn | 2 +- scripts/{effects => }/effects_component.gd | 0 scripts/{effects => }/effects_component.gd.uid | 0 5 files changed, 3 insertions(+), 2 deletions(-) rename scripts/{effects => }/effects_component.gd (100%) rename scripts/{effects => }/effects_component.gd.uid (100%) diff --git a/resources/player_weapon_resources/patterns/phallanx.tres b/resources/player_weapon_resources/patterns/phallanx.tres index 48f630f..a3937f2 100644 --- a/resources/player_weapon_resources/patterns/phallanx.tres +++ b/resources/player_weapon_resources/patterns/phallanx.tres @@ -9,3 +9,4 @@ angle_offset = 8.0 horizontal_offset = 20.0 group_delay = 0.25 stagger_offset = 0.5 +mirror = true diff --git a/scenes/EffectComponent.tscn b/scenes/EffectComponent.tscn index 5152fdf..e00466e 100644 --- a/scenes/EffectComponent.tscn +++ b/scenes/EffectComponent.tscn @@ -1,6 +1,6 @@ [gd_scene format=3 uid="uid://bq3xhbfgkt22l"] -[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="1_ee0kt"] +[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"] [node name="EffectsComponent" type="Node" unique_id=1393438576] script = ExtResource("1_ee0kt") diff --git a/scenes/player.tscn b/scenes/player.tscn index 92a9dc9..97df162 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -12,7 +12,7 @@ [ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] -[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects/effects_component.gd" id="12_effcomp"] +[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="12_effcomp"] [ext_resource type="Resource" uid="uid://ds53sryglmf27" path="res://resources/player_weapon_resources/spread.tres" id="13_f1ej7"] [ext_resource type="Resource" uid="uid://c41aoyka7nfr8" path="res://resources/player_weapon_resources/vanguard+.tres" id="14_oprun"] diff --git a/scripts/effects/effects_component.gd b/scripts/effects_component.gd similarity index 100% rename from scripts/effects/effects_component.gd rename to scripts/effects_component.gd diff --git a/scripts/effects/effects_component.gd.uid b/scripts/effects_component.gd.uid similarity index 100% rename from scripts/effects/effects_component.gd.uid rename to scripts/effects_component.gd.uid From 99a5d9838d6f31acfe7bdd6478bb23121c6d3150 Mon Sep 17 00:00:00 2001 From: henry Date: Sun, 28 Jun 2026 01:45:11 +0100 Subject: [PATCH 15/20] Separated shot positioning math to helper utility and refactored shoot component - introduced shot origin issue. --- .../player_weapon_resources/patterns/fwd.tres | 1 + resources/player_weapon_resources/spread.tres | 3 +- resources/player_weapon_resources/stock.tres | 3 +- resources/player_weapon_resources/tri.tres | 3 +- .../player_weapon_resources/vanguard+.tres | 2 - .../player_weapon_resources/vanguard.tres | 3 +- scenes/player.tscn | 5 + scripts/event_bus.gd | 2 +- scripts/movement_component.gd | 2 +- scripts/notification_display.gd | 8 +- scripts/notification_manager.gd | 2 +- scripts/shoot_component.gd | 110 ++++++------------ scripts/weapon_component.gd | 2 +- scripts/weapon_fire_helper.gd | 88 ++++++++++++++ scripts/weapon_fire_helper.gd.uid | 1 + scripts/weapon_projectile_group.gd | 2 + scripts/weapon_shot.gd | 8 +- 17 files changed, 147 insertions(+), 98 deletions(-) create mode 100644 scripts/weapon_fire_helper.gd create mode 100644 scripts/weapon_fire_helper.gd.uid diff --git a/resources/player_weapon_resources/patterns/fwd.tres b/resources/player_weapon_resources/patterns/fwd.tres index 6008dfb..bba67ae 100644 --- a/resources/player_weapon_resources/patterns/fwd.tres +++ b/resources/player_weapon_resources/patterns/fwd.tres @@ -4,6 +4,7 @@ [resource] script = ExtResource("1_mhej7") +pattern_name = "fwd" bullet_count = 5 group_delay = 5.0 stagger_offset = 2.0 diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres index 82ef411..bb4794c 100644 --- a/resources/player_weapon_resources/spread.tres +++ b/resources/player_weapon_resources/spread.tres @@ -2,6 +2,7 @@ [ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_pn64g"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_4b7mw"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_ak5x4"] [resource] script = ExtResource("2_4b7mw") @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_pn64g") damage = 5 speed = 720 projectiles = 5 -spacing = 100.0 -origin = -15 horizontal_offset = 8.25 spread_angle = 25.0 stagger_offset = 0.5 diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres index d4d85bf..79f8f83 100644 --- a/resources/player_weapon_resources/stock.tres +++ b/resources/player_weapon_resources/stock.tres @@ -1,6 +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_lcw6o"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_e245k"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"] [resource] @@ -9,8 +10,6 @@ shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 speed = 650 -spacing = 25.0 -origin = -15 horizontal_offset = 12.0 stagger_offset = 0.0 metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres index f1ca45d..c16b614 100644 --- a/resources/player_weapon_resources/tri.tres +++ b/resources/player_weapon_resources/tri.tres @@ -1,6 +1,7 @@ [gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://cck3gmnhu5agc"] [ext_resource type="PackedScene" uid="uid://clpyd8qfwthk2" path="res://scenes/player_weapons/weapon_spreadshot.tscn" id="1_07hyh"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_bhv8k"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"] [resource] @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_07hyh") damage = 3 speed = 700 projectiles = 3 -spacing = 45.0 -origin = -15 horizontal_offset = 12.5 stagger_offset = 0.35 stagger_animation = true diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres index 4d2d490..294d890 100644 --- a/resources/player_weapon_resources/vanguard+.tres +++ b/resources/player_weapon_resources/vanguard+.tres @@ -12,8 +12,6 @@ bullet_scene = ExtResource("1_lqlv8") damage = 5 speed = 500 projectiles = 5 -spacing = 30.0 -origin = -15 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true diff --git a/resources/player_weapon_resources/vanguard.tres b/resources/player_weapon_resources/vanguard.tres index dcb3580..006c9a5 100644 --- a/resources/player_weapon_resources/vanguard.tres +++ b/resources/player_weapon_resources/vanguard.tres @@ -2,6 +2,7 @@ [ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_hm46f"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_w7xlm"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_xf183"] [resource] script = ExtResource("2_w7xlm") @@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_hm46f") damage = 5 speed = 500 projectiles = 5 -spacing = 30.0 -origin = -15 horizontal_offset = 8.25 stagger_offset = 0.5 stagger_animation = true diff --git a/scenes/player.tscn b/scenes/player.tscn index 97df162..c240cfb 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,6 +10,7 @@ [ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"] [ext_resource type="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/stock.tres" id="8_stock"] [ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"] +[ext_resource type="Script" uid="uid://znfh8unmdxkvv" path="res://scripts/weapon_fire_helper.gd" id="15_firehelper"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"] [ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"] [ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="12_effcomp"] @@ -151,6 +152,10 @@ player = NodePath("..") speed = 200.0 metadata/_custom_type_script = "uid://c0rikbakpcags" +[node name="WeaponFireHelper" type="Node" parent="." unique_id=623642426] +unique_name_in_owner = true +script = ExtResource("15_firehelper") + [node name="ShootComponent" type="Node" parent="." unique_id=623642425] unique_name_in_owner = true script = ExtResource("6_y4r1p") diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index fc12a05..07bd2b5 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -2,6 +2,6 @@ extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope -signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) +signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) @warning_ignore_restore("unused_signal") diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 84c9a57..921c2d6 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -22,7 +22,7 @@ func tick(delta: float): # Calculate ship to bullet displacement player.ship_displacement = player.position.y - player.previous_position.y player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement) - player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing) + player.travel = clamp(player.travel, 0, 1.9 * weapon_system.projectile_vertical_spacing) # Thruster animation in relation to player movement if input.x > 0: diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd index 4dbbc48..38622e0 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -6,7 +6,7 @@ class_name NotificationDisplay extends Control var _player: Node2D = null var _sprite_size: Vector2 = Vector2.ZERO -var _origin_offset: float = 0.0 +var _origin_offset: Vector2 = Vector2.ZERO var _follow_player: bool = false var _connector_line: Line2D = null @@ -23,7 +23,7 @@ func _ready() -> void: _container.add_theme_constant_override("margin_right", 4) -func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: +func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: modulate.a = 0.0 label.add_theme_font_size_override("font_size", 8) @@ -107,7 +107,7 @@ func _update_position() -> void: var player_pos = _player.position # Y position uses the weapon origin offset from player center - var notif_y = player_pos.y + _origin_offset - (size.y / 2.0) + var notif_y = player_pos.y + _origin_offset.y - (size.y / 2.0) # X position is 10px to the right of player's sprite edge var right_edge = player_pos.x + (_sprite_size.x / 2.0) @@ -164,7 +164,7 @@ func _update_connector() -> void: # Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint - var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y) + var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset.y + ENDPOINT_OFFSET.y) var point2 = target - position _connector_line.points = PackedVector2Array([point0, point1, point2]) diff --git a/scripts/notification_manager.gd b/scripts/notification_manager.gd index eb8028e..cc60141 100644 --- a/scripts/notification_manager.gd +++ b/scripts/notification_manager.gd @@ -8,7 +8,7 @@ func _ready() -> void: EventBus.weapon_changed.connect(_on_weapon_changed) -func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: +func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: if notification_scene == null: return diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 789970d..96a02ee 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -2,12 +2,14 @@ class_name ShootComponent extends Node @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." +@onready var ship: Sprite2D = get_node("../Ship") +@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper func shoot(): var weapon_data = weapon_component.weapon_data var current_time = Time.get_ticks_msec() / 1000.0 - if player.travel > weapon_data.spacing: + if player.travel > weapon_data.projectile_vertical_spacing: _shoot_standard(weapon_data, current_time) _shoot_grouped(weapon_data, current_time) @@ -15,105 +17,61 @@ func shoot(): player.travel = 0.0 -# Standard projectile logic (backward compatible) +# Standard projectile logic (delegates to WeaponFireHelper) func _shoot_standard(weapon_data: WeaponShot, current_time: float): - var total_projectiles = weapon_data.projectiles - var center_index = (total_projectiles - 1) / 2.0 + var total_projectiles: int = weapon_data.projectiles if total_projectiles > 0: for b in range(total_projectiles): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - # Calculate index relative to center (0 = center, -1/+1 = first from center) - var index_from_center: float = b - center_index - - # Calculate timing offset for staggered firing (center-first, pairs outward) - var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - - # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) - var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_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 - - # 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 angle for this bullet (only when projectiles >= 3) - var bullet_angle: float = 0.0 - if total_projectiles >= 3: - bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset - bullet.angle = bullet_angle + # Delegate math to the helper, with spawn position offset by sprite height and weapon origin + var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time) + bullet.position = props.position + bullet.angle = props.angle + bullet.time_offset = props.time_offset + bullet.fire_time = props.fire_time # Set the bullet data bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) # Offset animation playback per projectile if enabled if weapon_data.stagger_animation: - bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + bullet.set_animation_offset(props.animation_offset) -# Grouped projectile logic (new functionality) +# Grouped projectile logic (delegates to WeaponFireHelper) func _shoot_grouped(weapon_data: WeaponShot, current_time: float): for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null): for b in range(group.bullet_count): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - _fire_grouped_bullet(bullet, group, b, current_time, weapon_data, false) + # Apply computed properties for the original bullet + var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) + bullet.position = props.position + bullet.angle = props.angle + bullet.time_offset = props.time_offset + bullet.fire_time = props.fire_time + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + if weapon_data.stagger_animation: + bullet.set_animation_offset(props.animation_offset) # If mirroring is enabled, fire a mirrored copy if group.mirror: var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(mirror_bullet) - _fire_grouped_bullet(mirror_bullet, group, b, current_time, weapon_data, true) - -# Fire a single grouped bullet (original or mirrored) -func _fire_grouped_bullet(bullet: Area2D, group: WeaponProjectileGroup, b: int, - current_time: float, weapon_data: WeaponShot, mirror: bool): - # Calculate index relative to this group's center - var center_index: float = (group.bullet_count - 1) / 2.0 - var index_from_center: float = b - center_index - - # Horizontal offset: group offset + within-group spread - # Mirror: negate the horizontal offset contribution - var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing - if mirror: - bullet_horizontal_offset = -bullet_horizontal_offset - - # Base angle for the group, plus within-group spread - # Mirror: negate the angle and the spread contribution - var bullet_angle: float = group.angle_offset - if mirror: - bullet_angle = -group.angle_offset - if group.bullet_count >= 3: - var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) - if mirror: - bullet_angle -= spread_contribution - else: - bullet_angle += spread_contribution - - # Position: apply horizontal offset and vertical origin from weapon data - bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) - - # Timing: group delay + within-group stagger - var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset - - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset - bullet.angle = bullet_angle - - # Set the bullet data - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - - # Offset animation playback per projectile if enabled - if weapon_data.stagger_animation: - bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) + # Apply computed properties for the mirrored bullet + var mirror_spawn = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) + mirror_bullet.position = mirror_props.position + mirror_bullet.angle = mirror_props.angle + mirror_bullet.time_offset = mirror_props.time_offset + mirror_bullet.fire_time = mirror_props.fire_time + mirror_bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + if weapon_data.stagger_animation: + mirror_bullet.set_animation_offset(mirror_props.animation_offset) diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 9e09f6e..3dd3497 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -21,7 +21,7 @@ func _ready() -> void: func _emit_weapon_changed() -> void: var ship: Sprite2D = get_parent().get_node("Ship") var sprite_size = ship.get_rect().size - var origin_offset: int = weapon_data.origin if weapon_data else 0 + var origin_offset: Vector2 = weapon_data.origin if weapon_data else Vector2.ZERO EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd new file mode 100644 index 0000000..b5a080d --- /dev/null +++ b/scripts/weapon_fire_helper.gd @@ -0,0 +1,88 @@ +class_name WeaponFireHelper extends Node + + +## Compute bullet properties for a standard shot. +## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset +func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spawn_position: Vector2, current_time: float) -> Dictionary: + var total_projectiles: int = weapon_data.projectiles + var center_index: float = (total_projectiles - 1) / 2.0 + + var index_from_center: float = projectile_index - center_index + + # Horizontal offset (symmetrical: left=-ve, right=+ve) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + + # Timing: center-first, pairs outward + var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset + + # Vertical offset: outer projectiles are spaced relative to center, preserving the pattern geometry. + var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, vertical_offset) + + # Angle (only when projectiles >= 3, division-by-zero guard) + var bullet_angle: float = 0.0 + if total_projectiles >= 3: + bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) + + # Fire time + var fire_time: float = current_time + time_offset + + # Animation offset (if staggered animation is enabled) + var animation_offset: float = index_from_center * weapon_data.stagger_offset + + return { + "position": position, + "angle": bullet_angle, + "fire_time": fire_time, + "time_offset": time_offset, + "index_from_center": index_from_center, + "animation_offset": animation_offset, + } + + +## Compute bullet properties for a grouped shot, with optional mirroring. +## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset +func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot, + bullet_index: int, spawn_position: Vector2, current_time: float, + mirror: bool = false) -> Dictionary: + var center_index: float = (group.bullet_count - 1) / 2.0 + var index_from_center: float = bullet_index - center_index + + # Horizontal offset: group offset + within-group spread + var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing + if mirror: + bullet_horizontal_offset = -bullet_horizontal_offset + + # Base angle: group angle (negated when mirrored) + within-group spread + var bullet_angle: float = group.angle_offset + if mirror: + bullet_angle = -group.angle_offset + + # Symmetrical spread (guard against < 3 bullets) + if group.bullet_count >= 3: + var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) + if mirror: + bullet_angle -= spread_contribution + else: + bullet_angle += spread_contribution + + # Position: horizontal offset only (vertical position comes from spawn_position) + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, 0) + + # Timing: group delay + within-group stagger + var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset + + # Fire time + var fire_time: float = current_time + time_offset + + # Animation offset (if staggered animation is enabled) + var animation_offset: float = index_from_center * weapon_data.stagger_offset + + return { + "position": position, + "angle": bullet_angle, + "fire_time": fire_time, + "time_offset": time_offset, + "index_from_center": index_from_center, + "animation_offset": animation_offset, + } diff --git a/scripts/weapon_fire_helper.gd.uid b/scripts/weapon_fire_helper.gd.uid new file mode 100644 index 0000000..7261b18 --- /dev/null +++ b/scripts/weapon_fire_helper.gd.uid @@ -0,0 +1 @@ +uid://bpcv2ojtyityc diff --git a/scripts/weapon_projectile_group.gd b/scripts/weapon_projectile_group.gd index 89b511e..3e7f6a3 100644 --- a/scripts/weapon_projectile_group.gd +++ b/scripts/weapon_projectile_group.gd @@ -1,6 +1,8 @@ class_name WeaponProjectileGroup extends Resource +@export_category("Identification") +@export var pattern_name: String = "" @export_category("Group Settings") @export var bullet_count: int = 3 # Horizontal distance between bullets in this group diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index a85e798..1cc91ea 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -7,10 +7,10 @@ extends Resource @export var damage: int = 1 @export var speed: int = 135 @export var projectiles: int = 2 -# Vertical spacing between projectiles -@export var spacing: float = 35 -# Origin offset from center of player -@export var origin: int = -23 +# Vertical spacing between projectiles when firing continuously +@export var projectile_vertical_spacing: float = 35 +# Spawn offset from center of player (x is usually 0, y controls vertical fire position) +@export var origin: Vector2 = Vector2(0, -25) @export_category("Spread") # Horizontal distance between projectiles From 64e685a3c173552cb536e58c7adfcb2bdcc0b148 Mon Sep 17 00:00:00 2001 From: henry Date: Sun, 28 Jun 2026 02:38:02 +0100 Subject: [PATCH 16/20] Still a lille buggy! But closer. --- scripts/shoot_component.gd | 8 ++++---- scripts/weapon_fire_helper.gd | 6 ++++-- scripts/weapon_shot.gd | 13 +++++++++++-- 3 files changed, 19 insertions(+), 8 deletions(-) diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 96a02ee..90b2344 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -26,8 +26,8 @@ func _shoot_standard(weapon_data: WeaponShot, current_time: float): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - # Delegate math to the helper, with spawn position offset by sprite height and weapon origin - var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + # Delegate math to the helper, with spawn position offset by weapon origin + var spawn_position = ship.global_position + weapon_data.origin var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time) bullet.position = props.position bullet.angle = props.angle @@ -50,7 +50,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float): get_tree().root.add_child(bullet) # Apply computed properties for the original bullet - var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var spawn_position = ship.global_position + weapon_data.origin var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) bullet.position = props.position bullet.angle = props.angle @@ -66,7 +66,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float): get_tree().root.add_child(mirror_bullet) # Apply computed properties for the mirrored bullet - var mirror_spawn = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin + var mirror_spawn = ship.global_position + weapon_data.origin var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) mirror_bullet.position = mirror_props.position mirror_bullet.angle = mirror_props.angle diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd index b5a080d..5d7b788 100644 --- a/scripts/weapon_fire_helper.gd +++ b/scripts/weapon_fire_helper.gd @@ -15,9 +15,11 @@ func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spaw # Timing: center-first, pairs outward var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - # Vertical offset: outer projectiles are spaced relative to center, preserving the pattern geometry. + # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire higher + # than the center projectile. Negate the offset so outer bullets are pushed upward + # (lower y values in Godot), creating a ^ pattern relative to the origin. var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, vertical_offset) + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, -vertical_offset) # Angle (only when projectiles >= 3, division-by-zero guard) var bullet_angle: float = 0.0 diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 1cc91ea..66c946b 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -7,9 +7,18 @@ extends Resource @export var damage: int = 1 @export var speed: int = 135 @export var projectiles: int = 2 -# Vertical spacing between projectiles when firing continuously +# Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). +# This controls spatial burst geometry, NOT temporal spacing between continuous fire bursts. @export var projectile_vertical_spacing: float = 35 -# Spawn offset from center of player (x is usually 0, y controls vertical fire position) +# Spawn offset strictly relative to the ship node's global position (origin). +# This offset is measured from the ship node's center, not the sprite texture. +# x is usually 0 (horizontal centering), y controls vertical fire position. +# Negative Y moves bullets "above" the ship (in front of it); positive Y +# moves them "below" (behind it). The default of (0, -25) places the burst +# 25 pixels above (in front of) the ship center. +# All weapon resources in this project use the default. Custom weapons with +# explicit origin.y > 0 (positive) will have their burst pattern appear +# behind or below the ship -- verify visually if adjusting. @export var origin: Vector2 = Vector2(0, -25) @export_category("Spread") From 9554af183ce3f8ecfcd90334d198b10bc74d72e9 Mon Sep 17 00:00:00 2001 From: henry Date: Sun, 28 Jun 2026 08:05:30 +0100 Subject: [PATCH 17/20] Updated the bullet spawning position to beging from the sprite height modified by the weapon's origin variable. --- scripts/event_bus.gd | 2 +- scripts/notification_display.gd | 8 ++++---- scripts/notification_manager.gd | 2 +- scripts/shoot_component.gd | 21 +++++++++++++++++---- scripts/weapon_component.gd | 2 +- scripts/weapon_fire_helper.gd | 15 +++++++++------ scripts/weapon_shot.gd | 15 +++++---------- 7 files changed, 38 insertions(+), 27 deletions(-) diff --git a/scripts/event_bus.gd b/scripts/event_bus.gd index 07bd2b5..fc12a05 100644 --- a/scripts/event_bus.gd +++ b/scripts/event_bus.gd @@ -2,6 +2,6 @@ extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope -signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) +signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) @warning_ignore_restore("unused_signal") diff --git a/scripts/notification_display.gd b/scripts/notification_display.gd index 38622e0..4dbbc48 100644 --- a/scripts/notification_display.gd +++ b/scripts/notification_display.gd @@ -6,7 +6,7 @@ class_name NotificationDisplay extends Control var _player: Node2D = null var _sprite_size: Vector2 = Vector2.ZERO -var _origin_offset: Vector2 = Vector2.ZERO +var _origin_offset: float = 0.0 var _follow_player: bool = false var _connector_line: Line2D = null @@ -23,7 +23,7 @@ func _ready() -> void: _container.add_theme_constant_override("margin_right", 4) -func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: +func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: modulate.a = 0.0 label.add_theme_font_size_override("font_size", 8) @@ -107,7 +107,7 @@ func _update_position() -> void: var player_pos = _player.position # Y position uses the weapon origin offset from player center - var notif_y = player_pos.y + _origin_offset.y - (size.y / 2.0) + var notif_y = player_pos.y + _origin_offset - (size.y / 2.0) # X position is 10px to the right of player's sprite edge var right_edge = player_pos.x + (_sprite_size.x / 2.0) @@ -164,7 +164,7 @@ func _update_connector() -> void: # Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint - var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset.y + ENDPOINT_OFFSET.y) + var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y) var point2 = target - position _connector_line.points = PackedVector2Array([point0, point1, point2]) diff --git a/scripts/notification_manager.gd b/scripts/notification_manager.gd index cc60141..eb8028e 100644 --- a/scripts/notification_manager.gd +++ b/scripts/notification_manager.gd @@ -8,7 +8,7 @@ func _ready() -> void: EventBus.weapon_changed.connect(_on_weapon_changed) -func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: Vector2) -> void: +func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: if notification_scene == null: return diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index 90b2344..bf783c1 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -17,6 +17,19 @@ func shoot(): player.travel = 0.0 +func _get_spawn_position(weapon_data: WeaponShot) -> Vector2: + # Determine sprite height with a region_rect → texture fallback. + var sprite_height: float = 0.0 + if ship.region_rect.has_area(): + sprite_height = ship.region_rect.size.y + else: + sprite_height = ship.texture.get_height() + + # Top edge of the sprite in world space, then offset by origin. + var top_edge = ship.global_position.y - (sprite_height / 2.0) + return Vector2(ship.global_position.x, top_edge + weapon_data.origin) + + # Standard projectile logic (delegates to WeaponFireHelper) func _shoot_standard(weapon_data: WeaponShot, current_time: float): var total_projectiles: int = weapon_data.projectiles @@ -26,8 +39,8 @@ func _shoot_standard(weapon_data: WeaponShot, current_time: float): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) - # Delegate math to the helper, with spawn position offset by weapon origin - var spawn_position = ship.global_position + weapon_data.origin + # Delegate math to the helper + var spawn_position = _get_spawn_position(weapon_data) var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time) bullet.position = props.position bullet.angle = props.angle @@ -50,7 +63,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float): get_tree().root.add_child(bullet) # Apply computed properties for the original bullet - var spawn_position = ship.global_position + weapon_data.origin + var spawn_position = _get_spawn_position(weapon_data) var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false) bullet.position = props.position bullet.angle = props.angle @@ -66,7 +79,7 @@ func _shoot_grouped(weapon_data: WeaponShot, current_time: float): get_tree().root.add_child(mirror_bullet) # Apply computed properties for the mirrored bullet - var mirror_spawn = ship.global_position + weapon_data.origin + var mirror_spawn = _get_spawn_position(weapon_data) var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true) mirror_bullet.position = mirror_props.position mirror_bullet.angle = mirror_props.angle diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 3dd3497..1442102 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -21,7 +21,7 @@ func _ready() -> void: func _emit_weapon_changed() -> void: var ship: Sprite2D = get_parent().get_node("Ship") var sprite_size = ship.get_rect().size - var origin_offset: Vector2 = weapon_data.origin if weapon_data else Vector2.ZERO + var origin_offset: float = weapon_data.origin if weapon_data else 0.0 EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset) diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd index 5d7b788..8b6777a 100644 --- a/scripts/weapon_fire_helper.gd +++ b/scripts/weapon_fire_helper.gd @@ -15,11 +15,11 @@ func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spaw # Timing: center-first, pairs outward var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire higher - # than the center projectile. Negate the offset so outer bullets are pushed upward - # (lower y values in Godot), creating a ^ pattern relative to the origin. + # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower + # (higher Y values, further from the player) than the center projectile, which sits + # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, -vertical_offset) + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) # Angle (only when projectiles >= 3, division-by-zero guard) var bullet_angle: float = 0.0 @@ -68,8 +68,11 @@ func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot else: bullet_angle += spread_contribution - # Position: horizontal offset only (vertical position comes from spawn_position) - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, 0) + # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower + # (higher Y values, further from the player) than the center projectile, which sits + # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. + var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) # Timing: group delay + within-group stagger var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 66c946b..04ed7a2 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -10,16 +10,11 @@ extends Resource # Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). # This controls spatial burst geometry, NOT temporal spacing between continuous fire bursts. @export var projectile_vertical_spacing: float = 35 -# Spawn offset strictly relative to the ship node's global position (origin). -# This offset is measured from the ship node's center, not the sprite texture. -# x is usually 0 (horizontal centering), y controls vertical fire position. -# Negative Y moves bullets "above" the ship (in front of it); positive Y -# moves them "below" (behind it). The default of (0, -25) places the burst -# 25 pixels above (in front of) the ship center. -# All weapon resources in this project use the default. Custom weapons with -# explicit origin.y > 0 (positive) will have their burst pattern appear -# behind or below the ship -- verify visually if adjusting. -@export var origin: Vector2 = Vector2(0, -25) +# Vertical offset from the top of the player's sprite where bullets spawn. +# Measured in pixels; negative values fire in front of (above) the ship, +# positive values fire behind (below) it. The default of -25 places the +# burst 25 pixels above the sprite's top edge. +@export var origin: float = -25.0 @export_category("Spread") # Horizontal distance between projectiles From a655f9332f0a0d5a2e5a11028e7a37fb5f507206 Mon Sep 17 00:00:00 2001 From: henry Date: Sun, 28 Jun 2026 18:11:26 +0100 Subject: [PATCH 18/20] Further refinements in weapone fire helper logic. --- .../player_weapon_resources/vanguard+.tres | 1 + scripts/weapon_fire_helper.gd | 52 ++++++++++++++++--- scripts/weapon_shot.gd | 13 ++++- 3 files changed, 57 insertions(+), 9 deletions(-) diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres index 294d890..1e62887 100644 --- a/resources/player_weapon_resources/vanguard+.tres +++ b/resources/player_weapon_resources/vanguard+.tres @@ -14,6 +14,7 @@ speed = 500 projectiles = 5 horizontal_offset = 8.25 stagger_offset = 0.5 +compensate_spawn_geometry = true stagger_animation = true follow_angle = true groups = Array[ExtResource("2_qeb4b")]([ExtResource("3_qeb4b")]) diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd index 8b6777a..6da3c5d 100644 --- a/scripts/weapon_fire_helper.gd +++ b/scripts/weapon_fire_helper.gd @@ -15,17 +15,34 @@ func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spaw # Timing: center-first, pairs outward var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset - # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower - # (higher Y values, further from the player) than the center projectile, which sits - # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. - var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 - var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) - # Angle (only when projectiles >= 3, division-by-zero guard) + # Moved before vertical offset to support compensation var bullet_angle: float = 0.0 if total_projectiles >= 3: bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) + # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower + # (higher Y values, further from the player) than the center projectile, which sits + # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. + # When compensate_spawn_geometry is enabled and spread_angle > 0, compute vertical + # offsets to align the geometric spread with velocity vectors. + var vertical_offset: float + if weapon_data.compensate_spawn_geometry and weapon_data.spread_angle > 0 and total_projectiles >= 3: + var velocity_angle_rad: float = abs(bullet_angle) * PI / 180.0 + if index_from_center == 0: + # Center bullet in compensated mode: use full projectile_vertical_spacing + # so the V-shape stays visually smooth (center = 35, outer ≈ 75) + # instead of a broken gap (center = 8.75, outer ≈ 75). + vertical_offset = weapon_data.projectile_vertical_spacing + elif velocity_angle_rad > 0.1: # Guard against division by zero for very small angles + vertical_offset = abs(bullet_horizontal_offset) / tan(velocity_angle_rad) + else: + # Very small angle: fall back to full spacing + vertical_offset = weapon_data.projectile_vertical_spacing + else: + vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) + # Fire time var fire_time: float = current_time + time_offset @@ -61,8 +78,9 @@ func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot bullet_angle = -group.angle_offset # Symmetrical spread (guard against < 3 bullets) + var spread_contribution: float = 0.0 if group.bullet_count >= 3: - var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) + spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) if mirror: bullet_angle -= spread_contribution else: @@ -71,7 +89,25 @@ func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower # (higher Y values, further from the player) than the center projectile, which sits # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. - var vertical_offset: float = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + # When compensate_spawn_geometry is enabled and group.spread_angle > 0, compute + # vertical offsets to preserve the within-group V-shape independently of + # angle_offset, which handles global tilt. + # + # angle_offset tilts the entire group — mixing it into the compensation formula + # breaks the V-shape because the formula assumes velocity vectors converge at the + # origin, but with angle_offset > 0 they fan out from an offset line instead. + # Solution: calculate compensation using only within-group parameters. + var vertical_offset: float + if weapon_data.compensate_spawn_geometry and group.spread_angle > 0 and group.bullet_count >= 3 and index_from_center != 0: + var within_group_angle: float = abs(spread_contribution) # exclude angle_offset + var within_group_angle_rad: float = within_group_angle * PI / 180.0 + var within_group_horizontal: float = abs(index_from_center * group.horizontal_spacing) # exclude group.horizontal_offset + if within_group_angle_rad > 0.1: # Guard against division by zero for very small angles + vertical_offset = within_group_horizontal / tan(within_group_angle_rad) + else: + vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 + else: + vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) # Timing: group delay + within-group stagger diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 04ed7a2..7d641f8 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -8,7 +8,10 @@ extends Resource @export var speed: int = 135 @export var projectiles: int = 2 # Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). -# This controls spatial burst geometry, NOT temporal spacing between continuous fire bursts. +# This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal +# (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry +# is enabled, this parameter is overridden by geometric compensation for spatial calculations; +# temporal behavior remains unchanged and continues to use this value. @export var projectile_vertical_spacing: float = 35 # Vertical offset from the top of the player's sprite where bullets spawn. # Measured in pixels; negative values fire in front of (above) the ship, @@ -23,6 +26,14 @@ extends Resource @export var spread_angle: float = 0.0 # Time delay per projectile index @export var stagger_offset: float = 0.25 +# When enabled, adjusts spawn vertical offsets so the geometric line +# from the center bullet to each outer bullet matches their velocity +# direction. Eliminates the optical illusion where the spread appears +# wider than the actual bullet trajectories (e.g. spread.tres flies at +# half the angle it visually appears to fan). + +## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! +@export var compensate_spawn_geometry: bool = false @export_category("Effects") # Offset animation playback per projectile index From fa882502b468ea89e67c6bf69a31a5eaf790d242 Mon Sep 17 00:00:00 2001 From: henry Date: Sun, 28 Jun 2026 18:27:47 +0100 Subject: [PATCH 19/20] Updated comments for clarity. --- scripts/weapon_shot.gd | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 7d641f8..3bd9e3e 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -29,8 +29,8 @@ extends Resource # When enabled, adjusts spawn vertical offsets so the geometric line # from the center bullet to each outer bullet matches their velocity # direction. Eliminates the optical illusion where the spread appears -# wider than the actual bullet trajectories (e.g. spread.tres flies at -# half the angle it visually appears to fan). +# wider than the actual bullet trajectories (e.g. vanguard+). See the +# Debugging Checklist for the vertical offset pitfall on standard shots. ## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! @export var compensate_spawn_geometry: bool = false From 1ac71cc104ff04ef23bcc5844fbc850edac89f81 Mon Sep 17 00:00:00 2001 From: henry Date: Mon, 29 Jun 2026 14:59:40 +0100 Subject: [PATCH 20/20] Updated exported weapon variables for cleaner organization in the Godot inspector. --- scripts/weapon_shot.gd | 77 +++++++++++++++++++++++++++++++----------- 1 file changed, 58 insertions(+), 19 deletions(-) diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd index 3bd9e3e..8abc83d 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -1,45 +1,84 @@ class_name WeaponShot extends Resource -@export_category("Parameters") + +@export_group("Weapon") + + +# Human-readable name for reference in UI and logs. @export var shot_name: String -@export var bullet_scene: PackedScene = null -@export var damage: int = 1 -@export var speed: int = 135 -@export var projectiles: int = 2 + +# PackedScene reference to the bullet / projectile scene instantiated on fire. +@export var bullet_scene: PackedScene + + +@export_subgroup("Launch") + + +# Damage dealt by a single projectile instance. +@export_range(1, 100, 1) var damage: int = 1 + +# Travel speed of projectiles in pixels per second. +@export_range(50, 2000, 10) var speed: int = 135 + +# Number of projectiles fired in a burst pattern. +@export_range(1, 20, 1) var projectiles: int = 2 + + +@export_subgroup("Spawn Geometry") + + # Vertical spacing between projectiles in a burst (used by WeaponFireHelper to compute the ^ pattern). # This parameter has a dual role: spatial (computing the ^ burst geometry) and temporal # (serving as the burst-gating threshold in ShootComponent.shoot()). When compensate_spawn_geometry # is enabled, this parameter is overridden by geometric compensation for spatial calculations; # temporal behavior remains unchanged and continues to use this value. -@export var projectile_vertical_spacing: float = 35 +@export_range(10, 200, 0.5) var projectile_vertical_spacing: float = 35 + # Vertical offset from the top of the player's sprite where bullets spawn. # Measured in pixels; negative values fire in front of (above) the ship, # positive values fire behind (below) it. The default of -25 places the # burst 25 pixels above the sprite's top edge. -@export var origin: float = -25.0 +@export_range(-200, 200, 0.5) var origin: float = -25.0 + + +@export_subgroup("Spread") + + +# Horizontal distance between adjacent projectiles in a burst. +@export_range(0, 100, 0.25) var horizontal_offset: float = 6.5 + +# Total spread angle in degrees (only applied when projectiles >= 3). +@export_range(0, 360, 0.5) var spread_angle: float = 0.0 + +# Time delay per projectile index in a burst. +@export_range(0.01, 5.0, 0.05) var stagger_offset: float = 0.25 -@export_category("Spread") -# Horizontal distance between projectiles -@export var horizontal_offset: float = 6.5 -# Total spread angle in degrees (only applied when projectiles >= 3) -@export var spread_angle: float = 0.0 -# Time delay per projectile index -@export var stagger_offset: float = 0.25 # When enabled, adjusts spawn vertical offsets so the geometric line # from the center bullet to each outer bullet matches their velocity # direction. Eliminates the optical illusion where the spread appears # wider than the actual bullet trajectories (e.g. vanguard+). See the # Debugging Checklist for the vertical offset pitfall on standard shots. - ## WARNING: This flag uses a trigonometric formula (horizontal_offset / tan(angle)) that evaluates independently-tuned horizontal and spread angles in grouped shots ONLY! @export var compensate_spawn_geometry: bool = false -@export_category("Effects") -# Offset animation playback per projectile index + +@export_subgroup("Timing") + + +# Offset animation playback per projectile index. @export var stagger_animation: bool = false -# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0) + + +@export_subgroup("Effects") + + +# Rotate projectiles to point along their travel direction (requires >2 projectiles and spread_angle > 0). @export var follow_angle: bool = false -@export_category("Grouped Projectiles") + +@export_subgroup("Groups") + + +# Array of projectile groups defining layered, multi-directional fire patterns. @export var groups: Array[WeaponProjectileGroup] = []