diff --git a/graphics/spread.png b/graphics/spread.png new file mode 100644 index 0000000..a45b2ec Binary files /dev/null and b/graphics/spread.png differ 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/patterns/fwd.tres b/resources/player_weapon_resources/patterns/fwd.tres new file mode 100644 index 0000000..bba67ae --- /dev/null +++ b/resources/player_weapon_resources/patterns/fwd.tres @@ -0,0 +1,10 @@ +[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") +pattern_name = "fwd" +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..a3937f2 --- /dev/null +++ b/resources/player_weapon_resources/patterns/phallanx.tres @@ -0,0 +1,12 @@ +[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 +mirror = true diff --git a/resources/player_weapon_resources/spread.tres b/resources/player_weapon_resources/spread.tres new file mode 100644 index 0000000..bb4794c --- /dev/null +++ b/resources/player_weapon_resources/spread.tres @@ -0,0 +1,18 @@ +[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"] +[ext_resource type="Script" uid="uid://d0ios82vubijg" path="res://scripts/weapon_projectile_group.gd" id="2_ak5x4"] + +[resource] +script = ExtResource("2_4b7mw") +shot_name = "spread" +bullet_scene = ExtResource("1_pn64g") +damage = 5 +speed = 720 +projectiles = 5 +horizontal_offset = 8.25 +spread_angle = 25.0 +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..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] @@ -8,9 +9,7 @@ script = ExtResource("2_ym48c") shot_name = "stock" bullet_scene = ExtResource("1_lcw6o") damage = 2 -speed = 300 -spacing = 25.0 -origin = -15 -horizontal_offset = 10.0 -stagger_offset = 0.35 +speed = 650 +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..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] @@ -8,11 +9,9 @@ script = ExtResource("2_syw6j") shot_name = "tri" bullet_scene = ExtResource("1_07hyh") damage = 3 -speed = 420 +speed = 700 projectiles = 3 -spacing = 30.0 -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" diff --git a/resources/player_weapon_resources/vanguard+.tres b/resources/player_weapon_resources/vanguard+.tres new file mode 100644 index 0000000..1e62887 --- /dev/null +++ b/resources/player_weapon_resources/vanguard+.tres @@ -0,0 +1,21 @@ +[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 +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")]) +metadata/_custom_type_script = "uid://7n1itonn35fm" 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/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 a323687..c240cfb 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -10,9 +10,12 @@ [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/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"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -149,6 +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") @@ -157,7 +164,7 @@ 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"), ExtResource("14_oprun")]) 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..95077ca 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 +23,13 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() - # Move the bullet - position.y -= shot_data.speed * delta + # 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 + + # 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 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"] 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 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/shoot_component.gd b/scripts/shoot_component.gd index eb6a2a9..bf783c1 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -2,48 +2,89 @@ 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 - var total_projectiles = weapon_data.projectiles - 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) - # 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 +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() - # Calculate timing offset for staggered firing - var time_offset: float = index_from_center * weapon_data.stagger_offset + # 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) - # 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 +# Standard projectile logic (delegates to WeaponFireHelper) +func _shoot_standard(weapon_data: WeaponShot, current_time: float): + var total_projectiles: int = weapon_data.projectiles - # 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)) + 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) - # Set timing properties on the bullet - bullet.time_offset = time_offset - bullet.fire_time = current_time + time_offset + # 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 + 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) + # Set the bullet data + bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) - # Offset animation playback per projectile if enabled + # Offset animation playback per projectile if enabled + if weapon_data.stagger_animation: + bullet.set_animation_offset(props.animation_offset) + + +# 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) + + # Apply computed properties for the original bullet + 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 + 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) + + # Apply computed properties for the mirrored bullet + 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 + 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: - 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 + mirror_bullet.set_animation_offset(mirror_props.animation_offset) diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index ab00c34..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 = weapon_data.origin if weapon_data else 0.0 + 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) @@ -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() diff --git a/scripts/weapon_fire_helper.gd b/scripts/weapon_fire_helper.gd new file mode 100644 index 0000000..6da3c5d --- /dev/null +++ b/scripts/weapon_fire_helper.gd @@ -0,0 +1,129 @@ +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 + + # 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 + + # 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) + var spread_contribution: float = 0.0 + if group.bullet_count >= 3: + spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) + if mirror: + bullet_angle -= spread_contribution + else: + bullet_angle += spread_contribution + + # 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 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 + 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 new file mode 100644 index 0000000..3e7f6a3 --- /dev/null +++ b/scripts/weapon_projectile_group.gd @@ -0,0 +1,23 @@ +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 +@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 c535924..8abc83d 100644 --- a/scripts/weapon_shot.gd +++ b/scripts/weapon_shot.gd @@ -1,23 +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 -# Vertical spacing between projectiles -@export var spacing: float = 35 -# Origin offset from center of player -@export var origin: int = -23 -@export_category("Spread") -# Horizontal distance between projectiles -@export var horizontal_offset: float = 6.5 -# Time delay per projectile index -@export var stagger_offset: float = 0.25 +# PackedScene reference to the bullet / projectile scene instantiated on fire. +@export var bullet_scene: PackedScene -@export_category("Effects") -# Offset animation playback per projectile index + +@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_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_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 + +# 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_subgroup("Timing") + + +# Offset animation playback per projectile index. @export var stagger_animation: bool = false + + +@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_subgroup("Groups") + + +# Array of projectile groups defining layered, multi-directional fire patterns. +@export var groups: Array[WeaponProjectileGroup] = []