diff --git a/Deprecated/stock_weapon.gd b/Deprecated/stock_weapon.gd index 6f3c4dd..71537c4 100644 --- a/Deprecated/stock_weapon.gd +++ b/Deprecated/stock_weapon.gd @@ -1,8 +1,8 @@ extends Area2D -@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") +@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn") -@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") +@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") func _process(delta): diff --git a/Scratch b/Scratch new file mode 100644 index 0000000..d594117 --- /dev/null +++ b/Scratch @@ -0,0 +1,83 @@ +@export_category("Stagger") +@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles +@export var stagger_offset: float = 5 # Time delay per projectile index +@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right) +@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right) + + +--- + +func shoot(): + var weapon_data = weapon_component.data # WeaponShot resource configuration + var current_time = Time.get_ticks_msec() / 1000.0 + var total_projectiles = weapon_data.projectiles + + if player.travel > weapon_data.spacing: + + # Calculate center index for symmetrical staggering + var center_index = (total_projectiles - 1) / 2.0 + + if total_projectiles > 0: + for group in range(num_groups): + # Calculate projectile indices for this group + # For 1 group: 0..N-1 + # For 2 groups: 0..N/2-1 and N/2..N-1 + # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1 + var group_start: int + var group_end: int + + if num_groups == 1: + group_start = 0 + group_end = total_projectiles + elif num_groups == 2: + group_start = 0 + group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2 + elif num_groups == 3: + var third = total_projectiles / 3 + group_start = 0 + group_end = third if third > 0 else 1 + else: + continue # Skip if num_groups > 3 + + for b in range(group_start, group_end): + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node + get_tree().root.add_child(bullet) + + # Calculate index relative to group center for staggering + var group_center: float = (group_start + group_end - 1) / 2.0 + var index_from_center: float = b - group_center + + # Calculate timing offset for staggered firing + var time_offset: float = abs(index_from_center) * stagger_offset + + # Calculate horizontal offset for this bullet (symmetrical within group) + var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset + + # Calculate vertical offset from center point (symmetrical vertical spread within group) + var distance_from_center: float = abs(index_from_center) + var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 + + # Calculate final position based on firing angle using polar coordinates + var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians + var spread_angle: float = -firing_angle * 0.0174533 # Spread opposite to firing angle + + # Calculate position using polar coordinates from player origin + var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally + var origin_y: float = weapon_data.origin + + var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset + var pos_y: float = player.position.y + origin_y + vertical_offset + + # Apply angular offset + var angle_offset_x: float = -weapon_data.origin * sin(spread_angle) + var angle_offset_y: float = -weapon_data.origin * cos(spread_angle) + + bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y) + + # Set timing properties on the bullet + bullet.time_offset = time_offset + bullet.fire_time = current_time + time_offset + + # Subtract projectile spacing from current Player travel for next shot + player.travel -= weapon_data.spacing diff --git a/project.godot b/project.godot index 8a275f5..43ed708 100644 --- a/project.godot +++ b/project.godot @@ -12,14 +12,14 @@ config_version=5 config/name="Facsimile Wing" run/main_scene="uid://bj4fytc3sy482" -config/features=PackedStringArray("4.7", "Forward Plus") +config/features=PackedStringArray("4.6", "Forward Plus") config/icon="res://icon.svg" [display] -window/size/viewport_width=208 +window/size/viewport_width=216 window/size/viewport_height=384 -window/size/window_width_override=1248 +window/size/window_width_override=1296 window/size/window_height_override=2304 window/subwindows/embed_subwindows=false window/stretch/mode="viewport" @@ -52,11 +52,6 @@ shoot={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null) ] } -cycle={ -"deadzone": 0.2, -"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) -] -} [physics] diff --git a/resources/player_weapon_resources/stock.tres b/resources/player_weapon_resources/stock.tres deleted file mode 100644 index 0d2906f..0000000 --- a/resources/player_weapon_resources/stock.tres +++ /dev/null @@ -1,16 +0,0 @@ -[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://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"] - -[resource] -script = ExtResource("2_ym48c") -shot_name = "stock" -bullet_scene = ExtResource("1_lcw6o") -damage = 2 -speed = 500 -spacing = 25.0 -origin = -12 -horizontal_offset = 10.0 -stagger_offset = 0.35 -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/tri.tres b/resources/player_weapon_resources/tri.tres deleted file mode 100644 index 0b63301..0000000 --- a/resources/player_weapon_resources/tri.tres +++ /dev/null @@ -1,18 +0,0 @@ -[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://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"] - -[resource] -script = ExtResource("2_syw6j") -shot_name = "tri" -bullet_scene = ExtResource("1_07hyh") -damage = 3 -speed = 450 -projectiles = 3 -spacing = 30.0 -origin = -15 -horizontal_offset = 8.5 -stagger_offset = 0.2 -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 deleted file mode 100644 index dcb3580..0000000 --- a/resources/player_weapon_resources/vanguard.tres +++ /dev/null @@ -1,18 +0,0 @@ -[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"] - -[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"] - -[resource] -script = ExtResource("2_w7xlm") -shot_name = "vanguard" -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 -metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/player_weapon_resources/weapon_shot_stock.tres b/resources/player_weapon_resources/weapon_shot_stock.tres new file mode 100644 index 0000000..9b73ebe --- /dev/null +++ b/resources/player_weapon_resources/weapon_shot_stock.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] + +[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_by0nb"] +[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/weapon_shot.gd" id="2_by0nb"] + +[resource] +script = ExtResource("2_by0nb") +shot_name = "Stock Shot" +bullet_scene = ExtResource("1_by0nb") +speed = 500 +projectiles = 5 +spacing = 20.0 +origin = -25 +horizontal_offset = 6.0 +stagger_offset = 5.5 +rotate_to_velocity = false +metadata/_custom_type_script = "uid://7n1itonn35fm" diff --git a/resources/weapon_shot.gd b/resources/weapon_shot.gd new file mode 100644 index 0000000..2f2d0f4 --- /dev/null +++ b/resources/weapon_shot.gd @@ -0,0 +1,20 @@ +class_name WeaponShot extends Resource + +@export_category("Info") +@export var shot_name: String +@export var bullet_scene: PackedScene = null + +@export_category("Shot Data") +@export var damage: int = 1 +@export var speed: int = 135 +@export var projectiles: int = 2 +@export var spacing: float = 35 +@export var origin: int = -23 + +@export_category("Stagger") +@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles +@export var stagger_offset: float = 5 # Time delay per projectile index + +# Angle in degrees, default is 0 +@export var angle: float = 0.0 # Angle at which the bullet should be fired +@export var rotate_to_velocity: bool = true diff --git a/scripts/weapon_shot.gd.uid b/resources/weapon_shot.gd.uid similarity index 100% rename from scripts/weapon_shot.gd.uid rename to resources/weapon_shot.gd.uid diff --git a/scenes/player.gd b/scenes/player.gd index f61a309..6439eb4 100644 --- a/scenes/player.gd +++ b/scenes/player.gd @@ -20,7 +20,7 @@ var ship_displacement: float var travel: float = 0 func _ready() -> void: - + ## Set initial start position position = Vector2(screensize.x / 2, screensize.y - 45) @@ -37,16 +37,12 @@ func _process(delta) -> void: if is_shooting == true: shoot_component.shoot() $%MuzzleFlash.show() - + if is_shooting == false: $%MuzzleFlash.hide() - - + + # Read Movement Component movement_component.input = input_component.move_dir movement_component.tick(delta) - - # Cycle weapon (testing key) - if input_component.cycle_weapon: - weapon_component.cycle_weapon() diff --git a/scenes/player.tscn b/scenes/player.tscn index b78146a..4b33f53 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -6,12 +6,8 @@ [ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"] [ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"] [ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"] -[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"] +[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"] [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://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"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"] atlas = ExtResource("5_qlg0r") @@ -38,7 +34,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_fjrip") }], -"loop": 1, +"loop": true, "name": &"banked", "speed": 15.0 }, { @@ -49,7 +45,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_ur7pv") }], -"loop": 1, +"loop": true, "name": &"fwd", "speed": 15.0 }] @@ -78,7 +74,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_d2wvv") }], -"loop": 1, +"loop": true, "name": &"stock", "speed": 15.0 }] @@ -94,6 +90,9 @@ size = Vector2(6, 5.75) [node name="Player" type="Area2D" unique_id=652131079] script = ExtResource("1_ur7pv") +can_shoot = null +is_shooting = null +muzzle_flash = null [node name="Ship" type="Sprite2D" parent="." unique_id=1155866924] unique_name_in_owner = true @@ -149,12 +148,11 @@ metadata/_custom_type_script = "uid://c0rikbakpcags" [node name="ShootComponent" type="Node" parent="." unique_id=623642425] unique_name_in_owner = true script = ExtResource("6_y4r1p") +metadata/_custom_type_script = "uid://bgd1hwindc2ui" [node name="WeaponComponent" type="Node" parent="." unique_id=1648685183] 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")]) metadata/_custom_type_script = "uid://ylmao2ndp22y" [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] diff --git a/scenes/player_weapons/weapon_spreadshot.tscn b/scenes/player_weapons/weapon_spreadshot.tscn deleted file mode 100644 index 2158693..0000000 --- a/scenes/player_weapons/weapon_spreadshot.tscn +++ /dev/null @@ -1,53 +0,0 @@ -[gd_scene format=3 uid="uid://clpyd8qfwthk2"] - -[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"] -[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"] - -[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] -atlas = ExtResource("2_s6ult") -region = Rect2(0, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"] -atlas = ExtResource("2_s6ult") -region = Rect2(7, 0, 7, 11) - -[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"] -atlas = ExtResource("2_s6ult") -region = Rect2(14, 0, 7, 11) - -[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"] -animations = [{ -"frames": [{ -"duration": 1.0, -"texture": SubResource("AtlasTexture_5bykt") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_vsqoq") -}, { -"duration": 1.0, -"texture": SubResource("AtlasTexture_yqx5m") -}], -"loop": 1, -"name": &"default", -"speed": 24.0 -}] - -[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] -size = Vector2(6.666667, 14) - -[node name="StockWeapon" type="Area2D" unique_id=1832200900] -script = ExtResource("1_nx6aw") - -[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252] -scale = Vector2(1.5, 1.5) -sprite_frames = SubResource("SpriteFrames_fdubj") -autoplay = "default" -frame_progress = 0.35886022 - -[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059] -shape = SubResource("RectangleShape2D_mvdrj") - -[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716] -rect = Rect2(-3, -7, 6, 14) - -[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"] diff --git a/scenes/player_weapons/weapon_stock.gd b/scenes/player_weapons/weapon_stock.gd index d1f5198..ae9638b 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -1,8 +1,6 @@ extends Area2D -# Data to be set externally when this bullet is instantiated -var bullet_scene: PackedScene = null -var shot_data: WeaponShot = null +@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") # Time offset when this bullet was fired (relative to other bullets in the same shot) var time_offset: float = 0.5 @@ -13,6 +11,12 @@ var fire_time: float = 0.0 # Track if this bullet is currently active in the shot var is_active: bool = false +# Angle at which this bullet should fire (in degrees) +var angle: float = 0.0 + +# Whether to rotate bullet to face its movement direction +var rotate_to_velocity: bool = true + func _process(delta): var current_time = Time.get_ticks_msec() / 1000.0 @@ -20,42 +24,31 @@ func _process(delta): if !is_active and current_time >= fire_time: activate() + # Calculate the movement vector based on speed, angle, and delta + var angle_rad = deg_to_rad(angle) + var move_x = cos(angle_rad) * shot_data.speed * delta + var move_y = sin(angle_rad) * shot_data.speed * delta + # Move the bullet - position.y -= shot_data.speed * delta + position.x += move_x + position.y += move_y + + # Rotate to face movement direction - ensure proper rotation calculation + if rotate_to_velocity: + var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed) + rotation = velocity.angle() + + # Debug output - this will show you what's really happening + print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation) + func activate(): is_active = true visible = true - # # Emit signal for hit detection - # emit_signal("activate") - func _on_visible_on_screen_notifier_2d_screen_exited(): queue_free() # Set fire_time for the next shot (staggered firing) var current_time = Time.get_ticks_msec() / 1000.0 fire_time = current_time + shot_data.stagger_offset - -# Function to set the bullet data (called from parent scene) -func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot): - bullet_scene = bullet_scene_param - shot_data = shot_data_param - -# Function to offset animation playback for staggered visual effect -func set_animation_offset(offset: float) -> void: - var sprite = $AnimatedSprite2D - if sprite: - var frames = sprite.sprite_frames - if frames: - var animation = sprite.animation - var frame_count = frames.get_frame_count(animation) - if frame_count > 0: - # Calculate average frame duration from actual frame timings - var total_duration = 0.0 - for i in range(frame_count): - total_duration += frames.get_frame_duration(animation, i) - var avg_frame_duration = total_duration / frame_count - # Convert time offset to frame offset, wrap within animation length - var frame_offset = fposmod(offset / avg_frame_duration, float(frame_count)) - sprite.frame = int(frame_offset) diff --git a/scenes/player_weapons/weapon_stock.tscn b/scenes/player_weapons/weapon_stock.tscn index 5eddb30..364ec6a 100644 --- a/scenes/player_weapons/weapon_stock.tscn +++ b/scenes/player_weapons/weapon_stock.tscn @@ -27,7 +27,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_yqx5m") }], -"loop": 1, +"loop": true, "name": &"default", "speed": 24.0 }] diff --git a/scenes/player_weapons/weapon_stock_fixed.gd b/scenes/player_weapons/weapon_stock_fixed.gd new file mode 100644 index 0000000..529b05c --- /dev/null +++ b/scenes/player_weapons/weapon_stock_fixed.gd @@ -0,0 +1,54 @@ +extends Area2D + +@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") + +# Time offset when this bullet was fired (relative to other bullets in the same shot) +var time_offset: float = 0.5 + +# When this bullet should fire (absolute time) +var fire_time: float = 0.0 + +# Track if this bullet is currently active in the shot +var is_active: bool = false + +# Angle at which this bullet should fire (in degrees) +var angle: float = 0.0 + +# Whether to rotate bullet to face its movement direction +var rotate_to_velocity: bool = true + +func _process(delta): + var current_time = Time.get_ticks_msec() / 1000.0 + + # Fire if it's time and bullet isn't already active + if !is_active and current_time >= fire_time: + activate() + + # Calculate the movement vector based on speed, angle, and delta + var angle_rad = deg_to_rad(angle) + var move_x = cos(angle_rad) * shot_data.speed * delta + var move_y = sin(angle_rad) * shot_data.speed * delta + + # Move the bullet + position.x += move_x + position.y += move_y + + # Rotate to face movement direction - ensure proper rotation calculation + if rotate_to_velocity: + var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed) + rotation = velocity.angle() + + # Debug output - this will show you what's really happening + print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation) + + +func activate(): + is_active = true + visible = true + +func _on_visible_on_screen_notifier_2d_screen_exited(): + queue_free() + + # Set fire_time for the next shot (staggered firing) + var current_time = Time.get_ticks_msec() / 1000.0 + fire_time = current_time + shot_data.stagger_offset diff --git a/scenes/player_weapons/weapon_stock_fixed.gd.uid b/scenes/player_weapons/weapon_stock_fixed.gd.uid new file mode 100644 index 0000000..1afd8cf --- /dev/null +++ b/scenes/player_weapons/weapon_stock_fixed.gd.uid @@ -0,0 +1 @@ +uid://7wuopfptd3qe diff --git a/scenes/player_weapons/weapon_stock_fixed2.gd b/scenes/player_weapons/weapon_stock_fixed2.gd new file mode 100644 index 0000000..529b05c --- /dev/null +++ b/scenes/player_weapons/weapon_stock_fixed2.gd @@ -0,0 +1,54 @@ +extends Area2D + +@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") + +# Time offset when this bullet was fired (relative to other bullets in the same shot) +var time_offset: float = 0.5 + +# When this bullet should fire (absolute time) +var fire_time: float = 0.0 + +# Track if this bullet is currently active in the shot +var is_active: bool = false + +# Angle at which this bullet should fire (in degrees) +var angle: float = 0.0 + +# Whether to rotate bullet to face its movement direction +var rotate_to_velocity: bool = true + +func _process(delta): + var current_time = Time.get_ticks_msec() / 1000.0 + + # Fire if it's time and bullet isn't already active + if !is_active and current_time >= fire_time: + activate() + + # Calculate the movement vector based on speed, angle, and delta + var angle_rad = deg_to_rad(angle) + var move_x = cos(angle_rad) * shot_data.speed * delta + var move_y = sin(angle_rad) * shot_data.speed * delta + + # Move the bullet + position.x += move_x + position.y += move_y + + # Rotate to face movement direction - ensure proper rotation calculation + if rotate_to_velocity: + var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed) + rotation = velocity.angle() + + # Debug output - this will show you what's really happening + print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation) + + +func activate(): + is_active = true + visible = true + +func _on_visible_on_screen_notifier_2d_screen_exited(): + queue_free() + + # Set fire_time for the next shot (staggered firing) + var current_time = Time.get_ticks_msec() / 1000.0 + fire_time = current_time + shot_data.stagger_offset diff --git a/scenes/player_weapons/weapon_stock_fixed2.gd.uid b/scenes/player_weapons/weapon_stock_fixed2.gd.uid new file mode 100644 index 0000000..3bc96d0 --- /dev/null +++ b/scenes/player_weapons/weapon_stock_fixed2.gd.uid @@ -0,0 +1 @@ +uid://c1u6yrjkp26i5 diff --git a/scenes/world.tscn b/scenes/world.tscn index 9148110..50bf2a4 100644 --- a/scenes/world.tscn +++ b/scenes/world.tscn @@ -14,7 +14,7 @@ z_index = -1 [node name="BaseBackground" type="ColorRect" parent="Level/Background" unique_id=1360709800] -offset_right = 208.0 +offset_right = 217.0 offset_bottom = 410.0 color = Color(0.2899925, 0.5692833, 0.9110645, 1) @@ -32,7 +32,7 @@ hframes = 4 frame = 1 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Back" unique_id=1729409543] -position = Vector2(168, 32) +position = Vector2(177, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 @@ -52,7 +52,7 @@ hframes = 4 frame = 2 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Mid" unique_id=702118355] -position = Vector2(168, 32) +position = Vector2(177, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 @@ -71,7 +71,7 @@ hframes = 4 frame = 3 [node name="CloudRight" type="Sprite2D" parent="Level/Background/Fore" unique_id=1798342457] -position = Vector2(176, 32) +position = Vector2(185, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 diff --git a/scripts/input_component.gd b/scripts/input_component.gd index f182984..ce71e8d 100644 --- a/scripts/input_component.gd +++ b/scripts/input_component.gd @@ -3,12 +3,9 @@ class_name InputComponent extends Node var move_dir: Vector2 = Vector2.ZERO var shoot_pressed: bool = false var shooting: bool = false -var cycle_weapon: bool = false + func update() -> void: move_dir = Input.get_vector("left", "right", "up", "down") shoot_pressed = Input.is_action_just_pressed("shoot") shooting = Input.is_action_pressed("shoot") - - # Development Keys - cycle_weapon = Input.is_action_just_pressed("cycle") diff --git a/scripts/movement_component.gd b/scripts/movement_component.gd index 0539438..18ebdb2 100644 --- a/scripts/movement_component.gd +++ b/scripts/movement_component.gd @@ -17,7 +17,7 @@ func tick(delta: float): if player == null: return # Shorten variable for accessing weapon_component for clarity - var weapon_system = weapon_component.weapon_data + var weapon_system = weapon_component.data # Calculate ship to bullet displacement player.ship_displacement = player.position.y - player.previous_position.y diff --git a/scripts/shoot_component.gd b/scripts/shoot_component.gd index eb6a2a9..f9d7315 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -1,10 +1,13 @@ class_name ShootComponent extends Node +@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) +@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index + @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." func shoot(): - var weapon_data = weapon_component.weapon_data + var weapon_data = weapon_component.data # WeaponShot resource configuration var current_time = Time.get_ticks_msec() / 1000.0 var total_projectiles = weapon_data.projectiles @@ -15,7 +18,8 @@ func shoot(): if total_projectiles > 0: for b in range(total_projectiles): - var bullet := weapon_data.bullet_scene.instantiate() as Area2D + var bullet_scene = weapon_data.bullet_scene + var bullet := bullet_scene.instantiate() as Node2D get_tree().root.add_child(bullet) # Calculate index relative to center (0 = center, -1/+1 = first from center) @@ -31,19 +35,33 @@ func shoot(): 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)) + # Final position combines symmetrical horizontal spread with fixed vertical offset from weapon origin + bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) # Set timing properties on the bullet bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset - # Set the bullet data - bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) + # Set bullet rotation properties + bullet.rotate_to_velocity = weapon_data.rotate_to_velocity # This should be true if you want rotation + + + # Set the angle for bullets - symmetrical spread around vertical (straight up = -90°) + if weapon_data.angle == 0: + # If angle is 0, all projectiles fire straight up + bullet.angle = -90.0 + else: + # Set angle for bullets - symmetrical spread around vertical (straight up = -90°) + if index_from_center == 0: + # Center projectile fires straight up + bullet.angle = -90.0 + else: + # Left projectiles: positive angle (up and to the left), Right projectiles: negative angle (up and to the right) + bullet.angle = -90.0 + weapon_data.angle * sign(index_from_center) + + + - # Offset animation playback per projectile if enabled - 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 diff --git a/scripts/shoot_component.gd.uid b/scripts/shoot_component.gd.uid index fdd16b5..4e59bd1 100644 --- a/scripts/shoot_component.gd.uid +++ b/scripts/shoot_component.gd.uid @@ -1 +1 @@ -uid://suynuijl68qp +uid://bgd1hwindc2ui diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 41ecc74..0a9a9cd 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -1,41 +1,9 @@ class_name WeaponComponent extends Node -@export var weapon_data: WeaponShot = null -@export var available_weapons: Array[WeaponShot] = [] +@export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") +var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") -var _current_weapon_index: int = 0 - -func _ready() -> void: - - # Set the default weapon to be stock, i.e. index 1 - if weapon_data and not available_weapons.is_empty(): - for i in range(available_weapons.size()): - if available_weapons[i] == weapon_data: - _current_weapon_index = i - return func get_bullet_scene() -> PackedScene: - return weapon_data.bullet_scene if weapon_data else null - -func get_weapon_resource() -> Resource: - return weapon_data - -func select_weapon_by_name(name: String) -> bool: - for i in range(available_weapons.size()): - if available_weapons[i].shot_name == name: - _current_weapon_index = i - weapon_data = available_weapons[i] - print("Switched to: ", name) - return true - return false - - - -func cycle_weapon() -> void: # Used for testing weapon cycling - if available_weapons.is_empty(): - return - - _current_weapon_index = (_current_weapon_index + 1) % available_weapons.size() - weapon_data = available_weapons[_current_weapon_index] - print("Switched to: ", weapon_data.shot_name) + return data.weapon_shot # Reference to the Shot scene from the resource diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd deleted file mode 100644 index c535924..0000000 --- a/scripts/weapon_shot.gd +++ /dev/null @@ -1,23 +0,0 @@ -class_name WeaponShot -extends Resource - -@export_category("Parameters") -@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 - -@export_category("Effects") -# Offset animation playback per projectile index -@export var stagger_animation: bool = false diff --git a/test_rotation.gd b/test_rotation.gd new file mode 100644 index 0000000..6c43919 --- /dev/null +++ b/test_rotation.gd @@ -0,0 +1,25 @@ +extends Area2D + +# Simple test to verify rotation behavior +var test_angle: float = 0.0 +var rotate_to_velocity: bool = true + +func _process(delta): + # Move in a straight line at 100 pixels per second + var move_x = cos(deg_to_rad(test_angle)) * 100 * delta + var move_y = sin(deg_to_rad(test_angle)) * 100 * delta + + position.x += move_x + position.y += move_y + + # Rotate to face movement direction (this is the key fix) + if rotate_to_velocity: + var velocity = Vector2(cos(deg_to_rad(test_angle)) * 100, sin(deg_to_rad(test_angle)) * 100) + rotation = velocity.angle() + + # Debug output + print("Test angle: ", test_angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation) + +func _ready(): + # Set initial rotation for testing + test_angle = 0.0 diff --git a/test_rotation.gd.uid b/test_rotation.gd.uid new file mode 100644 index 0000000..e08c04f --- /dev/null +++ b/test_rotation.gd.uid @@ -0,0 +1 @@ +uid://b1bhb673ef5po diff --git a/test_rotation.tscn b/test_rotation.tscn new file mode 100644 index 0000000..452b89d --- /dev/null +++ b/test_rotation.tscn @@ -0,0 +1,6 @@ +[gd_scene format=3 uid="uid://d4ls4srw6qyap"] + +[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://test_rotation.gd" id="1_kx6bj"] + +[node name="TestRotation" type="Area2D" unique_id=1832200900] +script = ExtResource("1_kx6bj")