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No commits in common. "e2cf516c90c55c69a079f212c86c7a19cb02a51c" and "0bcb386a0f25a2e86b4837d2c6f6667c31d612a8" have entirely different histories.
e2cf516c90
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0bcb386a0f
14 changed files with 23 additions and 58 deletions
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@ -1,8 +1,8 @@
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extends Area2D
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
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@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
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@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
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func _process(delta):
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func _process(delta):
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@ -17,9 +17,9 @@ config/icon="res://icon.svg"
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[display]
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[display]
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window/size/viewport_width=208
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window/size/viewport_width=216
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window/size/viewport_height=384
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window/size/viewport_height=384
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window/size/window_width_override=1248
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window/size/window_width_override=1296
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window/size/window_height_override=2304
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window/size/window_height_override=2304
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window/subwindows/embed_subwindows=false
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window/subwindows/embed_subwindows=false
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window/stretch/mode="viewport"
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window/stretch/mode="viewport"
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@ -12,6 +12,6 @@ extends Resource
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@export var spacing: float = 35
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@export var spacing: float = 35
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@export var origin: int = -23
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@export var origin: int = -23
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@export_category("Spread")
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@export_category("Stagger")
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var stagger_offset: float = 5 # Time delay per projectile index
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@export var stagger_offset: float = 5 # Time delay per projectile index
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@ -1,7 +1,7 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_by0nb"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/weapon_stock.tscn" id="1_by0nb"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapon_resources/weapon_shot.gd" id="2_by0nb"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/player_weapons/weapon_shot.gd" id="2_by0nb"]
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[resource]
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[resource]
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script = ExtResource("2_by0nb")
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script = ExtResource("2_by0nb")
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@ -6,7 +6,7 @@
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
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[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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@ -1,8 +1,10 @@
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extends Area2D
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extends Area2D
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# Data to be set externally when this bullet is instantiated
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var bullet_scene: PackedScene = null
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@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
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var shot_data: WeaponShot = null
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@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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var time_offset: float = 0.5
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@ -36,8 +38,3 @@ func _on_visible_on_screen_notifier_2d_screen_exited():
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# Set fire_time for the next shot (staggered firing)
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# Set fire_time for the next shot (staggered firing)
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var current_time = Time.get_ticks_msec() / 1000.0
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var current_time = Time.get_ticks_msec() / 1000.0
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fire_time = current_time + shot_data.stagger_offset
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fire_time = current_time + shot_data.stagger_offset
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# Function to set the bullet data (called from parent scene)
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func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot):
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bullet_scene = bullet_scene_param
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shot_data = shot_data_param
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@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
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[gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
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[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_u1d5o"]
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[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"]
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[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"]
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[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
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@ -14,7 +14,7 @@
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z_index = -1
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z_index = -1
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[node name="BaseBackground" type="ColorRect" parent="Level/Background" unique_id=1360709800]
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[node name="BaseBackground" type="ColorRect" parent="Level/Background" unique_id=1360709800]
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offset_right = 208.0
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offset_right = 217.0
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offset_bottom = 410.0
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offset_bottom = 410.0
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color = Color(0.2899925, 0.5692833, 0.9110645, 1)
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color = Color(0.2899925, 0.5692833, 0.9110645, 1)
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@ -32,7 +32,7 @@ hframes = 4
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frame = 1
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frame = 1
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Back" unique_id=1729409543]
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Back" unique_id=1729409543]
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position = Vector2(168, 32)
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position = Vector2(177, 32)
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texture = ExtResource("3_4wyf3")
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texture = ExtResource("3_4wyf3")
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flip_h = true
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flip_h = true
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hframes = 4
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hframes = 4
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@ -52,7 +52,7 @@ hframes = 4
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frame = 2
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frame = 2
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Mid" unique_id=702118355]
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Mid" unique_id=702118355]
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position = Vector2(168, 32)
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position = Vector2(177, 32)
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texture = ExtResource("3_4wyf3")
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texture = ExtResource("3_4wyf3")
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flip_h = true
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flip_h = true
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hframes = 4
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hframes = 4
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@ -71,7 +71,7 @@ hframes = 4
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frame = 3
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frame = 3
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Fore" unique_id=1798342457]
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[node name="CloudRight" type="Sprite2D" parent="Level/Background/Fore" unique_id=1798342457]
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position = Vector2(176, 32)
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position = Vector2(185, 32)
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texture = ExtResource("3_4wyf3")
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texture = ExtResource("3_4wyf3")
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flip_h = true
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flip_h = true
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hframes = 4
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hframes = 4
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@ -9,7 +9,3 @@ func update() -> void:
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move_dir = Input.get_vector("left", "right", "up", "down")
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move_dir = Input.get_vector("left", "right", "up", "down")
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shoot_pressed = Input.is_action_just_pressed("shoot")
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shoot_pressed = Input.is_action_just_pressed("shoot")
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shooting = Input.is_action_pressed("shoot")
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shooting = Input.is_action_pressed("shoot")
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# Development Keys
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# Cycle Available Weapons
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@ -19,7 +19,7 @@ func shoot():
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if total_projectiles > 0:
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if total_projectiles > 0:
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for b in range(total_projectiles):
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for b in range(total_projectiles):
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var bullet_scene = weapon_data.bullet_scene
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var bullet_scene = weapon_data.bullet_scene
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var bullet := bullet_scene.instantiate() as Area2D
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var bullet := bullet_scene.instantiate() as Node
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get_tree().root.add_child(bullet)
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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@ -42,8 +42,5 @@ func shoot():
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bullet.time_offset = time_offset
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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bullet.fire_time = current_time + time_offset
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# Set the bullet data (this is what was missing)
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Subtract projectile spacing from current Player travel for next shot
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# Subtract projectile spacing from current Player travel for next shot
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player.travel -= weapon_data.spacing
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player.travel -= weapon_data.spacing
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@ -1 +1 @@
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uid://suynuijl68qp
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uid://bgd1hwindc2ui
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@ -1,34 +1,9 @@
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class_name WeaponComponent extends Node
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class_name WeaponComponent extends Node
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enum WeaponType {
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@export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn")
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STOCK,
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var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres")
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NONE,
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}
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@export_enum("STOCK", "NONE") var loaded_weapon: int = WeaponType.STOCK
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var data: WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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func get_bullet_scene() -> PackedScene:
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func get_bullet_scene() -> PackedScene:
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if loaded_weapon == WeaponType.STOCK:
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return data.weapon_shot # Reference to the Shot scene from the resource
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return preload("res://scenes/player_weapons/weapon_stock.tscn")
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else:
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return null
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func get_weapon_resource() -> Resource:
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var weapon_resource_path: String
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if loaded_weapon == WeaponType.STOCK:
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weapon_resource_path = "res://resources/player_weapon_resources/weapon_shot_stock.tres"
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data = load(weapon_resource_path)
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return data
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else:
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return null
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#var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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#func get_bullet_scene() -> PackedScene:
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#return data.weapon_shot # Reference to the Shot scene from the resource
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