diff --git a/Deprecated/stock_weapon.gd b/Deprecated/stock_weapon.gd index 71537c4..6f3c4dd 100644 --- a/Deprecated/stock_weapon.gd +++ b/Deprecated/stock_weapon.gd @@ -1,8 +1,8 @@ extends Area2D -@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn") +@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn") -@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres") +@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") func _process(delta): diff --git a/Scratch b/Scratch deleted file mode 100644 index d594117..0000000 --- a/Scratch +++ /dev/null @@ -1,83 +0,0 @@ -@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 43ed708..8a275f5 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("4.6", "Forward Plus") +config/features=PackedStringArray("4.7", "Forward Plus") config/icon="res://icon.svg" [display] -window/size/viewport_width=216 +window/size/viewport_width=208 window/size/viewport_height=384 -window/size/window_width_override=1296 +window/size/window_width_override=1248 window/size/window_height_override=2304 window/subwindows/embed_subwindows=false window/stretch/mode="viewport" @@ -52,6 +52,11 @@ 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 new file mode 100644 index 0000000..0d2906f --- /dev/null +++ b/resources/player_weapon_resources/stock.tres @@ -0,0 +1,16 @@ +[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 new file mode 100644 index 0000000..0b63301 --- /dev/null +++ b/resources/player_weapon_resources/tri.tres @@ -0,0 +1,18 @@ +[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 new file mode 100644 index 0000000..dcb3580 --- /dev/null +++ b/resources/player_weapon_resources/vanguard.tres @@ -0,0 +1,18 @@ +[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 deleted file mode 100644 index 9b73ebe..0000000 --- a/resources/player_weapon_resources/weapon_shot_stock.tres +++ /dev/null @@ -1,17 +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_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 deleted file mode 100644 index 2f2d0f4..0000000 --- a/resources/weapon_shot.gd +++ /dev/null @@ -1,20 +0,0 @@ -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/scenes/player.gd b/scenes/player.gd index 6439eb4..f61a309 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) @@ -37,12 +37,16 @@ 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 4b33f53..b78146a 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -6,8 +6,12 @@ [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://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"] +[ext_resource type="Script" uid="uid://suynuijl68qp" 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") @@ -34,7 +38,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_fjrip") }], -"loop": true, +"loop": 1, "name": &"banked", "speed": 15.0 }, { @@ -45,7 +49,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_ur7pv") }], -"loop": true, +"loop": 1, "name": &"fwd", "speed": 15.0 }] @@ -74,7 +78,7 @@ animations = [{ "duration": 1.0, "texture": SubResource("AtlasTexture_d2wvv") }], -"loop": true, +"loop": 1, "name": &"stock", "speed": 15.0 }] @@ -90,9 +94,6 @@ 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 @@ -148,11 +149,12 @@ 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 new file mode 100644 index 0000000..2158693 --- /dev/null +++ b/scenes/player_weapons/weapon_spreadshot.tscn @@ -0,0 +1,53 @@ +[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 ae9638b..d1f5198 100644 --- a/scenes/player_weapons/weapon_stock.gd +++ b/scenes/player_weapons/weapon_stock.gd @@ -1,6 +1,8 @@ extends Area2D -@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres") +# Data to be set externally when this bullet is instantiated +var bullet_scene: PackedScene = null +var shot_data: WeaponShot = null # Time offset when this bullet was fired (relative to other bullets in the same shot) var time_offset: float = 0.5 @@ -11,12 +13,6 @@ 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 @@ -24,31 +20,42 @@ 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.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) - + position.y -= shot_data.speed * delta 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 364ec6a..5eddb30 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": true, +"loop": 1, "name": &"default", "speed": 24.0 }] diff --git a/scenes/player_weapons/weapon_stock_fixed.gd b/scenes/player_weapons/weapon_stock_fixed.gd deleted file mode 100644 index 529b05c..0000000 --- a/scenes/player_weapons/weapon_stock_fixed.gd +++ /dev/null @@ -1,54 +0,0 @@ -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 deleted file mode 100644 index 1afd8cf..0000000 --- a/scenes/player_weapons/weapon_stock_fixed.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://7wuopfptd3qe diff --git a/scenes/player_weapons/weapon_stock_fixed2.gd b/scenes/player_weapons/weapon_stock_fixed2.gd deleted file mode 100644 index 529b05c..0000000 --- a/scenes/player_weapons/weapon_stock_fixed2.gd +++ /dev/null @@ -1,54 +0,0 @@ -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 deleted file mode 100644 index 3bc96d0..0000000 --- a/scenes/player_weapons/weapon_stock_fixed2.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://c1u6yrjkp26i5 diff --git a/scenes/world.tscn b/scenes/world.tscn index 50bf2a4..9148110 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 = 217.0 +offset_right = 208.0 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(177, 32) +position = Vector2(168, 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(177, 32) +position = Vector2(168, 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(185, 32) +position = Vector2(176, 32) texture = ExtResource("3_4wyf3") flip_h = true hframes = 4 diff --git a/scripts/input_component.gd b/scripts/input_component.gd index ce71e8d..f182984 100644 --- a/scripts/input_component.gd +++ b/scripts/input_component.gd @@ -3,9 +3,12 @@ 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 18ebdb2..0539438 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.data + var weapon_system = weapon_component.weapon_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 f9d7315..eb6a2a9 100644 --- a/scripts/shoot_component.gd +++ b/scripts/shoot_component.gd @@ -1,13 +1,10 @@ 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.data # WeaponShot resource configuration + var weapon_data = weapon_component.weapon_data var current_time = Time.get_ticks_msec() / 1000.0 var total_projectiles = weapon_data.projectiles @@ -18,8 +15,7 @@ func shoot(): if total_projectiles > 0: for b in range(total_projectiles): - var bullet_scene = weapon_data.bullet_scene - var bullet := bullet_scene.instantiate() as Node2D + 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) @@ -35,33 +31,19 @@ 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 fixed vertical offset from weapon origin - bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) + # 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 timing properties on the bullet bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset - # 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) - - - + # 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) # 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 4e59bd1..fdd16b5 100644 --- a/scripts/shoot_component.gd.uid +++ b/scripts/shoot_component.gd.uid @@ -1 +1 @@ -uid://bgd1hwindc2ui +uid://suynuijl68qp diff --git a/scripts/weapon_component.gd b/scripts/weapon_component.gd index 0a9a9cd..41ecc74 100644 --- a/scripts/weapon_component.gd +++ b/scripts/weapon_component.gd @@ -1,9 +1,41 @@ class_name WeaponComponent extends Node -@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") +@export var weapon_data: WeaponShot = null +@export var available_weapons: Array[WeaponShot] = [] +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 data.weapon_shot # Reference to the Shot scene from the resource + 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) diff --git a/scripts/weapon_shot.gd b/scripts/weapon_shot.gd new file mode 100644 index 0000000..c535924 --- /dev/null +++ b/scripts/weapon_shot.gd @@ -0,0 +1,23 @@ +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/resources/weapon_shot.gd.uid b/scripts/weapon_shot.gd.uid similarity index 100% rename from resources/weapon_shot.gd.uid rename to scripts/weapon_shot.gd.uid diff --git a/test_rotation.gd b/test_rotation.gd deleted file mode 100644 index 6c43919..0000000 --- a/test_rotation.gd +++ /dev/null @@ -1,25 +0,0 @@ -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 deleted file mode 100644 index e08c04f..0000000 --- a/test_rotation.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://b1bhb673ef5po diff --git a/test_rotation.tscn b/test_rotation.tscn deleted file mode 100644 index 452b89d..0000000 --- a/test_rotation.tscn +++ /dev/null @@ -1,6 +0,0 @@ -[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")