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21 commits

Author SHA1 Message Date
1ac71cc104 Updated exported weapon variables for cleaner organization in the Godot
inspector.
2026-06-29 14:59:40 +01:00
fa882502b4 Updated comments for clarity. 2026-06-28 18:27:47 +01:00
a655f9332f Further refinements in weapone fire helper logic. 2026-06-28 18:11:26 +01:00
9554af183c Updated the bullet spawning position to beging from the sprite height
modified by the weapon's origin variable.
2026-06-28 08:05:30 +01:00
64e685a3c1 Still a lille buggy! But closer. 2026-06-28 02:38:02 +01:00
99a5d9838d Separated shot positioning math to helper utility and refactored shoot
component - introduced shot origin issue.
2026-06-28 01:45:11 +01:00
6c5a0a0bae Adjusted directory structure for clarity. 2026-06-27 13:28:38 +01:00
3303d937fd Added grouped shots as sub resources, as well as the abilit to mirror
pairs.
2026-06-26 23:54:53 +01:00
313e013543 Slight tweak to remove warnings. 2026-06-26 22:59:52 +01:00
2db5f37975 Added follow angle for spread shots so projectiles point in the
direction they're going.
2026-06-26 22:55:32 +01:00
62e02d2555 Weapon feel modifications. 2026-06-26 12:31:19 +01:00
122f7bed5f Further weapon feel modificaitons. 2026-06-25 11:37:55 +01:00
30619bc7c1 Fixed initial double shot issue; tweaked feel of weapons. 2026-06-25 11:35:42 +01:00
4f3839448b Modified weapon scripts and resources with a simplified spread angle
variable.
2026-06-25 02:06:28 +01:00
4f90c82b8f Attempted to figure how to adjust notification label size. Nah. 2026-06-25 01:26:49 +01:00
dd4652b732 Added an FPS display for performance monitoring. 2026-06-25 01:26:16 +01:00
389485e82c Locked frame rate at 60fps and adjusted weapon speed to work with that. 2026-06-25 01:25:34 +01:00
650239a9e8 Added fps display. 2026-06-24 18:41:37 +01:00
b4c4a66ce8 Added effects manager and two effects to test attached to the player
scene.
2026-06-24 14:48:02 +01:00
1200ac7e32 Initial scaffolding. 2026-06-23 18:19:28 +01:00
8e821ead28 Slight tweak to connector rendering. 2026-06-22 22:26:52 +01:00
40 changed files with 839 additions and 77 deletions

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graphics/spread.png Normal file

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@ -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

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@ -13,6 +13,7 @@ config_version=5
config/name="Facsimile Wing" config/name="Facsimile Wing"
run/main_scene="uid://bj4fytc3sy482" run/main_scene="uid://bj4fytc3sy482"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
run/max_fps=60
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload] [autoload]

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@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="FlashEffect" format=3 uid="uid://c86rdr6gtto66"]
[ext_resource type="Shader" uid="uid://dp4svqyxg1dum" path="res://shaders/flash.gdshader" id="1_37i75"]
[ext_resource type="Script" uid="uid://deak7vcr7ss5l" path="res://scripts/effects/flash_effect.gd" id="2_y51sa"]
[resource]
script = ExtResource("2_y51sa")
metadata/_custom_type_script = "uid://deak7vcr7ss5l"

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@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="BlinkerEffect" format=3 uid="uid://bld2k7san214b"]
[ext_resource type="Script" uid="uid://cj4grtaun2h5a" path="res://scripts/effects/blinker_effect.gd" id="1_blink"]
[resource]
script = ExtResource("1_blink")
blink_frequency = 12.0
blink_length = 0.2
min_alpha = 0.1
start_ease = 0.1
start_ease_mode = 0
end_ease_mode = 0
duration = 0.75

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@ -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

View file

@ -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

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@ -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"

View file

@ -1,6 +1,7 @@
[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"] [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="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"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"]
[resource] [resource]
@ -8,9 +9,7 @@ script = ExtResource("2_ym48c")
shot_name = "stock" shot_name = "stock"
bullet_scene = ExtResource("1_lcw6o") bullet_scene = ExtResource("1_lcw6o")
damage = 2 damage = 2
speed = 500 speed = 650
spacing = 25.0 horizontal_offset = 12.0
origin = -15 stagger_offset = 0.0
horizontal_offset = 10.0
stagger_offset = 0.35
metadata/_custom_type_script = "uid://7n1itonn35fm" metadata/_custom_type_script = "uid://7n1itonn35fm"

View file

@ -1,6 +1,7 @@
[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://cck3gmnhu5agc"] [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="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"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"]
[resource] [resource]
@ -8,11 +9,9 @@ script = ExtResource("2_syw6j")
shot_name = "tri" shot_name = "tri"
bullet_scene = ExtResource("1_07hyh") bullet_scene = ExtResource("1_07hyh")
damage = 3 damage = 3
speed = 450 speed = 700
projectiles = 3 projectiles = 3
spacing = 30.0 horizontal_offset = 12.5
origin = -15 stagger_offset = 0.35
horizontal_offset = 8.5
stagger_offset = 0.2
stagger_animation = true stagger_animation = true
metadata/_custom_type_script = "uid://7n1itonn35fm" metadata/_custom_type_script = "uid://7n1itonn35fm"

View file

@ -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"

View file

@ -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="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://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] [resource]
script = ExtResource("2_w7xlm") script = ExtResource("2_w7xlm")
@ -10,8 +11,6 @@ bullet_scene = ExtResource("1_hm46f")
damage = 5 damage = 5
speed = 500 speed = 500
projectiles = 5 projectiles = 5
spacing = 30.0
origin = -15
horizontal_offset = 8.25 horizontal_offset = 8.25
stagger_offset = 0.5 stagger_offset = 0.5
stagger_animation = true stagger_animation = true

View file

@ -0,0 +1,6 @@
[gd_scene format=3 uid="uid://bq3xhbfgkt22l"]
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="1_ee0kt"]
[node name="EffectsComponent" type="Node" unique_id=1393438576]
script = ExtResource("1_ee0kt")

View file

@ -11,7 +11,8 @@ icon = NodePath("HBoxContainer/Icon")
label = NodePath("HBoxContainer/Label") label = NodePath("HBoxContainer/Label")
[node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504] [node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504]
layout_mode = 0 layout_mode = 1
theme_override_constants/separator = 4
[node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3] [node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3]
custom_minimum_size = Vector2(16, 16) custom_minimum_size = Vector2(16, 16)

View file

@ -19,6 +19,10 @@ var previous_position: Vector2
var ship_displacement: float var ship_displacement: float
var travel: float = 0 var travel: float = 0
# Effects Testing
var flash_effect = preload("res://resources/effects/flash_weapon_change.tres")
var blink_effect = preload("res://resources/effects/invincibility_blink.tres")
func _ready() -> void: func _ready() -> void:
## Set initial start position ## Set initial start position
@ -50,3 +54,4 @@ func _process(delta) -> void:
# Cycle weapon (testing key) # Cycle weapon (testing key)
if input_component.cycle_weapon: if input_component.cycle_weapon:
weapon_component.cycle_weapon() weapon_component.cycle_weapon()
$EffectsComponent.apply_effect(flash_effect)

View file

@ -10,8 +10,12 @@
[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"] [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://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="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="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="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"]
[ext_resource type="Script" uid="uid://65d3hbrpm21x" path="res://scripts/effects_component.gd" id="12_effcomp"]
[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"] [sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("5_qlg0r") atlas = ExtResource("5_qlg0r")
@ -92,6 +96,8 @@ size = Vector2(24, 30)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_dqkch"]
size = Vector2(6, 5.75) size = Vector2(6, 5.75)
[sub_resource type="Resource" id="Resource_jej6c"]
[node name="Player" type="Area2D" unique_id=652131079] [node name="Player" type="Area2D" unique_id=652131079]
script = ExtResource("1_ur7pv") script = ExtResource("1_ur7pv")
@ -146,6 +152,10 @@ player = NodePath("..")
speed = 200.0 speed = 200.0
metadata/_custom_type_script = "uid://c0rikbakpcags" 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] [node name="ShootComponent" type="Node" parent="." unique_id=623642425]
unique_name_in_owner = true unique_name_in_owner = true
script = ExtResource("6_y4r1p") script = ExtResource("6_y4r1p")
@ -154,7 +164,14 @@ script = ExtResource("6_y4r1p")
unique_name_in_owner = true unique_name_in_owner = true
script = ExtResource("7_d2wvv") script = ExtResource("7_d2wvv")
weapon_data = ExtResource("8_stock") 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" metadata/_custom_type_script = "uid://ylmao2ndp22y"
[node name="EffectsComponent" type="Node" parent="." unique_id=1393438576 node_paths=PackedStringArray("target_node")]
unique_name_in_owner = true
script = ExtResource("12_effcomp")
target_node = NodePath("../Ship")
metadata/_custom_type_script = "uid://65d3hbrpm21x"
[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"] [connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]

View file

@ -10,6 +10,9 @@ var time_offset: float = 0.5
# When this bullet should fire (absolute time) # When this bullet should fire (absolute time)
var fire_time: float = 0.0 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 # Track if this bullet is currently active in the shot
var is_active: bool = false var is_active: bool = false
@ -20,8 +23,13 @@ func _process(delta):
if !is_active and current_time >= fire_time: if !is_active and current_time >= fire_time:
activate() activate()
# Move the bullet # Move the bullet every frame; stagger controls visibility, not movement
position.y -= shot_data.speed * delta var velocity = Vector2.UP.rotated(deg_to_rad(angle)) * shot_data.speed
position += velocity * delta
# Rotate sprite to face travel direction when conditions are met
if shot_data.follow_angle and shot_data.projectiles > 2 and shot_data.spread_angle > 0:
$AnimatedSprite2D.rotation = deg_to_rad(angle)
func activate(): func activate():
is_active = true is_active = true

View file

@ -33,7 +33,7 @@ animations = [{
}] }]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
size = Vector2(6.666667, 14) size = Vector2(10, 16)
[node name="StockWeapon" type="Area2D" unique_id=1832200900] [node name="StockWeapon" type="Area2D" unique_id=1832200900]
script = ExtResource("1_u1d5o") script = ExtResource("1_u1d5o")

View file

@ -5,6 +5,7 @@
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
[ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"] [ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"]
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"] [ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
[ext_resource type="Script" uid="uid://eblemtukrey6" path="res://scripts/utility/fps_display.gd" id="4_qfnet"]
[node name="World" type="Node2D" unique_id=1317852169] [node name="World" type="Node2D" unique_id=1317852169]
@ -14,6 +15,13 @@
script = ExtResource("2_k0juu") script = ExtResource("2_k0juu")
notification_scene = ExtResource("3_71j4m") notification_scene = ExtResource("3_71j4m")
[node name="FPS" type="Label" parent="UI" unique_id=1606313100]
layout_mode = 0
offset_right = 40.0
offset_bottom = 23.0
theme_override_font_sizes/font_size = 8
script = ExtResource("4_qfnet")
[node name="Level" type="Node2D" parent="." unique_id=934289771] [node name="Level" type="Node2D" parent="." unique_id=934289771]
[node name="Background" type="Node2D" parent="Level" unique_id=485120278] [node name="Background" type="Node2D" parent="Level" unique_id=485120278]

View file

@ -0,0 +1,22 @@
class_name BaseEffect
extends Resource
@export var duration: float = 0.5
var _elapsed: float = 0.0
# Called when the effect is applied
func start(target: Node) -> void:
_elapsed = 0.0
# Called every frame (if needed)
func process(delta: float, target: Node) -> void:
_elapsed += delta
# Clean up any changes to the target
func stop(target: Node) -> void:
pass
# Returns true when the effect has run its course
func is_finished() -> bool:
return _elapsed >= duration

View file

@ -0,0 +1 @@
uid://cs7xpxd1vpl56

View file

@ -0,0 +1,90 @@
class_name BlinkerEffect
extends BaseEffect
## How many blink cycles per second.
@export_range(0.0, 60.0) var blink_frequency: float = 8.0
## Fraction of each cycle the sprite is visible (0.01.0).
@export_range(0.0, 1.0) var blink_length: float = 0.5
## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible).
@export_range(0.0, 1.0) var min_alpha: float = 0.0
## Maximum alpha when "on" (0.01.0).
@export_range(0.0, 1.0) var max_alpha: float = 1.0
## Duration of the fade-in at the start of the effect (seconds).
@export_range(0.0, 5.0) var start_ease: float = 0.0
## Easing curve for the fade-in.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
## Duration of the fade-out at the end of the effect (seconds).
@export_range(0.0, 5.0) var end_ease: float = 0.0
## Easing curve for the fade-out.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
var _original_modulate: Color
func start(target: Node) -> void:
super.start(target)
if target is CanvasItem:
_original_modulate = target.modulate
func process(delta: float, target: Node) -> void:
super.process(delta, target)
if target is CanvasItem:
var alpha: float = _compute_alpha(_elapsed)
target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha)
func stop(target: Node) -> void:
if target is CanvasItem:
target.modulate = _original_modulate
## Compute the combined eased alpha for a given elapsed time.
func _compute_alpha(elapsed: float) -> float:
if duration <= 0.0:
return 1.0
var t: float = min(elapsed, duration)
# Blink pulse: on/off cycling at the given frequency and duty cycle
var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0
var phase := fmod(t, period) / period
var pulse: float = min_alpha
if phase < blink_length:
var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0
if pulse_progress < 0.5:
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2)
else:
pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3)
# Start ease: fade from fully visible into the blink pattern
if t < start_ease and start_ease > 0.0:
var fade_in = _ease_value(t / start_ease, start_ease_mode)
return lerp(max_alpha, pulse, fade_in)
# End ease: fade from blink pattern back to fully visible
if t > duration - end_ease and end_ease > 0.0:
var fade_progress = (t - (duration - end_ease)) / end_ease
var fade_out = _ease_value(fade_progress, end_ease_mode)
return lerp(pulse, max_alpha, fade_out)
return pulse
## Apply easing to a 0.01.0 normalized value based on the selected mode.
func _ease_value(value: float, mode: int) -> float:
match mode:
0: return value # Linear
1: return smoothstep(0.0, 1.0, value) # Smooth
2: return ease(value, -2.0) # Ease-In (accelerating)
3: return ease(value, 2.0) # Ease-Out (decelerating)
4: return ease(value, 3.0) # Ease-In-Out (S-curve)
return value

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@ -0,0 +1 @@
uid://cj4grtaun2h5a

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@ -0,0 +1,105 @@
class_name FlashEffect
extends BaseEffect
## Shader applied to the target sprite during the flash.
@export var flash_shader: Shader = preload("res://shaders/flash.gdshader")
## Color of the flash overlay.
@export var flash_color: Color = Color.WHITE
## How many flash cycles per second.
@export_range(0.0, 60.0) var flash_frequency: float = 10.0
## Fraction of each cycle the flash is visible (0.01.0, i.e. duty cycle).
@export_range(0.0, 1.0) var flash_length: float = 0.5
## How the flash blends with the original sprite.
@export_enum("Mix", "Additive", "Screen") var blend_mode: int = 0
## Additional brightness added to the flash color (0.0 = none, 1.0 = double).
@export_range(0.0, 1.0) var brightness_boost: float = 0.0
## Duration of the fade-in at the start of the effect (seconds).
@export_range(0.0, 5.0) var start_ease: float = 0.0
## Easing curve for the fade-in.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1
## Duration of the fade-out at the end of the effect (seconds).
@export_range(0.0, 5.0) var end_ease: float = 0.0
## Easing curve for the fade-out.
@export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1
var _original_material: Material
func start(target: Node) -> void:
super.start(target)
if target is CanvasItem:
_original_material = target.material
var flash_material := ShaderMaterial.new()
flash_material.shader = flash_shader
flash_material.set_shader_parameter("flash_color", flash_color)
flash_material.set_shader_parameter("flash_intensity", 0.0)
flash_material.set_shader_parameter("blend_mode", blend_mode)
flash_material.set_shader_parameter("brightness_boost", brightness_boost)
target.material = flash_material
func process(delta: float, target: Node) -> void:
super.process(delta, target)
if target.material is ShaderMaterial:
var intensity := _compute_intensity(_elapsed)
target.material.set_shader_parameter("flash_intensity", intensity)
func stop(target: Node) -> void:
if target is CanvasItem:
target.material = _original_material
## Compute the combined eased flash intensity for a given elapsed time.
## Returns a value 0.01.0 where 1.0 means full flash visibility.
func _compute_intensity(elapsed: float) -> float:
if duration <= 0.0:
return 0.0
# Clamp elapsed to duration to avoid overshoot on the final frame
var t: float = min(elapsed, duration)
# Overall envelope: fade in during start_ease, hold, fade out during end_ease
var envelope: float = 1.0
if t < start_ease and start_ease > 0.0:
envelope = _ease_value(t / start_ease, start_ease_mode)
elif t > duration - end_ease and end_ease > 0.0:
var fade_progress = (t - (duration - end_ease)) / end_ease
envelope = 1.0 - _ease_value(fade_progress, end_ease_mode)
# Flash pattern: on/off cycling at the given frequency and duty cycle
# Each flash pulse also eases in and out for a smoother look
var period := 1.0 / flash_frequency if flash_frequency > 0.0 else 1.0
var phase := fmod(t, period) / period # 0.01.0 position within the current cycle
var pulse: float = 0.0
if phase < flash_length:
# Inside the "on" portion of this cycle — ease within the pulse itself
var pulse_progress = phase / flash_length if flash_length > 0.0 else 1.0
# Ease in for the first half of the pulse (build up), ease out for the second (fade down)
if pulse_progress < 0.5:
pulse = _ease_value(pulse_progress * 2.0, 2) # Ease-In (build up)
else:
pulse = _ease_value((1.0 - pulse_progress) * 2.0, 3) # Ease-Out (fade down)
return envelope * pulse
## Apply easing to a 0.01.0 normalized value based on the selected mode.
func _ease_value(value: float, mode: int) -> float:
match mode:
0: return value # Linear
1: return smoothstep(0.0, 1.0, value) # Smooth
2: return ease(value, -2.0) # Ease-In (accelerating)
3: return ease(value, 2.0) # Ease-Out (decelerating)
4: return ease(value, 3.0) # Ease-In-Out (S-curve)
return value

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@ -0,0 +1 @@
uid://deak7vcr7ss5l

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@ -0,0 +1,34 @@
class_name EffectComponent
extends Node
## The node this component applies effects to.
## If left null, defaults to the first parent CanvasItem.
@export var target_node: Node = null
var active_effects: Array[BaseEffect] = []
func _ready() -> void:
if target_node == null:
# Auto-resolve to the parent if nothing is set
target_node = get_parent()
func _process(delta: float) -> void:
if target_node == null:
return
# Process all active effects backwards so we can safely remove finished ones
for i in range(active_effects.size() - 1, -1, -1):
var effect = active_effects[i]
effect.process(delta, target_node)
if effect.is_finished():
remove_effect(effect)
func apply_effect(effect: BaseEffect) -> void:
var instance = effect.duplicate()
instance.start(target_node)
active_effects.append(instance)
func remove_effect(effect: BaseEffect) -> void:
effect.stop(target_node)
active_effects.erase(effect)

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@ -0,0 +1 @@
uid://65d3hbrpm21x

View file

@ -22,7 +22,7 @@ func tick(delta: float):
# Calculate ship to bullet displacement # Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement) 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 # Thruster animation in relation to player movement
if input.x > 0: if input.x > 0:
@ -30,16 +30,19 @@ func tick(delta: float):
%Ship.frame = 2 %Ship.frame = 2
%Ship/Thrusters.flip_h = true %Ship/Thrusters.flip_h = true
%Ship/Thrusters.animation = "banked" %Ship/Thrusters.animation = "banked"
%Ship/Thrusters.position.x = %Ship.position.x+1
elif input.x < 0: elif input.x < 0:
player.position.x = player.position.x-1 player.position.x = player.position.x-1
%Ship.frame = 1 %Ship.frame = 1
%Ship/Thrusters.flip_h = false %Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "banked" %Ship/Thrusters.animation = "banked"
%Ship/Thrusters.position.x = %Ship.position.x-1
else: else:
%Ship.frame = 0 %Ship.frame = 0
player.position.x = player.position.x player.position.x = player.position.x
%Ship/Thrusters.flip_h = false %Ship/Thrusters.flip_h = false
%Ship/Thrusters.animation = "fwd" %Ship/Thrusters.animation = "fwd"
%Ship/Thrusters.position.x = %Ship.position.x-0.3
# Get previous positon for equidistant bullet calculation # Get previous positon for equidistant bullet calculation
player.previous_position = player.position player.previous_position = player.position

View file

@ -13,7 +13,19 @@ var _connector_line: Line2D = null
var _connector_visible: bool = false var _connector_visible: bool = false
func _ready() -> void:
# Start fully transparent so the initial (0,0) position is invisible.
# This runs during add_child() before any rendering occurs.
modulate.a = 0.0
# 4px horizontal padding inside the background box
_container.add_theme_constant_override("margin_left", 4)
_container.add_theme_constant_override("margin_right", 4)
func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void: func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void:
modulate.a = 0.0
label.add_theme_font_size_override("font_size", 8) label.add_theme_font_size_override("font_size", 8)
label.text = weapon_name label.text = weapon_name
@ -40,16 +52,23 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s
_update_position() _update_position()
var target_pos = position var target_pos = position
# Start 10px above destination, fully transparent # Start 10px above destination (already transparent from line 17)
position.y = target_pos.y - 10.0 position.y = target_pos.y - 10.0
modulate.a = 0.0
# Create connector line immediately so it fades in with the notification
_connector_line = Line2D.new()
_connector_line.default_color = Color(1.0, 1.0, 1.0, 0.0)
_connector_line.width = 1.0
add_child(_connector_line)
_connector_visible = true
# Pause following during fade-in so the tween isn't overridden by _process # Pause following during fade-in so the tween isn't overridden by _process
_follow_player = false _follow_player = false
# Fade in and slide into position with overshoot # Fade in notification and connector together, slide into position with overshoot
var tween = create_tween().set_parallel() var tween = create_tween().set_parallel()
tween.tween_property(self, "modulate:a", 1.0, 0.3) tween.tween_property(self, "modulate:a", 1.0, 0.3)
tween.tween_property(_connector_line, "default_color:a", 1.0, 0.3)
var move_tween = tween.tween_property(self, "position:y", target_pos.y, 0.3) var move_tween = tween.tween_property(self, "position:y", target_pos.y, 0.3)
move_tween.set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT) move_tween.set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT)
@ -57,13 +76,6 @@ func show_notification(weapon_name: String, player_node: Node2D, player_sprite_s
await tween.finished await tween.finished
_follow_player = true _follow_player = true
# Create connector line from notification to player origin
_connector_line = Line2D.new()
_connector_line.default_color = Color.WHITE
_connector_line.width = 1.0
add_child(_connector_line)
_connector_visible = true
# Stay fully visible for a moment before fading # Stay fully visible for a moment before fading
await get_tree().create_timer(0.5).timeout await get_tree().create_timer(0.5).timeout

View file

@ -2,48 +2,89 @@ class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent @onready var weapon_component: Node = %WeaponComponent
@onready var player = $".." @onready var player = $".."
@onready var ship: Sprite2D = get_node("../Ship")
@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper
func shoot(): func shoot():
var weapon_data = weapon_component.weapon_data var weapon_data = weapon_component.weapon_data
var current_time = Time.get_ticks_msec() / 1000.0 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 # Reset travel after firing to prevent multiple bursts per tap
var center_index = (total_projectiles - 1) / 2.0 player.travel = 0.0
func _get_spawn_position(weapon_data: WeaponShot) -> Vector2:
# Determine sprite height with a region_rect → texture fallback.
var sprite_height: float = 0.0
if ship.region_rect.has_area():
sprite_height = ship.region_rect.size.y
else:
sprite_height = ship.texture.get_height()
# Top edge of the sprite in world space, then offset by origin.
var top_edge = ship.global_position.y - (sprite_height / 2.0)
return Vector2(ship.global_position.x, top_edge + weapon_data.origin)
# Standard projectile logic (delegates to WeaponFireHelper)
func _shoot_standard(weapon_data: WeaponShot, current_time: float):
var total_projectiles: int = weapon_data.projectiles
if total_projectiles > 0: if total_projectiles > 0:
for b in range(total_projectiles): for b in range(total_projectiles):
var bullet := weapon_data.bullet_scene.instantiate() as Area2D var bullet := weapon_data.bullet_scene.instantiate() as Area2D
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
# Calculate index relative to center (0 = center, -1/+1 = first from center) # Delegate math to the helper
var index_from_center: float = b - center_index var spawn_position = _get_spawn_position(weapon_data)
var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time)
# Calculate timing offset for staggered firing bullet.position = props.position
var time_offset: float = index_from_center * weapon_data.stagger_offset bullet.angle = props.angle
bullet.time_offset = props.time_offset
# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) bullet.fire_time = props.fire_time
var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
# Calculate vertical offset from center point (symmetrical vertical spread)
var distance_from_center: float = abs(index_from_center)
var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles))
# Set timing properties on the bullet
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set the bullet data # Set the bullet data
bullet.set_weapon_data(weapon_data.bullet_scene, weapon_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: if weapon_data.stagger_animation:
bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) bullet.set_animation_offset(props.animation_offset)
# Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing # 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:
mirror_bullet.set_animation_offset(mirror_props.animation_offset)

View file

@ -0,0 +1,15 @@
extends Label
var last_time = 0
var frame_count = 0
var fps = 0
func _process(delta):
frame_count += 1
last_time += delta
if last_time >= 1.0: # Update every second
fps = frame_count
text = " " + str(fps) + " FPS"
last_time = 0
frame_count = 0

View file

@ -0,0 +1 @@
uid://eblemtukrey6

View file

@ -2,9 +2,12 @@ class_name WeaponComponent extends Node
@export var weapon_data: WeaponShot = null @export var weapon_data: WeaponShot = null
@export var available_weapons: Array[WeaponShot] = [] @export var available_weapons: Array[WeaponShot] = []
@export var weapon_change_flash: BaseEffect = null
var _current_weapon_index: int = 0 var _current_weapon_index: int = 0
@onready var effects_component: EffectComponent = %EffectsComponent
func _ready() -> void: func _ready() -> void:
# Set the default weapon to be stock, i.e. index 1 # Set the default weapon to be stock, i.e. index 1
@ -18,7 +21,7 @@ func _ready() -> void:
func _emit_weapon_changed() -> void: func _emit_weapon_changed() -> void:
var ship: Sprite2D = get_parent().get_node("Ship") var ship: Sprite2D = get_parent().get_node("Ship")
var sprite_size = ship.get_rect().size 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) EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset)
@ -28,18 +31,24 @@ func get_bullet_scene() -> PackedScene:
func get_weapon_resource() -> Resource: func get_weapon_resource() -> Resource:
return weapon_data 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()): 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 _current_weapon_index = i
weapon_data = available_weapons[i] weapon_data = available_weapons[i]
print("Switched to: ", name) print("Switched to: ", weapon_name)
_emit_weapon_changed() _emit_weapon_changed()
_trigger_change_flash()
return true return true
return false return false
func _trigger_change_flash() -> void:
if weapon_change_flash and effects_component:
effects_component.apply_effect(weapon_change_flash)
func cycle_weapon() -> void: # Used for testing weapon cycling func cycle_weapon() -> void: # Used for testing weapon cycling
if available_weapons.is_empty(): if available_weapons.is_empty():
@ -50,3 +59,4 @@ func cycle_weapon() -> void: # Used for testing weapon cycling
print("Switched to: ", weapon_data.shot_name) print("Switched to: ", weapon_data.shot_name)
_emit_weapon_changed() _emit_weapon_changed()
_trigger_change_flash()

View file

@ -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,
}

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uid://bpcv2ojtyityc

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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

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uid://d0ios82vubijg

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class_name WeaponShot class_name WeaponShot
extends Resource extends Resource
@export_category("Parameters")
@export_group("Weapon")
# Human-readable name for reference in UI and logs.
@export var shot_name: String @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") # PackedScene reference to the bullet / projectile scene instantiated on fire.
# Horizontal distance between projectiles @export var bullet_scene: PackedScene
@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_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 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] = []

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shader_type canvas_item;
// Color of the flash overlay
uniform vec4 flash_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
// Overall intensity of the flash (0.0 = none, 1.0 = full)
// Set dynamically by FlashEffect.gd each frame
uniform float flash_intensity : hint_range(0.0, 1.0) = 0.0;
// How the flash blends with the original sprite
uniform int blend_mode : hint_enum("Mix", "Additive", "Screen") = 0;
// Additional brightness added to the flash color (0.0 = none, 1.0 = double)
uniform float brightness_boost : hint_range(0.0, 1.0) = 0.0;
void fragment() {
vec4 original = texture(TEXTURE, UV);
vec3 flash_rgb = flash_color.rgb * (1.0 + brightness_boost);
vec3 result;
float alpha = original.a;
if (original.a == 0.0) {
// Skip processing for fully transparent pixels
COLOR = original;
} else if (blend_mode == 0) {
// Mix: Linear interpolation between original and flash color
result = mix(original.rgb, flash_rgb, flash_intensity);
// Modulate alpha by flash intensity for a flickering transparency effect
alpha = mix(original.a, flash_color.a, flash_intensity);
} else if (blend_mode == 1) {
// Additive: Flash adds light to the original, clamped to avoid HDR blowout
result = clamp(original.rgb + flash_rgb * flash_intensity, 0.0, 1.0);
// Additive naturally brightens, so boost alpha when flashing
alpha = clamp(original.a + flash_color.a * flash_intensity, 0.0, 1.0);
} else {
// Screen: Brightens without washing out highlights
result = original.rgb + (1.0 - original.rgb) * flash_rgb * flash_intensity;
alpha = clamp(original.a + (1.0 - original.a) * flash_color.a * flash_intensity, 0.0, 1.0);
}
COLOR = vec4(result, alpha);
}

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