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18 changed files with 338 additions and 74 deletions

83
Scratch Normal file
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@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

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@ -1,16 +1,17 @@
[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/weapon_stock.tscn" id="1_by0nb"] [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/player_weapons/weapon_shot.gd" id="2_by0nb"] [ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/weapon_shot.gd" id="2_by0nb"]
[resource] [resource]
script = ExtResource("2_by0nb") script = ExtResource("2_by0nb")
shot_name = "Stock Shot" shot_name = "Stock Shot"
bullet_scene = ExtResource("1_by0nb") bullet_scene = ExtResource("1_by0nb")
speed = 500 speed = 500
projectiles = 3 projectiles = 5
spacing = 25.0 spacing = 20.0
origin = -12 origin = -25
horizontal_offset = 8.0 horizontal_offset = 6.0
stagger_offset = 0.35 stagger_offset = 5.5
rotate_to_velocity = false
metadata/_custom_type_script = "uid://7n1itonn35fm" metadata/_custom_type_script = "uid://7n1itonn35fm"

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@ -1,17 +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

20
resources/weapon_shot.gd Normal file
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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

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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

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@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"] [gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/weapon_stock.gd" id="1_u1d5o"] [ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_u1d5o"]
[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"] [ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_u1d5o"]
[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"] [sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]

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@ -0,0 +1,54 @@
extends Area2D
@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
# Time offset when this bullet was fired (relative to other bullets in the same shot)
var time_offset: float = 0.5
# When this bullet should fire (absolute time)
var fire_time: float = 0.0
# Track if this bullet is currently active in the shot
var is_active: bool = false
# Angle at which this bullet should fire (in degrees)
var angle: float = 0.0
# Whether to rotate bullet to face its movement direction
var rotate_to_velocity: bool = true
func _process(delta):
var current_time = Time.get_ticks_msec() / 1000.0
# Fire if it's time and bullet isn't already active
if !is_active and current_time >= fire_time:
activate()
# Calculate the movement vector based on speed, angle, and delta
var angle_rad = deg_to_rad(angle)
var move_x = cos(angle_rad) * shot_data.speed * delta
var move_y = sin(angle_rad) * shot_data.speed * delta
# Move the bullet
position.x += move_x
position.y += move_y
# Rotate to face movement direction - ensure proper rotation calculation
if rotate_to_velocity:
var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
rotation = velocity.angle()
# Debug output - this will show you what's really happening
print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
func activate():
is_active = true
visible = true
func _on_visible_on_screen_notifier_2d_screen_exited():
queue_free()
# Set fire_time for the next shot (staggered firing)
var current_time = Time.get_ticks_msec() / 1000.0
fire_time = current_time + shot_data.stagger_offset

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uid://7wuopfptd3qe

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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

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@ -0,0 +1 @@
uid://c1u6yrjkp26i5

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@ -1,40 +0,0 @@
extends Area2D
@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
@onready var shot_data: = load("res://resources/player_weapons/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
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()
# Move the bullet
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

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@ -1,13 +1,13 @@
class_name ShootComponent extends Node class_name ShootComponent extends Node
@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds) @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 @export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
@onready var weapon_component: Node = %WeaponComponent @onready var weapon_component: Node = %WeaponComponent
@onready var player = $".." @onready var player = $".."
func shoot(): func shoot():
var weapon_data = weapon_component.data # WeaponShot resource configuration var weapon_data = weapon_component.data # WeaponShot resource configuration
var current_time = Time.get_ticks_msec() / 1000.0 var current_time = Time.get_ticks_msec() / 1000.0
var total_projectiles = weapon_data.projectiles var total_projectiles = weapon_data.projectiles
@ -19,14 +19,14 @@ func shoot():
if total_projectiles > 0: if total_projectiles > 0:
for b in range(total_projectiles): for b in range(total_projectiles):
var bullet_scene = weapon_data.bullet_scene var bullet_scene = weapon_data.bullet_scene
var bullet := bullet_scene.instantiate() as Node var bullet := bullet_scene.instantiate() as Node2D
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
# Calculate index relative to center (0 = center, -1/+1 = first from center) # Calculate index relative to center (0 = center, -1/+1 = first from center)
var index_from_center: float = b - center_index var index_from_center: float = b - center_index
# Calculate timing offset for staggered firing # Calculate timing offset for staggered firing
var time_offset: float = index_from_center * stagger_offset var time_offset: float = index_from_center * weapon_data.stagger_offset
# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
@ -35,12 +35,33 @@ func shoot():
var distance_from_center: float = abs(index_from_center) var distance_from_center: float = abs(index_from_center)
var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2 var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
# Final position combines symmetrical horizontal spread with symmetrical vertical spacing # Final position combines symmetrical horizontal spread with fixed vertical offset from weapon origin
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles)) bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
# Set timing properties on the bullet # Set timing properties on the bullet
bullet.time_offset = time_offset bullet.time_offset = time_offset
bullet.fire_time = current_time + 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)
# Subtract projectile spacing from current Player travel for next shot # Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing player.travel -= weapon_data.spacing

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@ -1,7 +1,7 @@
class_name WeaponComponent extends Node class_name WeaponComponent extends Node
@export var loaded_weapon: PackedScene = load("res://scenes/weapon_stock.tscn") @export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
var data : WeaponShot = load("res://resources/player_weapons/weapon_shot_stock.tres") var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")

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test_rotation.gd Normal file
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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

1
test_rotation.gd.uid Normal file
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uid://b1bhb673ef5po

6
test_rotation.tscn Normal file
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[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")