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4 commits
main
...
feature-pr
| Author | SHA1 | Date | |
|---|---|---|---|
| f427bb0c8d | |||
| a9af69e7bb | |||
| 029175ccde | |||
| 54efa89e4e |
28 changed files with 340 additions and 241 deletions
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@ -1,8 +1,8 @@
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
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@onready var bullet: PackedScene = load("res://scenes/weapon_stock.tscn")
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@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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@onready var shot_data: = load("res://resources/player_weapons/weapon_shot_stock.tres")
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func _process(delta):
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83
Scratch
Normal file
83
Scratch
Normal file
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@ -0,0 +1,83 @@
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@export_category("Stagger")
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var stagger_offset: float = 5 # Time delay per projectile index
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@export var firing_angle: float = 0.0 # Angle in degrees (0 = straight up, positive = angled right)
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@export var num_groups: int = 1 # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right)
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---
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func shoot():
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var weapon_data = weapon_component.data # WeaponShot resource configuration
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var current_time = Time.get_ticks_msec() / 1000.0
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var total_projectiles = weapon_data.projectiles
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if player.travel > weapon_data.spacing:
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# Calculate center index for symmetrical staggering
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var center_index = (total_projectiles - 1) / 2.0
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if total_projectiles > 0:
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for group in range(num_groups):
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# Calculate projectile indices for this group
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# For 1 group: 0..N-1
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# For 2 groups: 0..N/2-1 and N/2..N-1
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# For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1
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var group_start: int
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var group_end: int
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if num_groups == 1:
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group_start = 0
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group_end = total_projectiles
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elif num_groups == 2:
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group_start = 0
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group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2
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elif num_groups == 3:
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var third = total_projectiles / 3
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group_start = 0
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group_end = third if third > 0 else 1
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else:
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continue # Skip if num_groups > 3
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for b in range(group_start, group_end):
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var bullet_scene = weapon_data.bullet_scene
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var bullet := bullet_scene.instantiate() as Node
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get_tree().root.add_child(bullet)
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# Calculate index relative to group center for staggering
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var group_center: float = (group_start + group_end - 1) / 2.0
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var index_from_center: float = b - group_center
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# Calculate timing offset for staggered firing
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var time_offset: float = abs(index_from_center) * stagger_offset
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# Calculate horizontal offset for this bullet (symmetrical within group)
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var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset
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# Calculate vertical offset from center point (symmetrical vertical spread within group)
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var distance_from_center: float = abs(index_from_center)
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var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
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# Calculate final position based on firing angle using polar coordinates
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var angle_rad: float = weapon_data.firing_angle * 0.0174533 # Convert degrees to radians
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var spread_angle: float = -firing_angle * 0.0174533 # Spread opposite to firing angle
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# Calculate position using polar coordinates from player origin
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var origin_x: float = weapon_data.origin * 0.5 # Distribute origin horizontally
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var origin_y: float = weapon_data.origin
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var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset
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var pos_y: float = player.position.y + origin_y + vertical_offset
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# Apply angular offset
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var angle_offset_x: float = -weapon_data.origin * sin(spread_angle)
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var angle_offset_y: float = -weapon_data.origin * cos(spread_angle)
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bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y)
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# Set timing properties on the bullet
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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# Subtract projectile spacing from current Player travel for next shot
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player.travel -= weapon_data.spacing
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@ -12,14 +12,14 @@ config_version=5
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config/name="Facsimile Wing"
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run/main_scene="uid://bj4fytc3sy482"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=208
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window/size/viewport_width=216
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window/size/viewport_height=384
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window/size/window_width_override=1248
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window/size/window_width_override=1296
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window/size/window_height_override=2304
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window/subwindows/embed_subwindows=false
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window/stretch/mode="viewport"
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@ -52,11 +52,6 @@ shoot={
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"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)
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]
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}
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cycle={
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"deadzone": 0.2,
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"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)
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]
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}
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[physics]
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@ -1,16 +0,0 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_lcw6o"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_ym48c"]
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[resource]
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script = ExtResource("2_ym48c")
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shot_name = "stock"
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bullet_scene = ExtResource("1_lcw6o")
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damage = 2
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speed = 500
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spacing = 25.0
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origin = -12
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horizontal_offset = 10.0
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stagger_offset = 0.35
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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@ -1,18 +0,0 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://cck3gmnhu5agc"]
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[ext_resource type="PackedScene" uid="uid://clpyd8qfwthk2" path="res://scenes/player_weapons/weapon_spreadshot.tscn" id="1_07hyh"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_syw6j"]
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[resource]
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script = ExtResource("2_syw6j")
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shot_name = "tri"
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bullet_scene = ExtResource("1_07hyh")
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damage = 3
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speed = 450
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projectiles = 3
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spacing = 30.0
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origin = -15
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horizontal_offset = 8.5
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stagger_offset = 0.2
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stagger_animation = true
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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@ -1,18 +0,0 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://bhc6aja38vyr"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_hm46f"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="2_w7xlm"]
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[resource]
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script = ExtResource("2_w7xlm")
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shot_name = "vanguard"
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bullet_scene = ExtResource("1_hm46f")
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damage = 5
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speed = 500
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projectiles = 5
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spacing = 30.0
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origin = -15
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horizontal_offset = 8.25
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stagger_offset = 0.5
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stagger_animation = true
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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17
resources/player_weapon_resources/weapon_shot_stock.tres
Normal file
17
resources/player_weapon_resources/weapon_shot_stock.tres
Normal file
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@ -0,0 +1,17 @@
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[gd_resource type="Resource" script_class="WeaponShot" format=3 uid="uid://b75ae840k03dy"]
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[ext_resource type="PackedScene" uid="uid://ddpclu2vdy2ve" path="res://scenes/player_weapons/weapon_stock.tscn" id="1_by0nb"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://resources/weapon_shot.gd" id="2_by0nb"]
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[resource]
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script = ExtResource("2_by0nb")
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shot_name = "Stock Shot"
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bullet_scene = ExtResource("1_by0nb")
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speed = 500
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projectiles = 5
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spacing = 20.0
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origin = -25
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horizontal_offset = 6.0
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stagger_offset = 5.5
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rotate_to_velocity = false
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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20
resources/weapon_shot.gd
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20
resources/weapon_shot.gd
Normal file
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@ -0,0 +1,20 @@
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class_name WeaponShot extends Resource
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@export_category("Info")
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@export var shot_name: String
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@export var bullet_scene: PackedScene = null
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@export_category("Shot Data")
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@export var damage: int = 1
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@export var speed: int = 135
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@export var projectiles: int = 2
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@export var spacing: float = 35
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@export var origin: int = -23
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@export_category("Stagger")
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@export var horizontal_offset: float = 6.5 # Horizontal distance between projectiles
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@export var stagger_offset: float = 5 # Time delay per projectile index
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# Angle in degrees, default is 0
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@export var angle: float = 0.0 # Angle at which the bullet should be fired
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@export var rotate_to_velocity: bool = true
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@ -20,7 +20,7 @@ var ship_displacement: float
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var travel: float = 0
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func _ready() -> void:
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## Set initial start position
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position = Vector2(screensize.x / 2, screensize.y - 45)
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@ -37,16 +37,12 @@ func _process(delta) -> void:
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if is_shooting == true:
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shoot_component.shoot()
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$%MuzzleFlash.show()
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if is_shooting == false:
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$%MuzzleFlash.hide()
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# Read Movement Component
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movement_component.input = input_component.move_dir
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movement_component.tick(delta)
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# Cycle weapon (testing key)
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if input_component.cycle_weapon:
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weapon_component.cycle_weapon()
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@ -6,12 +6,8 @@
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[ext_resource type="Script" uid="uid://dss0dbwr71y6m" path="res://scripts/input_component.gd" id="4_smehm"]
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[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]
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[ext_resource type="Script" uid="uid://c0rikbakpcags" path="res://scripts/movement_component.gd" id="5_ur7pv"]
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[ext_resource type="Script" uid="uid://suynuijl68qp" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://bgd1hwindc2ui" path="res://scripts/shoot_component.gd" id="6_y4r1p"]
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[ext_resource type="Script" uid="uid://ylmao2ndp22y" path="res://scripts/weapon_component.gd" id="7_d2wvv"]
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[ext_resource type="Resource" uid="uid://b75ae840k03dy" path="res://resources/player_weapon_resources/stock.tres" id="8_stock"]
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[ext_resource type="Resource" uid="uid://bhc6aja38vyr" path="res://resources/player_weapon_resources/vanguard.tres" id="9_ur7pv"]
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[ext_resource type="Script" uid="uid://7n1itonn35fm" path="res://scripts/weapon_shot.gd" id="10_d2wvv"]
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[ext_resource type="Resource" uid="uid://cck3gmnhu5agc" path="res://resources/player_weapon_resources/tri.tres" id="11_3v2ag"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("5_qlg0r")
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@ -38,7 +34,7 @@ animations = [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_fjrip")
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}],
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"loop": 1,
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"loop": true,
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"name": &"banked",
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"speed": 15.0
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}, {
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@ -49,7 +45,7 @@ animations = [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_ur7pv")
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}],
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"loop": 1,
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"loop": true,
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"name": &"fwd",
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"speed": 15.0
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}]
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@ -78,7 +74,7 @@ animations = [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_d2wvv")
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}],
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"loop": 1,
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"loop": true,
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"name": &"stock",
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"speed": 15.0
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}]
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@ -94,6 +90,9 @@ size = Vector2(6, 5.75)
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[node name="Player" type="Area2D" unique_id=652131079]
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script = ExtResource("1_ur7pv")
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can_shoot = null
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is_shooting = null
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muzzle_flash = null
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[node name="Ship" type="Sprite2D" parent="." unique_id=1155866924]
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unique_name_in_owner = true
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@ -149,12 +148,11 @@ metadata/_custom_type_script = "uid://c0rikbakpcags"
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[node name="ShootComponent" type="Node" parent="." unique_id=623642425]
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unique_name_in_owner = true
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script = ExtResource("6_y4r1p")
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metadata/_custom_type_script = "uid://bgd1hwindc2ui"
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[node name="WeaponComponent" type="Node" parent="." unique_id=1648685183]
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unique_name_in_owner = true
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script = ExtResource("7_d2wvv")
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weapon_data = ExtResource("8_stock")
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available_weapons = Array[ExtResource("10_d2wvv")]([ExtResource("8_stock"), ExtResource("11_3v2ag"), ExtResource("9_ur7pv")])
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metadata/_custom_type_script = "uid://ylmao2ndp22y"
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[connection signal="timeout" from="WeaponCooldown" to="." method="_on_weapon_cooldown_timeout"]
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@ -1,53 +0,0 @@
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[gd_scene format=3 uid="uid://clpyd8qfwthk2"]
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[ext_resource type="Script" uid="uid://c5blhfopjpfny" path="res://scenes/player_weapons/weapon_stock.gd" id="1_nx6aw"]
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[ext_resource type="Texture2D" uid="uid://bnpm8b62n1pr5" path="res://graphics/shot_stock_og.png" id="2_s6ult"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_5bykt"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(0, 0, 7, 11)
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[sub_resource type="AtlasTexture" id="AtlasTexture_vsqoq"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(7, 0, 7, 11)
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[sub_resource type="AtlasTexture" id="AtlasTexture_yqx5m"]
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atlas = ExtResource("2_s6ult")
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region = Rect2(14, 0, 7, 11)
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[sub_resource type="SpriteFrames" id="SpriteFrames_fdubj"]
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animations = [{
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"frames": [{
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||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_5bykt")
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||||
}, {
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||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_vsqoq")
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||||
}, {
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||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_yqx5m")
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||||
}],
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"loop": 1,
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||||
"name": &"default",
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||||
"speed": 24.0
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||||
}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]
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size = Vector2(6.666667, 14)
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[node name="StockWeapon" type="Area2D" unique_id=1832200900]
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script = ExtResource("1_nx6aw")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=1831184252]
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scale = Vector2(1.5, 1.5)
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sprite_frames = SubResource("SpriteFrames_fdubj")
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autoplay = "default"
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frame_progress = 0.35886022
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1890946059]
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shape = SubResource("RectangleShape2D_mvdrj")
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." unique_id=985862716]
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rect = Rect2(-3, -7, 6, 14)
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@ -1,8 +1,6 @@
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extends Area2D
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||||
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# Data to be set externally when this bullet is instantiated
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var bullet_scene: PackedScene = null
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var shot_data: WeaponShot = null
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@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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@ -13,6 +11,12 @@ var fire_time: float = 0.0
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# Track if this bullet is currently active in the shot
|
||||
var is_active: bool = false
|
||||
|
||||
# Angle at which this bullet should fire (in degrees)
|
||||
var angle: float = 0.0
|
||||
|
||||
# Whether to rotate bullet to face its movement direction
|
||||
var rotate_to_velocity: bool = true
|
||||
|
||||
func _process(delta):
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
|
||||
|
|
@ -20,42 +24,31 @@ func _process(delta):
|
|||
if !is_active and current_time >= fire_time:
|
||||
activate()
|
||||
|
||||
# Calculate the movement vector based on speed, angle, and delta
|
||||
var angle_rad = deg_to_rad(angle)
|
||||
var move_x = cos(angle_rad) * shot_data.speed * delta
|
||||
var move_y = sin(angle_rad) * shot_data.speed * delta
|
||||
|
||||
# Move the bullet
|
||||
position.y -= shot_data.speed * delta
|
||||
position.x += move_x
|
||||
position.y += move_y
|
||||
|
||||
# Rotate to face movement direction - ensure proper rotation calculation
|
||||
if rotate_to_velocity:
|
||||
var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
|
||||
rotation = velocity.angle()
|
||||
|
||||
# Debug output - this will show you what's really happening
|
||||
print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
|
||||
|
||||
|
||||
func activate():
|
||||
is_active = true
|
||||
visible = true
|
||||
|
||||
# # Emit signal for hit detection
|
||||
# emit_signal("activate")
|
||||
|
||||
func _on_visible_on_screen_notifier_2d_screen_exited():
|
||||
queue_free()
|
||||
|
||||
# Set fire_time for the next shot (staggered firing)
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
fire_time = current_time + shot_data.stagger_offset
|
||||
|
||||
# Function to set the bullet data (called from parent scene)
|
||||
func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot):
|
||||
bullet_scene = bullet_scene_param
|
||||
shot_data = shot_data_param
|
||||
|
||||
# Function to offset animation playback for staggered visual effect
|
||||
func set_animation_offset(offset: float) -> void:
|
||||
var sprite = $AnimatedSprite2D
|
||||
if sprite:
|
||||
var frames = sprite.sprite_frames
|
||||
if frames:
|
||||
var animation = sprite.animation
|
||||
var frame_count = frames.get_frame_count(animation)
|
||||
if frame_count > 0:
|
||||
# Calculate average frame duration from actual frame timings
|
||||
var total_duration = 0.0
|
||||
for i in range(frame_count):
|
||||
total_duration += frames.get_frame_duration(animation, i)
|
||||
var avg_frame_duration = total_duration / frame_count
|
||||
# Convert time offset to frame offset, wrap within animation length
|
||||
var frame_offset = fposmod(offset / avg_frame_duration, float(frame_count))
|
||||
sprite.frame = int(frame_offset)
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ animations = [{
|
|||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_yqx5m")
|
||||
}],
|
||||
"loop": 1,
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
"speed": 24.0
|
||||
}]
|
||||
|
|
|
|||
54
scenes/player_weapons/weapon_stock_fixed.gd
Normal file
54
scenes/player_weapons/weapon_stock_fixed.gd
Normal file
|
|
@ -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
|
||||
1
scenes/player_weapons/weapon_stock_fixed.gd.uid
Normal file
1
scenes/player_weapons/weapon_stock_fixed.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://7wuopfptd3qe
|
||||
54
scenes/player_weapons/weapon_stock_fixed2.gd
Normal file
54
scenes/player_weapons/weapon_stock_fixed2.gd
Normal file
|
|
@ -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
|
||||
1
scenes/player_weapons/weapon_stock_fixed2.gd.uid
Normal file
1
scenes/player_weapons/weapon_stock_fixed2.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://c1u6yrjkp26i5
|
||||
|
|
@ -14,7 +14,7 @@
|
|||
z_index = -1
|
||||
|
||||
[node name="BaseBackground" type="ColorRect" parent="Level/Background" unique_id=1360709800]
|
||||
offset_right = 208.0
|
||||
offset_right = 217.0
|
||||
offset_bottom = 410.0
|
||||
color = Color(0.2899925, 0.5692833, 0.9110645, 1)
|
||||
|
||||
|
|
@ -32,7 +32,7 @@ hframes = 4
|
|||
frame = 1
|
||||
|
||||
[node name="CloudRight" type="Sprite2D" parent="Level/Background/Back" unique_id=1729409543]
|
||||
position = Vector2(168, 32)
|
||||
position = Vector2(177, 32)
|
||||
texture = ExtResource("3_4wyf3")
|
||||
flip_h = true
|
||||
hframes = 4
|
||||
|
|
@ -52,7 +52,7 @@ hframes = 4
|
|||
frame = 2
|
||||
|
||||
[node name="CloudRight" type="Sprite2D" parent="Level/Background/Mid" unique_id=702118355]
|
||||
position = Vector2(168, 32)
|
||||
position = Vector2(177, 32)
|
||||
texture = ExtResource("3_4wyf3")
|
||||
flip_h = true
|
||||
hframes = 4
|
||||
|
|
@ -71,7 +71,7 @@ hframes = 4
|
|||
frame = 3
|
||||
|
||||
[node name="CloudRight" type="Sprite2D" parent="Level/Background/Fore" unique_id=1798342457]
|
||||
position = Vector2(176, 32)
|
||||
position = Vector2(185, 32)
|
||||
texture = ExtResource("3_4wyf3")
|
||||
flip_h = true
|
||||
hframes = 4
|
||||
|
|
|
|||
|
|
@ -3,12 +3,9 @@ class_name InputComponent extends Node
|
|||
var move_dir: Vector2 = Vector2.ZERO
|
||||
var shoot_pressed: bool = false
|
||||
var shooting: bool = false
|
||||
var cycle_weapon: bool = false
|
||||
|
||||
|
||||
func update() -> void:
|
||||
move_dir = Input.get_vector("left", "right", "up", "down")
|
||||
shoot_pressed = Input.is_action_just_pressed("shoot")
|
||||
shooting = Input.is_action_pressed("shoot")
|
||||
|
||||
# Development Keys
|
||||
cycle_weapon = Input.is_action_just_pressed("cycle")
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ func tick(delta: float):
|
|||
if player == null: return
|
||||
|
||||
# Shorten variable for accessing weapon_component for clarity
|
||||
var weapon_system = weapon_component.weapon_data
|
||||
var weapon_system = weapon_component.data
|
||||
|
||||
# Calculate ship to bullet displacement
|
||||
player.ship_displacement = player.position.y - player.previous_position.y
|
||||
|
|
|
|||
|
|
@ -1,10 +1,13 @@
|
|||
class_name ShootComponent extends Node
|
||||
|
||||
@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds)
|
||||
@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
|
||||
|
||||
@onready var weapon_component: Node = %WeaponComponent
|
||||
@onready var player = $".."
|
||||
|
||||
func shoot():
|
||||
var weapon_data = weapon_component.weapon_data
|
||||
var weapon_data = weapon_component.data # WeaponShot resource configuration
|
||||
var current_time = Time.get_ticks_msec() / 1000.0
|
||||
var total_projectiles = weapon_data.projectiles
|
||||
|
||||
|
|
@ -15,7 +18,8 @@ func shoot():
|
|||
|
||||
if total_projectiles > 0:
|
||||
for b in range(total_projectiles):
|
||||
var bullet := weapon_data.bullet_scene.instantiate() as Area2D
|
||||
var bullet_scene = weapon_data.bullet_scene
|
||||
var bullet := bullet_scene.instantiate() as Node2D
|
||||
get_tree().root.add_child(bullet)
|
||||
|
||||
# Calculate index relative to center (0 = center, -1/+1 = first from center)
|
||||
|
|
@ -31,19 +35,33 @@ func shoot():
|
|||
var distance_from_center: float = abs(index_from_center)
|
||||
var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2
|
||||
|
||||
# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
|
||||
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles))
|
||||
# Final position combines symmetrical horizontal spread with fixed vertical offset from weapon origin
|
||||
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
|
||||
|
||||
# Set timing properties on the bullet
|
||||
bullet.time_offset = time_offset
|
||||
bullet.fire_time = current_time + time_offset
|
||||
|
||||
# Set the bullet data
|
||||
bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
|
||||
# Set bullet rotation properties
|
||||
bullet.rotate_to_velocity = weapon_data.rotate_to_velocity # This should be true if you want rotation
|
||||
|
||||
|
||||
# Set the angle for bullets - symmetrical spread around vertical (straight up = -90°)
|
||||
if weapon_data.angle == 0:
|
||||
# If angle is 0, all projectiles fire straight up
|
||||
bullet.angle = -90.0
|
||||
else:
|
||||
# Set angle for bullets - symmetrical spread around vertical (straight up = -90°)
|
||||
if index_from_center == 0:
|
||||
# Center projectile fires straight up
|
||||
bullet.angle = -90.0
|
||||
else:
|
||||
# Left projectiles: positive angle (up and to the left), Right projectiles: negative angle (up and to the right)
|
||||
bullet.angle = -90.0 + weapon_data.angle * sign(index_from_center)
|
||||
|
||||
|
||||
|
||||
|
||||
# Offset animation playback per projectile if enabled
|
||||
if weapon_data.stagger_animation:
|
||||
bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset)
|
||||
|
||||
# Subtract projectile spacing from current Player travel for next shot
|
||||
player.travel -= weapon_data.spacing
|
||||
|
|
|
|||
|
|
@ -1 +1 @@
|
|||
uid://suynuijl68qp
|
||||
uid://bgd1hwindc2ui
|
||||
|
|
|
|||
|
|
@ -1,41 +1,9 @@
|
|||
class_name WeaponComponent extends Node
|
||||
|
||||
@export var weapon_data: WeaponShot = null
|
||||
@export var available_weapons: Array[WeaponShot] = []
|
||||
@export var loaded_weapon: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
|
||||
var data : WeaponShot = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
|
||||
|
||||
var _current_weapon_index: int = 0
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
# Set the default weapon to be stock, i.e. index 1
|
||||
if weapon_data and not available_weapons.is_empty():
|
||||
for i in range(available_weapons.size()):
|
||||
if available_weapons[i] == weapon_data:
|
||||
_current_weapon_index = i
|
||||
return
|
||||
|
||||
|
||||
func get_bullet_scene() -> PackedScene:
|
||||
return weapon_data.bullet_scene if weapon_data else null
|
||||
|
||||
func get_weapon_resource() -> Resource:
|
||||
return weapon_data
|
||||
|
||||
func select_weapon_by_name(name: String) -> bool:
|
||||
for i in range(available_weapons.size()):
|
||||
if available_weapons[i].shot_name == name:
|
||||
_current_weapon_index = i
|
||||
weapon_data = available_weapons[i]
|
||||
print("Switched to: ", name)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
|
||||
func cycle_weapon() -> void: # Used for testing weapon cycling
|
||||
if available_weapons.is_empty():
|
||||
return
|
||||
|
||||
_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
|
||||
weapon_data = available_weapons[_current_weapon_index]
|
||||
print("Switched to: ", weapon_data.shot_name)
|
||||
return data.weapon_shot # Reference to the Shot scene from the resource
|
||||
|
|
|
|||
|
|
@ -1,23 +0,0 @@
|
|||
class_name WeaponShot
|
||||
extends Resource
|
||||
|
||||
@export_category("Parameters")
|
||||
@export var shot_name: String
|
||||
@export var bullet_scene: PackedScene = null
|
||||
@export var damage: int = 1
|
||||
@export var speed: int = 135
|
||||
@export var projectiles: int = 2
|
||||
# Vertical spacing between projectiles
|
||||
@export var spacing: float = 35
|
||||
# Origin offset from center of player
|
||||
@export var origin: int = -23
|
||||
|
||||
@export_category("Spread")
|
||||
# Horizontal distance between projectiles
|
||||
@export var horizontal_offset: float = 6.5
|
||||
# Time delay per projectile index
|
||||
@export var stagger_offset: float = 0.25
|
||||
|
||||
@export_category("Effects")
|
||||
# Offset animation playback per projectile index
|
||||
@export var stagger_animation: bool = false
|
||||
25
test_rotation.gd
Normal file
25
test_rotation.gd
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
extends Area2D
|
||||
|
||||
# Simple test to verify rotation behavior
|
||||
var test_angle: float = 0.0
|
||||
var rotate_to_velocity: bool = true
|
||||
|
||||
func _process(delta):
|
||||
# Move in a straight line at 100 pixels per second
|
||||
var move_x = cos(deg_to_rad(test_angle)) * 100 * delta
|
||||
var move_y = sin(deg_to_rad(test_angle)) * 100 * delta
|
||||
|
||||
position.x += move_x
|
||||
position.y += move_y
|
||||
|
||||
# Rotate to face movement direction (this is the key fix)
|
||||
if rotate_to_velocity:
|
||||
var velocity = Vector2(cos(deg_to_rad(test_angle)) * 100, sin(deg_to_rad(test_angle)) * 100)
|
||||
rotation = velocity.angle()
|
||||
|
||||
# Debug output
|
||||
print("Test angle: ", test_angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
|
||||
|
||||
func _ready():
|
||||
# Set initial rotation for testing
|
||||
test_angle = 0.0
|
||||
1
test_rotation.gd.uid
Normal file
1
test_rotation.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://b1bhb673ef5po
|
||||
6
test_rotation.tscn
Normal file
6
test_rotation.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene format=3 uid="uid://d4ls4srw6qyap"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://test_rotation.gd" id="1_kx6bj"]
|
||||
|
||||
[node name="TestRotation" type="Area2D" unique_id=1832200900]
|
||||
script = ExtResource("1_kx6bj")
|
||||
Loading…
Add table
Add a link
Reference in a new issue