class_name ShootComponent extends Node @onready var weapon_component: Node = %WeaponComponent @onready var player = $".." func shoot(): var weapon_data = weapon_component.weapon_data var current_time = Time.get_ticks_msec() / 1000.0 if player.travel > weapon_data.spacing: _shoot_standard(weapon_data, current_time) _shoot_grouped(weapon_data, current_time) # Reset travel after firing to prevent multiple bursts per tap player.travel = 0.0 # Standard projectile logic (backward compatible) func _shoot_standard(weapon_data: WeaponShot, current_time: float): var total_projectiles = weapon_data.projectiles var center_index = (total_projectiles - 1) / 2.0 if total_projectiles > 0: for b in range(total_projectiles): var bullet := weapon_data.bullet_scene.instantiate() as Area2D get_tree().root.add_child(bullet) # Calculate index relative to center (0 = center, -1/+1 = first from center) var index_from_center: float = b - center_index # Calculate timing offset for staggered firing (center-first, pairs outward) var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset # Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve) 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)) # Calculate angle for this bullet (only when projectiles >= 3) var bullet_angle: float = 0.0 if total_projectiles >= 3: bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) # Set timing properties on the bullet bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset bullet.angle = bullet_angle # Set the bullet data bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) # Offset animation playback per projectile if enabled if weapon_data.stagger_animation: bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset) # Grouped projectile logic (new functionality) 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) _fire_grouped_bullet(bullet, group, b, current_time, weapon_data, false) # 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) _fire_grouped_bullet(mirror_bullet, group, b, current_time, weapon_data, true) # Fire a single grouped bullet (original or mirrored) func _fire_grouped_bullet(bullet: Area2D, group: WeaponProjectileGroup, b: int, current_time: float, weapon_data: WeaponShot, mirror: bool): # Calculate index relative to this group's center var center_index: float = (group.bullet_count - 1) / 2.0 var index_from_center: float = b - center_index # Horizontal offset: group offset + within-group spread # Mirror: negate the horizontal offset contribution var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing if mirror: bullet_horizontal_offset = -bullet_horizontal_offset # Base angle for the group, plus within-group spread # Mirror: negate the angle and the spread contribution var bullet_angle: float = group.angle_offset if mirror: bullet_angle = -group.angle_offset if group.bullet_count >= 3: var spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) if mirror: bullet_angle -= spread_contribution else: bullet_angle += spread_contribution # Position: apply horizontal offset and vertical origin from weapon data bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin) # Timing: group delay + within-group stagger var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset # Set timing properties on the bullet bullet.time_offset = time_offset bullet.fire_time = current_time + time_offset bullet.angle = bullet_angle # Set the bullet data bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data) # Offset animation playback per projectile if enabled if weapon_data.stagger_animation: bullet.set_animation_offset(index_from_center * weapon_data.stagger_offset)