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