facsimile-wing/scripts/shoot_component.gd

101 lines
4.6 KiB
GDScript

class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $".."
@onready var ship: Sprite2D = get_node("../Ship")
@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper
func shoot() -> void:
var active_weapons: Array[WeaponShot] = weapon_component.get_active_weapons()
if active_weapons.is_empty():
return
var current_time: float = Time.get_ticks_msec() / 1000.0
# Burst gating: find the minimum projectile_vertical_spacing among all
# active weapons. This is the most restrictive timing threshold.
var min_spacing: float = INF
for w: WeaponShot in active_weapons:
if w.projectile_vertical_spacing < min_spacing:
min_spacing = w.projectile_vertical_spacing
if player.travel > min_spacing:
for w: WeaponShot in active_weapons:
_shoot_standard(w, current_time)
_shoot_grouped(w, current_time)
# Reset travel after firing to prevent multiple bursts per tap
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: float = 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) -> void:
var total_projectiles: int = weapon_data.projectiles
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)
# Delegate math to the helper
var spawn_position: Vector2 = _get_spawn_position(weapon_data)
var props: Dictionary = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time)
bullet.position = props.position
bullet.angle = props.angle
bullet.time_offset = props.time_offset
bullet.fire_time = props.fire_time
# 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(props.animation_offset)
# Grouped projectile logic (delegates to WeaponFireHelper)
func _shoot_grouped(weapon_data: WeaponShot, current_time: float) -> void:
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: Vector2 = _get_spawn_position(weapon_data)
var props: Dictionary = 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: Vector2 = _get_spawn_position(weapon_data)
var mirror_props: Dictionary = 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)