49 lines
2.3 KiB
GDScript
49 lines
2.3 KiB
GDScript
class_name ShootComponent extends Node
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@onready var weapon_component: Node = %WeaponComponent
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@onready var player = $".."
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func shoot():
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var weapon_data = weapon_component.weapon_data
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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 b in range(total_projectiles):
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var bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(bullet)
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# Calculate index relative to center (0 = center, -1/+1 = first from center)
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var index_from_center: float = b - center_index
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# Calculate timing offset for staggered firing
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var time_offset: float = index_from_center * weapon_data.stagger_offset
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# Calculate horizontal offset for this bullet (symmetrical: left=-ve, right=+ve)
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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)
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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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# Final position combines symmetrical horizontal spread with symmetrical vertical spacing
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bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles))
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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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# Set the bullet data
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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# Offset animation playback per projectile if enabled
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if weapon_data.stagger_animation:
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bullet.set_animation_offset(index_from_center * weapon_data.stagger_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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