77 lines
3.8 KiB
GDScript
77 lines
3.8 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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@onready var ship: Sprite2D = get_node("../Ship")
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@onready var fire_helper: WeaponFireHelper = %WeaponFireHelper
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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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if player.travel > weapon_data.projectile_vertical_spacing:
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_shoot_standard(weapon_data, current_time)
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_shoot_grouped(weapon_data, current_time)
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# Reset travel after firing to prevent multiple bursts per tap
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player.travel = 0.0
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# Standard projectile logic (delegates to WeaponFireHelper)
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func _shoot_standard(weapon_data: WeaponShot, current_time: float):
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var total_projectiles: int = weapon_data.projectiles
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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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# Delegate math to the helper, with spawn position offset by sprite height and weapon origin
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var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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var props = fire_helper.compute_standard_props(weapon_data, b, spawn_position, current_time)
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bullet.position = props.position
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bullet.angle = props.angle
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bullet.time_offset = props.time_offset
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bullet.fire_time = props.fire_time
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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(props.animation_offset)
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# Grouped projectile logic (delegates to WeaponFireHelper)
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func _shoot_grouped(weapon_data: WeaponShot, current_time: float):
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for group: WeaponProjectileGroup in weapon_data.groups.filter(func(g): return g != null):
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for b in range(group.bullet_count):
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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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# Apply computed properties for the original bullet
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var spawn_position = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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var props = fire_helper.compute_grouped_props(group, weapon_data, b, spawn_position, current_time, false)
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bullet.position = props.position
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bullet.angle = props.angle
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bullet.time_offset = props.time_offset
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bullet.fire_time = props.fire_time
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bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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if weapon_data.stagger_animation:
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bullet.set_animation_offset(props.animation_offset)
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# If mirroring is enabled, fire a mirrored copy
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if group.mirror:
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var mirror_bullet := weapon_data.bullet_scene.instantiate() as Area2D
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get_tree().root.add_child(mirror_bullet)
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# Apply computed properties for the mirrored bullet
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var mirror_spawn = ship.global_position + Vector2(0, ship.get_texture().get_height() / 2.0) + weapon_data.origin
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var mirror_props = fire_helper.compute_grouped_props(group, weapon_data, b, mirror_spawn, current_time, true)
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mirror_bullet.position = mirror_props.position
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mirror_bullet.angle = mirror_props.angle
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mirror_bullet.time_offset = mirror_props.time_offset
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mirror_bullet.fire_time = mirror_props.fire_time
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mirror_bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
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if weapon_data.stagger_animation:
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mirror_bullet.set_animation_offset(mirror_props.animation_offset)
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