facsimile-wing/scripts/shoot_component.gd

65 lines
2.9 KiB
GDScript

class_name ShootComponent extends Node
@export var stagger_offset: float = 0.5 # Time delay per projectile index (seconds)
@export var horizontal_offset: float = 1.0 # Horizontal distance per projectile index
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $".."
func shoot():
var weapon_data = weapon_component.data # WeaponShot resource configuration
var current_time = Time.get_ticks_msec() / 1000.0
var total_projectiles = weapon_data.projectiles
if player.travel > weapon_data.spacing:
# Calculate center index for symmetrical staggering
var center_index = (total_projectiles - 1) / 2.0
if total_projectiles > 0:
for b in range(total_projectiles):
var bullet_scene = weapon_data.bullet_scene
var bullet := bullet_scene.instantiate() as Node2D
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
var time_offset: float = 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 fixed vertical offset from weapon origin
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
# Set timing properties on the bullet
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set the angle for bullets - symmetrical spread around vertical (straight up = -90°)
if weapon_data.angle == 0:
# If angle is 0, all projectiles fire straight up
bullet.angle = -90.0
else:
# Set angle for bullets - symmetrical spread around vertical (straight up = -90°)
if index_from_center == 0:
# Center projectile fires straight up
bullet.angle = -90.0
else:
# Left projectiles: positive angle (up and to the left), Right projectiles: negative angle (up and to the right)
bullet.angle = -90.0 + weapon_data.angle * sign(index_from_center)
# Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing