43 lines
1.2 KiB
GDScript
43 lines
1.2 KiB
GDScript
extends Area2D
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# Data to be set externally when this bullet is instantiated
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var bullet_scene: PackedScene = null
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var shot_data: WeaponShot = null
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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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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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# Move the bullet
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position.y -= shot_data.speed * delta
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func activate():
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is_active = true
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visible = true
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# # Emit signal for hit detection
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# emit_signal("activate")
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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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# Function to set the bullet data (called from parent scene)
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func set_weapon_data(bullet_scene_param: PackedScene, shot_data_param: WeaponShot):
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bullet_scene = bullet_scene_param
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shot_data = shot_data_param
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