facsimile-wing/scripts/shoot_component.gd

45 lines
2.1 KiB
GDScript

class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent
@onready var player = $".."
func shoot():
var weapon_data = weapon_component.weapon_data
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 := weapon_data.bullet_scene.instantiate() as Area2D
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 symmetrical vertical spacing
bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin + (vertical_offset + weapon_data.origin - total_projectiles))
# Set timing properties on the bullet
bullet.time_offset = time_offset
bullet.fire_time = current_time + time_offset
# Set the bullet data
bullet.set_weapon_data(weapon_data.bullet_scene, weapon_data)
# Subtract projectile spacing from current Player travel for next shot
player.travel -= weapon_data.spacing