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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Projectile Rotation
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parent
c8eb582f01
commit
56ac07367b
12 changed files with 188 additions and 27 deletions
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@ -5,6 +5,7 @@ using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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using Godot;
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using Godot.Collections;
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using Array = System.Array;
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namespace Cirno.Scripts.AttackPatterns;
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@ -23,7 +24,7 @@ public partial class SpiralPattern : AttackPattern
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[Export] private DamageType _damageType = DamageType.Neutral;
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[Export] private float _bulletDamage = 1f;
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[Export] private BulletCreationModifier _modifier;
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[Export] private Array<Resource> _timeModifiers;
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[Export] private Array<TimeModifier> _timeModifiers;
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[Export] private bool _targetPlayer = false;
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@ -50,7 +51,6 @@ public partial class SpiralPattern : AttackPattern
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float angleOffset = _rotationOffset + (float)(rotationSpeed * timer);
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Vector2 direction = Vector2.Right;
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;
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if (_targetPlayer && Boss.GameManager.PlayerPosition.HasValue)
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{
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@ -70,7 +70,11 @@ public partial class SpiralPattern : AttackPattern
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BulletScene = BulletScene,
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RotationOffset = angleOffset,
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Modifier = _modifier,
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TimeModifiers = _timeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().ToList() ?? new List<TimeModifier>()
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TimeModifiers = ((_timeModifiers?.Where(mod => mod != null)) ?? Array.Empty<TimeModifier>()).Select(m => new ModifierWrapper()
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{
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TimeModifier = m,
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Applied = false
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}).ToList()
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});
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// spawner.SpawnSpiralPattern(Boss.GlobalPosition, bulletSpeed, owner, bulletCount, rotationSpeed, timer, spread, BulletScene);
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@ -1,6 +1,8 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Cirno.Scripts;
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using Cirno.Scripts.Components;
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using Cirno.Scripts.Resources;
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@ -22,32 +24,41 @@ public partial class Bullet : Area2D
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private BulletInfo _bulletInfo;
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public BulletInfo BulletInfo => _bulletInfo;
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private List<ModifierWrapper> _modifiers = new();
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public void Initialize(BulletInfo bulletInfo)
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{
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_bulletInfo = bulletInfo;
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// Ugly hack to make instances unique
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_modifiers = _bulletInfo.TimeModifiers.Select(x => new ModifierWrapper()
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{
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TimeModifier = x.TimeModifier,
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Applied = x.Applied
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}).ToList();
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//Position = bulletInfo.Position;
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}
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private void ApplyTimeModifiers()
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{
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foreach (var modifier in _bulletInfo.TimeModifiers)
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foreach (var modifier in _modifiers)
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{
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if (modifier.Applied)
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{
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continue;
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}
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if (_elapsedTime >= modifier.TimeInSeconds)
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if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
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{
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switch (modifier.ModifierType)
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GD.Print("Applied time modifier");
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switch (modifier.TimeModifier.ModifierType)
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{
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case TimeModifierType.SpeedChange:
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//_bulletInfo.Speed += modifier.Value;
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Speed = modifier.Value;
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Speed = modifier.TimeModifier.Value;
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break;
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case TimeModifierType.RotationChange:
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RotateBullet(modifier.Value);
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RotateBullet(modifier.TimeModifier.Value);
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//Rotation += Mathf.DegToRad(modifier.Value);
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break;
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case TimeModifierType.FacePlayer:
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@ -64,6 +75,8 @@ public partial class Bullet : Area2D
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{
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float radians = Mathf.DegToRad(degrees);
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_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
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SetRotation(Rotation + radians);
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//Rotation = radians;
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}
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@ -93,7 +106,9 @@ public partial class Bullet : Area2D
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var normalized = direction.Normalized();
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_direction = normalized;
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SetRotation(Mathf.Atan2(normalized.Y,normalized.X) + Mathf.Pi / 2);
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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@ -23,24 +23,22 @@ public partial class BulletSpawner : Node2D
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var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletInfo.BulletScene ?? BulletScene, bulletInfo.Position);
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bullet.Initialize(bulletInfo);
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//var bullet = BulletScene.Instantiate<Bullet>();
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//bullet.Position = bulletInfo.Position;
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//bullet.Owner = bulletInfo.Owner;
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//bullet.Speed = speed;
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float modifiedSpeed = bulletInfo.Modifier?.ModifySpeed(bulletInfo.Speed, i, bulletInfo.BulletCount) ?? bulletInfo.Speed;
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bullet.Speed = modifiedSpeed;
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Vector2 baseDirection = bulletInfo.Direction == Vector2.Zero ? Vector2.Right : bulletInfo.Direction.Normalized();
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float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
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//float angle = angleOffset + (360 / count) * i;
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float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset + (bulletInfo.Spread / bulletInfo.BulletCount) * i);
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float offsetRadians = Mathf.DegToRad(bulletInfo.RotationOffset);
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float spreadStep = Mathf.DegToRad(bulletInfo.Spread) / (bulletInfo.BulletCount - 1); // Ensure proper spread spacing
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float angle = baseAngle + offsetRadians + (spreadStep * i);
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// float angle = baseAngle + Mathf.DegToRad(bulletInfo.RotationOffset + (bulletInfo.Spread / bulletInfo.BulletCount) * i);
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Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
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//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
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bullet.SetDirection(bulletDirection);
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//GetParent().AddChild(bullet);
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}
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}
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@ -93,5 +91,5 @@ public class BulletInfo
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public PackedScene BulletScene { get; set; }
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public PackedScene DestructionParticlesScene { get; set; }
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public IBulletModifier Modifier { get; set; }
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public List<TimeModifier> TimeModifiers { get; set; } = new List<TimeModifier>();
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public List<ModifierWrapper> TimeModifiers { get; set; } = new List<ModifierWrapper>();
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}
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@ -39,8 +39,18 @@ public partial class BulletResource : Resource
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Modifier = Modifier,
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LifeTime = LifeTime,
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DestructionParticlesScene = DestructionParticlesScene,
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TimeModifiers = TimeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().ToList() ??
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new List<TimeModifier>()
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TimeModifiers = TimeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().Select(m => new ModifierWrapper()
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{
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TimeModifier = m,
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Applied = false
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}).ToList()
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// TimeModifiers = TimeModifiers?.Select(x => new ModifierWrapper()
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// {
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// Applied = false,
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// TimeModifier = x
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// })
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// TimeModifiers = TimeModifiers?.Where(mod => mod is TimeModifier).Cast<TimeModifier>().ToList() ??
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// new List<TimeModifier>()
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};
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}
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}
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@ -8,7 +8,12 @@ public partial class TimeModifier : Resource
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[Export] public float TimeInSeconds = 1f;
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[Export] public TimeModifierType ModifierType;
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[Export] public float Value;
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public bool Applied = false;
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}
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public class ModifierWrapper
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{
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public TimeModifier TimeModifier { get; set; }
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public bool Applied { get; set; } = false;
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}
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public enum TimeModifierType
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