Weapon Sprites

This commit is contained in:
MaddoScientisto 2025-02-09 23:20:49 +01:00
commit f4f193af7a
19 changed files with 321 additions and 42 deletions

View file

@ -89,6 +89,7 @@ public class BulletInfo
public Vector2 Position { get; set; }
public Vector2 Direction { get; set; }
public float Speed { get; set; }
public float LifeTime { get; set; }
public BulletOwner Owner { get; set; }
public int BulletCount { get; set; }
public float RotationSpeed { get; set; }

View file

@ -0,0 +1,42 @@
using Cirno.Scripts.Components;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class WeaponResource : Resource
{
[Export]
public string Name { get; set; }
[Export]
public PackedScene BulletScene { get; set; }
[Export] public double RateOfFire = 0.4f;
[Export] public int BulletCapacity = 20;
[Export] public double ReloadTime = 1.0f;
[Export] public bool AutoReload = true;
[Export] public bool InfiniteAmmo = true;
[Export] public int BulletsPerShot = 1;
[Export] public float SpreadAngle = 0f;
[Export] public float RandomSpread = 0f;
#region Bullet spawn data
[Export] public float BulletSpeed = 100f;
[Export] public float BulletDamage = 1;
[Export] private float _rotationOffset = 0f;
[Export] private BulletOwner owner = BulletOwner.None;
[Export] private Resource _modifier;
[Export] private Array<Resource> _timeModifiers;
#endregion
}

View file

@ -2,32 +2,21 @@ using Godot;
using System;
using System.Diagnostics;
using Cirno.Scripts;
using Cirno.Scripts.Components;
using Cirno.Scripts.Resources;
public partial class Weapon : Node2D
{
[Export]
public WeaponResource WeaponData { get; set; }
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public Marker2D Muzzle { get; set; }
[Export] public double RateOfFire = 0.4f;
[Export] public int BulletCapacity = 20;
[Export] public double ReloadTime = 1.0f;
[Export] public float BulletSpeed = 100f;
[Export] public bool AutoReload = true;
[Export] public bool InfiniteAmmo = true;
[Export] public int BulletsPerShot = 1;
[Export] public float BulletsSpreadAngle = 0f;
public int Ammo { get; set; } = 0;
public int LoadedAmmo { get; private set; }
@ -53,16 +42,16 @@ public partial class Weapon : Node2D
public void Reload()
{
_cooldownTimer.Start(ReloadTime);
_cooldownTimer.Start(WeaponData.ReloadTime);
if (InfiniteAmmo)
if (WeaponData.InfiniteAmmo)
{
LoadedAmmo = BulletCapacity;
LoadedAmmo = WeaponData.BulletCapacity;
}
else
{
// TODO: Calculate subtraction, etc
LoadedAmmo = BulletCapacity;
LoadedAmmo = WeaponData.BulletCapacity;
}
}
@ -77,7 +66,7 @@ public partial class Weapon : Node2D
// Out of ammo?
if (LoadedAmmo <= 0)
{
if (AutoReload)
if (WeaponData.AutoReload)
{
Reload();
}
@ -86,11 +75,11 @@ public partial class Weapon : Node2D
// TODO: Shoot at muzzle position, need to provide a way to turn it, on a radius?
float halfSpread = BulletsSpreadAngle / 2f;
float spreadStep = BulletsPerShot > 1 ? BulletsSpreadAngle / (BulletsPerShot - 1) : 0;
float halfSpread = WeaponData.SpreadAngle / 2f;
float spreadStep = WeaponData.BulletsPerShot > 1 ? WeaponData.SpreadAngle / (WeaponData.BulletsPerShot - 1) : 0;
for (int i = 0; i < BulletsPerShot; i++)
for (int i = 0; i < WeaponData.BulletsPerShot; i++)
{
// Calculate angle offset for this bullet
float spreadOffset = -halfSpread + (spreadStep * i);
@ -98,7 +87,7 @@ public partial class Weapon : Node2D
// Rotate the ShootDirection by the spread angle
Vector2 spreadDirection = ShootDirection.Rotated(Mathf.DegToRad(spreadOffset));
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, BulletScene, _muzzle.GlobalPosition);
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, WeaponData.BulletScene, _muzzle.GlobalPosition);
if (bullet == null)
{
@ -108,11 +97,11 @@ public partial class Weapon : Node2D
//bullet.SetDirection(ShootDirection);
bullet.SetDirection(spreadDirection);
bullet.Speed = BulletSpeed;
bullet.Speed = WeaponData.BulletSpeed;
}
LoadedAmmo -= 1;
_cooldownTimer.Start(RateOfFire);
_cooldownTimer.Start(WeaponData.RateOfFire);
}
}