Danmaku system

This commit is contained in:
Marco 2025-02-05 19:41:49 +01:00
commit fdec052c16
38 changed files with 924 additions and 9 deletions

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using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components;
public partial class BulletSpawner : Node2D
{
[Export] public PackedScene BulletScene;
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameScene");
}
public void SpawnBullet(Vector2 position, Vector2 direction, float speed, BulletOwner owner, int count = 1, float angleOffset = 0, float spread = 0, PackedScene bulletScene = null, IBulletModifier modifier = null)
{
for (int i = 0; i < count; i++)
{
var bullet = this.CreateChildOf<Bullet>(_gameManager.BulletsContainer, bulletScene ?? BulletScene, position);
//var bullet = BulletScene.Instantiate<Bullet>();
bullet.Position = position;
bullet.Owner = owner;
//bullet.Speed = speed;
float modifiedSpeed = modifier?.ModifySpeed(speed, i) ?? speed;
bullet.Speed = modifiedSpeed;
Vector2 baseDirection = direction == Vector2.Zero ? Vector2.Right : direction.Normalized();
float baseAngle = Mathf.Atan2(baseDirection.Y, baseDirection.X);
//float angle = angleOffset + (360 / count) * i;
float angle = baseAngle + Mathf.DegToRad(angleOffset + (spread / count) * i);
Vector2 bulletDirection = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
//Vector2 bulletDirection = new Vector2(Mathf.Cos(Mathf.DegToRad(angle)), Mathf.Sin(Mathf.DegToRad(angle)));
bullet.SetDirection(bulletDirection);
//GetParent().AddChild(bullet);
}
}
public void SpawnTargetedBullet(Vector2 position, Vector2 target, float speed, BulletOwner owner, PackedScene bulletScene = null, int burstCount = 1, float spread = 0, IBulletModifier modifier = null)
{
Vector2 direction = (target - position).Normalized();
SpawnBullet(position, direction, speed, owner, burstCount, spread: spread, bulletScene: bulletScene, modifier: modifier);
}
public void SpawnSpiralPattern(Vector2 position, float speed, BulletOwner owner, int bulletCount, float rotationSpeed, double time, float spread, PackedScene bulletScene = null)
{
float angleOffset = (float)(rotationSpeed * time);
SpawnBullet(position, Vector2.Right, speed, owner, bulletCount, angleOffset, spread, bulletScene: bulletScene);
}
}