Added bullet_per_shot and sector_angle implementation

This commit is contained in:
2025-11-07 00:50:23 +03:00
parent da44b52ae0
commit d9f0d80b18
4 changed files with 22 additions and 7 deletions
+17 -7
View File
@@ -7,9 +7,8 @@ enum Belonging { PLAYER, ENEMY }
@export var belonging: Belonging
@export var damage : int
@export var bullet_per_shot : int
@export var sector_angle : int
@export var bullet_per_shot : int = 1
@export var sector_angle : int = 0
@export var Projectile : PackedScene
@export var reloaders : Array[AbstractReloader]
@@ -30,7 +29,17 @@ func _physics_process(delta: float) -> void:
func shoot() -> void:
if not _can_shoot(): return
for i in range(bullet_per_shot):
var projectile := _create_projectile()
get_tree().current_scene.add_child(projectile)
for reloader in _reloaders:
reloader.shoot()
func _create_projectile() -> Node:
var projectile := Projectile.instantiate()
projectile.global_position = global_position
match belonging:
Belonging.PLAYER:
@@ -40,11 +49,12 @@ func shoot() -> void:
projectile.direction = Vector2.LEFT
projectile.collide_player = true
projectile.global_position = global_position
get_tree().current_scene.add_child(projectile)
if sector_angle > 0:
var sector_rad := deg_to_rad(sector_angle)
var random_angle := randfn(0.0, sector_rad / 6.0)
projectile.direction = projectile.direction.rotated(random_angle)
for reloader in _reloaders:
reloader.shoot()
return projectile
func reload() -> void: