further elaboration on bullets
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16 changed files with 218 additions and 29 deletions
12
systems/bullets/actions/bullet_action.gd
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12
systems/bullets/actions/bullet_action.gd
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@abstract
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class_name BulletAction
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extends Resource
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## Performs the action on a given [Bullet].
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func perform(bullet: Bullet) -> void:
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_perform(bullet)
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## Called to perform the action on a given [Bullet].
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@abstract func _perform(bullet: Bullet) -> void
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1
systems/bullets/actions/bullet_action.gd.uid
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systems/bullets/actions/bullet_action.gd.uid
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uid://mivkgn34ox41
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7
systems/bullets/actions/despawn_action.gd
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systems/bullets/actions/despawn_action.gd
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class_name DespawnAction
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extends BulletAction
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## Removes and recycles the [Bullet] when triggered.
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func _perform(bullet: Bullet) -> void:
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bullet.recycle()
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1
systems/bullets/actions/despawn_action.gd.uid
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systems/bullets/actions/despawn_action.gd.uid
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uid://pn143vuxc7wp
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12
systems/bullets/actions/multi_action.gd
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systems/bullets/actions/multi_action.gd
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class_name MultiAction
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extends BulletAction
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## Performs a set of [BulletAction]s in order when triggered.
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## [BulletAction]s to perform when triggered.
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@export var actions: Array[BulletAction]
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func _perform(bullet: Bullet) -> void:
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for action in actions:
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action.perform(bullet)
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1
systems/bullets/actions/multi_action.gd.uid
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1
systems/bullets/actions/multi_action.gd.uid
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uid://mair8nsxn7lp
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26
systems/bullets/actions/spawn_set_action.gd
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26
systems/bullets/actions/spawn_set_action.gd
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class_name SpawnSetAction
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extends BulletAction
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## Spawns a new [BulletSet] at the [Bullet]'s position when triggered.
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## The [BulletPreset] to use for the spawned [BulletSet].
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@export var preset: BulletPreset
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## If [code]true[/code], the spawned [BulletSet] will be rotated to face the
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## [Bullet]'s direction.
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@export var match_direction: bool = false
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## If [code]true[/code], the spawned [BulletSet] will be added as a child of
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## the [Bullet]'s parent [BulletSet]. If [code]false[/code], it will be added
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## as a child of that [BulletSet]'s parent [Node].
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@export var local_coords: bool = false
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func _perform(bullet: Bullet) -> void:
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var bullet_set = BulletSet.new()
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bullet_set.preset = preset
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bullet_set.global_position = bullet.global_position
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if local_coords:
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bullet.get_parent().add_child(bullet_set)
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else:
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bullet.get_parent().get_parent().add_child(bullet_set)
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1
systems/bullets/actions/spawn_set_action.gd.uid
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1
systems/bullets/actions/spawn_set_action.gd.uid
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uid://oug6n1t6tnor
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@ -3,10 +3,30 @@ class_name BulletBehavior
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extends Resource
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## Called when a bullet is spawned with this behavior in order to set up
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## behavior-specific state.
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@warning_ignore("unused_parameter")
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func init_bullet(bullet: Bullet) -> void: pass
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## Performs behavior-specific initialization for a [Bullet].
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func init_bullet(bullet: Bullet) -> void:
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bullet.recycled.connect(deinit_bullet.bind(bullet), CONNECT_ONE_SHOT)
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_init_bullet(bullet)
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## Called to process a tick of a bullet's movement.
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@abstract func process_bullet(bullet: Bullet, delta: float) -> void
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## Cleans up behavior-specific state for a [Bullet].
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func deinit_bullet(bullet: Bullet) -> void:
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_deinit_bullet(bullet)
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## Processes one tick of a [Bullet]'s movement.
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func process_bullet(bullet: Bullet, delta: float) -> void:
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_process_bullet(bullet, delta)
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## Called when a [Bullet] is spawned with this behavior in order to set up
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## behavior-specific state.
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@abstract func _init_bullet(bullet: Bullet) -> void
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## Called when a [Bullet] is recycled in order to clean up behavior-specific state.
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@abstract func _deinit_bullet(bullet: Bullet) -> void
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## Called to process a tick of a [Bullet]'s movement.
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@abstract func _process_bullet(bullet: Bullet, delta: float) -> void
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@ -9,7 +9,41 @@ extends BulletBehavior
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## Rate at which the bullet will speed up.
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@export_custom(0, "suffix:px/s²") var acceleration: float = 0.0
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## Speed will be clamped between [member min_speed] and [member max_speed].
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@export_custom(0, "suffix:px/s") var min_speed: float = -INF
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## Speed will be clamped between [member min_speed] and [member max_speed].
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@export_custom(0, "suffix:px/s") var max_speed: float = INF
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func process_bullet(bullet: Bullet, delta: float) -> void:
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var speed = initial_speed + acceleration * bullet.time_elapsed
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bullet.position += bullet.direction * speed * delta
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@export_group("Actions", "action_")
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@export var action_speed_clamped: BulletAction
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var _bullet_data: Dictionary[Bullet, Data] = {}
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func _init_bullet(bullet: Bullet) -> void:
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var data = Data.new()
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data.speed = initial_speed
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_bullet_data[bullet] = data
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func _deinit_bullet(bullet: Bullet) -> void:
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_bullet_data.erase(bullet)
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func _process_bullet(bullet: Bullet, delta: float) -> void:
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if not _bullet_data.has(bullet):
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return
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var data = _bullet_data[bullet]
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data.speed += acceleration * delta
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if not data.already_clamped and (data.speed <= min_speed or data.speed >= max_speed):
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data.already_clamped = true
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if action_speed_clamped:
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action_speed_clamped.perform(bullet)
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data.speed = clampf(data.speed, min_speed, max_speed)
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bullet.position += bullet.direction * data.speed * delta
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class Data:
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var speed: float
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var already_clamped: bool = false
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@ -4,6 +4,10 @@ class_name Bullet
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extends Area2D
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## Emitted whenever a bullet is recycled.
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signal recycled()
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## The number of bullets to allocate at startup.
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const INITIAL_ALLOCATED_BULLETS: int = 2000
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@ -51,9 +55,10 @@ static func create(
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direction: Vector2 = Vector2.RIGHT,
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face_direction: bool = false,
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) -> Bullet:
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var bullet: Bullet = _cached_bullets.pop_back()
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if not bullet:
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bullet = Bullet.new()
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#var bullet: Bullet = _cached_bullets.pop_back()
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#if not bullet:
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#bullet = Bullet.new()
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var bullet := Bullet.new()
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bullet.texture = texture
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bullet.hitbox_size = hitbox_size
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@ -67,8 +72,11 @@ static func create(
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## Removes the bullet from the scene tree and returns it to the bullet cache to be
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## re-used later.
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func recycle() -> void:
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get_parent().remove_child(self)
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_cached_bullets.append(self)
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#if is_inside_tree():
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#get_parent().remove_child(self)
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#_cached_bullets.append(self)
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queue_free()
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recycled.emit()
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static func _static_init() -> void:
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@ -12,12 +12,11 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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if get_child_count() == 0:
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queue_free()
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for bullet in get_children():
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if bullet is Bullet:
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preset.behavior.process_bullet(bullet, delta)
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else:
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push_error("BulletSet does not support having non-bullet children. Removing child: ", bullet)
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bullet.queue_free()
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func add_bullet(bullet: Bullet) -> void:
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26
systems/bullets/spawn_patterns/line_pattern.gd
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systems/bullets/spawn_patterns/line_pattern.gd
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class_name LinePattern
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extends BulletSpawnPattern
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@export var bullet_count: int
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@export var line_width: float
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@export_custom(0, "direction") var line_normal: Vector2 = Vector2.RIGHT
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func spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
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for i in bullet_count:
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var bullet = Bullet.create(
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preset.textures.pick_random(),
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preset.hitbox_size,
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line_normal,
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preset.face_direction
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)
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var line = line_normal.orthogonal()
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var weight = float(i) / float(bullet_count - 1)
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weight -= 0.5
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if bullet_count == 1:
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weight = 0.0
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bullet.position = line * weight * line_width
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bullet_set.add_bullet(bullet)
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1
systems/bullets/spawn_patterns/line_pattern.gd.uid
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1
systems/bullets/spawn_patterns/line_pattern.gd.uid
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uid://d238qii8i2byl
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