spreads and stacks!

This commit is contained in:
Haze Weathers 2026-01-03 11:02:33 -06:00
parent 08763960ca
commit 8eb39f4a70
5 changed files with 72 additions and 22 deletions

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@tool
class_name SpawnPatternStacker
extends BulletSpawnPattern
## Spawns a pattern in a "stack". The pattern will be spawned multiple
## times at once with a varying [code]bullet_speed[/code].
## The subpattern to stack.
@export var pattern: BulletSpawnPattern
## The number of times to "stack" up the pattern.
@export_range(1, 1, 1, "or_greater") var stack_count: int = 1
## The minimum speed of the stacked patterns.
@export var min_speed: float:
set(value):
if min_speed != value:
min_speed = value
max_speed = maxf(min_speed, max_speed)
## The maximum speed of the stacked patterns.
@export var max_speed: float:
set(value):
if max_speed != value:
max_speed = value
min_speed = minf(min_speed, max_speed)
func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
for i in stack_count:
pattern.set(
&"bullet_speed",
remap(float(i), 0.0, float(stack_count - 1), min_speed, max_speed)
)
pattern.spawn_bullets(bullet_set, preset)

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uid://drxrjgbmeglwp

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class_name SpreadPattern
extends BulletSpawnPattern
## Number of bullets to spawn along the spread.
@export_range(1, 1, 1, "or_greater") var bullet_count: int
## The speed that bullets will start with.
@export var bullet_speed: float
## Angular distance between first and last bullet.
@export_range(0.0, 360.0, 0.1, "radians_as_degrees") var spread
## Radius of the arc that bullets spawn along the edge of.
@export var radius: float
## Rotation of the entire pattern.
@export_custom(0, "radians_as_degrees") var angle_offset: float
## Rotation of each bullet's travel direction.
@export_custom(0, "radians_as_degrees") var direction_rotation: float
func _spawn_bullets(bullet_set: BulletSet, preset: BulletPreset) -> void:
for i in bullet_count:
var angle = remap(float(i), 0.0, float(bullet_count - 1), -spread * 0.5, spread * 0.5)
angle += angle_offset + bullet_set.spawn_rotation
var bullet = Bullet.create(preset, Vector2.from_angle(angle + direction_rotation))
bullet.speed = bullet_speed
bullet.position = bullet_set.spawn_offset + Vector2.from_angle(angle) * radius
bullet_set.add_bullet(bullet)

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