feat: reducing ms gain from shotguns. Adjusting swarm launcher

This commit is contained in:
DottsGit
2026-06-05 01:19:51 -04:00
parent 00f190d423
commit ca2a80e38b
3 changed files with 62 additions and 28 deletions
+1 -1
View File
@@ -70,7 +70,7 @@ class_name MovementParams
@export var rocket_jump_falloff: float = 1.5 @export var rocket_jump_falloff: float = 1.5
# ── Shotgun Jump ────────────────────────────────────────────────────────────── # ── Shotgun Jump ──────────────────────────────────────────────────────────────
@export var shotgun_jump_impulse: float = 20.0 @export var shotgun_jump_impulse: float = 10.0
# ── Double Jump ─────────────────────────────────────────────────────────────── # ── Double Jump ───────────────────────────────────────────────────────────────
@export var double_jump_velocity: float = 8.0 @export var double_jump_velocity: float = 8.0
+25 -13
View File
@@ -4,24 +4,36 @@ class_name HomingProjectile
var weapon_source: Node var weapon_source: Node
var turn_speed: float = 5.0 var turn_speed: float = 5.0
var initial_aim_dir: Vector3 = Vector3.ZERO
var cruise_speed: float = 60.0
var ignition_timer: float = 0.5
var ignited: bool = false
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null: if not ignited:
ignition_timer -= delta
if ignition_timer <= 0.0:
ignited = true
drop_gravity = 0.0
if ignited and is_instance_valid(weapon_source):
var target_dir: Vector3 = initial_aim_dir
var is_painting = weapon_source.get("is_targeting") var is_painting = weapon_source.get("is_targeting")
if is_painting != null and not is_painting:
# Not painting target, just fly straight if is_painting != null and is_painting:
pass var target: Vector3 = weapon_source.get("homing_target_pos")
else: if target != null and target != Vector3.ZERO:
var target: Vector3 = weapon_source.homing_target_pos target_dir = (target - global_position).normalized()
if target != Vector3.ZERO:
# Steer towards target if target_dir != Vector3.ZERO:
var speed = velocity.length()
var desired_dir = (target - global_position).normalized()
var current_dir = velocity.normalized() var current_dir = velocity.normalized()
var new_dir = current_dir.lerp(target_dir, turn_speed * delta).normalized()
var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized() # Accelerate to cruise speed
velocity = new_dir * speed var current_speed = velocity.length()
var new_speed = move_toward(current_speed, cruise_speed, 80.0 * delta)
velocity = new_dir * new_speed
# Also rotate visually to match new direction
var up_vec = Vector3.UP var up_vec = Vector3.UP
if abs(new_dir.dot(up_vec)) > 0.99: if abs(new_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT up_vec = Vector3.RIGHT
+30 -8
View File
@@ -109,19 +109,34 @@ func _fire() -> void:
var tween = create_tween() var tween = create_tween()
tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1) tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
var origin = camera.global_position var origin = camera.global_position + camera.global_transform.basis * Vector3(0.4, -0.2, -0.6)
var base_dir = -camera.global_transform.basis.z var base_dir = -camera.global_transform.basis.z
_current_aim_dir = base_dir
for i in range(8): for i in range(8):
# Calculate spread
var right = camera.global_transform.basis.x var right = camera.global_transform.basis.x
var up = camera.global_transform.basis.y var up = camera.global_transform.basis.y
var x_spread = randf_range(-1.0, 1.0) * spread_angle var fraction = float(i) / 7.0 # 0.0 to 1.0 (left to right)
var y_spread = randf_range(-1.0, 1.0) * spread_angle
var fire_dir = (base_dir + right * x_spread + up * y_spread).normalized() # Offset from left (-0.1) to right (0.1) on the top edge of the launcher
_spawn_custom_projectile(origin, fire_dir) var local_x = lerpf(-0.1, 0.1, fraction)
var local_offset = Vector3(local_x, 0.1, 0.0)
var launcher_center_local = Vector3(0.4, -0.4, -0.6)
var proj_origin = camera.global_position + camera.global_transform.basis * (launcher_center_local + local_offset)
# Fire direction: radial fan out
# They shoot mostly forward, but fan out horizontally, and slightly arch upwards radially
var angle = lerpf(-PI/3.0, PI/3.0, fraction) # -60 deg to +60 deg fan
var x_dir = sin(angle) * 0.6
var y_dir = cos(angle) * 0.8 # Reduced upward angle so it's not mostly straight up
var fire_dir = (base_dir + right * x_dir + up * y_dir).normalized()
_spawn_custom_projectile(proj_origin, fire_dir)
var _current_aim_dir: Vector3 = Vector3.ZERO
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void: func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/homing_projectile.gd").new() var proj = load("res://weapons/homing_projectile.gd").new()
@@ -151,14 +166,21 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
proj.position = origin # Start at origin to spread outward around camera proj.position = origin # Start at origin to spread outward around camera
proj.logical_source = origin proj.logical_source = origin
proj.velocity = fire_dir * projectile_speed
# Initial pop-up speed
proj.velocity = fire_dir * 5.0
if player: if player:
proj.velocity += fire_dir * player.velocity.dot(fire_dir) proj.velocity += fire_dir * player.velocity.dot(fire_dir)
proj.initial_aim_dir = _current_aim_dir
proj.cruise_speed = 65.0
proj.ignition_timer = randf_range(0.3, 0.6) # Staggered ignition
proj.damage = base_damage proj.damage = base_damage
proj.min_damage = min_damage proj.min_damage = min_damage
proj.falloff_start = falloff_start proj.falloff_start = falloff_start
proj.max_range = max_range proj.max_range = max_range
proj.drop_gravity = 0.0 proj.drop_gravity = 5.0 # Slight arc before ignition
proj.owner_player = player proj.owner_player = player
# Explosive stats # Explosive stats