Projectiles are spawning to the side of markers
Projectiles are spawning to the side of markers
Hey y’all, throwing a little project together in Godot 4.1 to practice stuff I learned after a tutorial project. I’ve set up two markers as my projectile spawn points, but the shots are spawning slightly off from the markers and I can’t figure out why. Code and pics below. I “fixed” it by shifting t...
Hey y'all, throwing a little project together in Godot 4.1 to practice stuff I learned after a tutorial project. I've set up two markers as my projectile spawn points, but the shots are spawning slightly off from the markers and I can't figure out why. Code and pics below. I "fixed" it by shifting the player sprite2D 5 pixels to the right. Not sure why the spawns are being offset though. NVM that only fixed it at the starting position, the shots are way off when rotating.
Edit: I broke the formatting posting on mobile 🙃
This snippet is from the player script
` var player_direction = (Globals.player_pos - $FixedHardpointDirection.position).normalized()
if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 0: Globals.laser_ammo -= 1 var hardpoint_positions = $ShotStartPositions.get_children() can_shoot = false $Timers/LaserTimer.start() for i in hardpoint_positions: player_shot_fixed_weapon.emit(i.global_position, player_direction)
`
And this is from the level script
` func _shoot_fixed_weapon(pos, direction):
var laser = laser_scene.instantiate() as Area2D laser.position = pos laser.rotation_degrees = rad_to_deg(Globals.player_rotation) direction.x = cos(Globals.player_rotation) direction.y = sin(Globals.player_rotation) Globals.fixed_hardpoint_direction = Vector2(direction.x,direction.y) print(Globals.fixed_hardpoint_direction) laser.direction = Globals.fixed_hardpoint_direction.rotated(-1.5708) $Projectiles.add_child(laser)
`