I'm trying to make my first game and recently finished playing cuphead. And now I'm stuck on shooting the projectile the right way. I've tried a lot of attemps, but it either didnt work at all or crashed or changed the way it flew based on if the player is going left or right. So I want to shoot a projectile in direction where the player is facing but it only flyes right currently. pls help.
bullet.gd
extends CharacterBody2D
@export var speed = 600
var velo = Vector2(1,0)
@export var maker = 0
func _physics_process(delta):
var collision_info = move_and_collide(velo.normalized() * delta * speed)
CharacterBody2D.gd
extends CharacterBody2D
signal laser_shot(laser_scene, location)
@onready var marker_2d = $Marker2D
@onready var sprite_2d = $Sprite2D
@onready var character_body_2d = $"."
@export var rate_of_fire := 0.25
var laser_scene = preload("res://bullet.tscn")
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var shoot_cd := false
func _process(delta):
if Input.is_action_pressed("shoot"):
if !shoot_cd:
shoot_cd = true
shoot()
await get_tree().create_timer(rate_of_fire).timeout
shoot_cd = false
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction >0:
sprite_2d.flip_v = false
marker_2d.global_position.x = character_body_2d.global_position.x +80
elif direction <0:
sprite_2d.flip_v = true
marker_2d.global_position.x = character_body_2d.global_position.x -80
move_and_slide()
func shoot():
laser_shot.emit(laser_scene, marker_2d.global_position)
game.gd
extends Node2D
var player = null
@onready var player_spawn_pos = $PlayerSpawnPos
@onready var character_body_2d = $"."
@onready var lasery = $Lasery
func _ready():
character_body_2d.global_position = player_spawn_pos.global_position
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_character_body_2d_laser_shot(laser_scene, location):
var laser = laser_scene.instantiate()
laser.global_position = location
lasery.add_child(laser)