0 votes

Hello, i am new to godot and i'm having some trouble making the bullets shoot at a certain speed. when my mouse is near my character the bullets will move slowly and if it's farther it will go too fast. Can someone help me out ?

thank you.

this is my player scene

extends StaticBody2D

export var BulletScene : PackedScene

onready var arrowSprite = $Position2D/ArrowSprite
onready var arrow2D = $Position2D



var mousePosition

func _ready():
    mousePosition = get_global_mouse_position()

func _process(delta):
    if Input.is_action_pressed("shoot"):
        print(mousePosition)
        mousePosition = get_local_mouse_position()
        arrow2D.look_at(get_global_mouse_position())
        shoot()

func shoot():
    var bulletInstance = BulletScene.instance()
    var main = get_tree().current_scene
    main.add_child(bulletInstance)
    bulletInstance.global_position = arrowSprite.global_position
    bulletInstance.shootDirection(mousePosition)

My bullet scene

extends Area2D

var bulletSpeed = 10
var dir

func _process(delta):
    position += dir * bulletSpeed * delta

func shootDirection(mouseDirection):
    dir = mouseDirection


func _on_VisibilityNotifier2D_screen_exited():
    queue_free()
in Engine by (14 points)

1 Answer

+1 vote

This will be because the mouseDirection argument you are passing is not normalized.

if you change the bullet script to be dir = mouseDirection.normalized(), this will create a unit vector.

At the moment, if the bullet is 200 units away from the mouse, on the x axis, dir will equal (200, 0), whereas if it is 100 units away, dir will equal (100, 0). (thus half the speed)

A unit vector means that the vector will return a vector with speed = 1 in the direction of the vector. so both (200, 0) and (100, 0) will return (1, 0), and a vector (30, 40) will return (0.6, 0.8)

Hope that helps!

by (399 points)
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