2014-11-06 01:20:42 +01:00
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extends Node2D
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# This demo is an example of controling a high number of 2D objects with logic and collision without using scene nodes.
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# This technique is a lot more efficient than using instancing and nodes, but requires more programming and is less visual
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const BULLET_COUNT = 500
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const SPEED_MIN = 20
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const SPEED_MAX = 50
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var bullets=[]
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var shape
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class Bullet:
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var pos = Vector2()
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var speed = 1.0
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var body = RID()
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func _draw():
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var t = preload("res://bullet.png")
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var tofs = -t.get_size()*0.5
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for b in bullets:
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draw_texture(t,b.pos+tofs)
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func _process(delta):
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var width = get_viewport_rect().size.x*2.0
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var mat = Matrix32()
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for b in bullets:
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b.pos.x-=b.speed*delta
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if (b.pos.x < -30):
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b.pos.x+=width
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mat.o=b.pos
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Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat)
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update()
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func _ready():
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shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE)
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Physics2DServer.shape_set_data(shape,8) #radius
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for i in range(BULLET_COUNT):
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var b = Bullet.new()
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b.speed=rand_range(SPEED_MIN,SPEED_MAX)
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b.body = Physics2DServer.body_create(Physics2DServer.BODY_MODE_KINEMATIC)
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Physics2DServer.body_set_space(b.body,get_world_2d().get_space())
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Physics2DServer.body_add_shape(b.body,shape)
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b.pos = Vector2( get_viewport_rect().size * Vector2(randf()*2.0,randf()) ) #twice as long
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b.pos.x += get_viewport_rect().size.x # start outside
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var mat = Matrix32()
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mat.o=b.pos
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Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat)
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bullets.append(b)
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set_process(true)
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func _exit_tree():
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for b in bullets:
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2014-11-12 15:23:23 +01:00
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Physics2DServer.free_rid(b.body)
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2014-11-06 01:20:42 +01:00
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2014-11-12 15:23:23 +01:00
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Physics2DServer.free_rid(shape)
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2014-11-06 01:20:42 +01:00
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# Initalization here
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bullets.clear()
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pass
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