Switched the space shooter demo from none fixed process to fixed process

This commit is contained in:
jmintb 2016-05-30 22:34:59 +02:00 committed by Rémi Verschelde
parent 344a39dafd
commit a9d246ea6c
5 changed files with 14 additions and 18 deletions

View file

@ -10,7 +10,7 @@ var speed_y = 0.0
var destroyed = false var destroyed = false
func _process(delta): func _fixed_process(delta):
translate(Vector2(SPEED, speed_y)*delta) translate(Vector2(SPEED, speed_y)*delta)
@ -23,7 +23,7 @@ func destroy():
return return
destroyed = true destroyed = true
get_node("anim").play("explode") get_node("anim").play("explode")
set_process(false) set_fixed_process(false)
get_node("sfx").play("sound_explode") get_node("sfx").play("sound_explode")
# Accumulate points # Accumulate points
get_node("/root/game_state").points += 1 get_node("/root/game_state").points += 1
@ -34,7 +34,7 @@ func is_enemy():
func _on_visibility_enter_screen(): func _on_visibility_enter_screen():
set_process(true) set_fixed_process(true)
# Make it spin! # Make it spin!
get_node("anim").play("spin") get_node("anim").play("spin")

View file

@ -7,7 +7,7 @@ const SPEED = -200
var destroyed=false var destroyed=false
func _process(delta): func _fixed_process(delta):
get_parent().translate(Vector2(SPEED*delta, 0)) get_parent().translate(Vector2(SPEED*delta, 0))
@ -20,14 +20,14 @@ func destroy():
return return
destroyed = true destroyed = true
get_node("anim").play("explode") get_node("anim").play("explode")
set_process(false) set_fixed_process(false)
get_node("sfx").play("sound_explode") get_node("sfx").play("sound_explode")
# Accumulate points # Accumulate points
get_node("/root/game_state").points += 5 get_node("/root/game_state").points += 5
func _on_visibility_enter_screen(): func _on_visibility_enter_screen():
set_process(true) set_fixed_process(true)
get_node("anim").play("zigzag") get_node("anim").play("zigzag")
get_node("anim").seek(randf()*2.0) # Make it start from any pos get_node("anim").seek(randf()*2.0) # Make it start from any pos

View file

@ -9,7 +9,7 @@ var shoot_timeout = 0
var destroyed=false var destroyed=false
func _process(delta): func _fixed_process(delta):
translate(Vector2(SPEED*delta, 0)) translate(Vector2(SPEED*delta, 0))
shoot_timeout -= delta shoot_timeout -= delta
@ -33,18 +33,14 @@ func destroy():
return return
destroyed = true destroyed = true
get_node("anim").play("explode") get_node("anim").play("explode")
set_process(false) set_fixed_process(false)
get_node("sfx").play("sound_explode") get_node("sfx").play("sound_explode")
# Accumulate points # Accumulate points
get_node("/root/game_state").points += 10 get_node("/root/game_state").points += 10
func _ready():
set_fixed_process(true)
func _on_visibility_enter_screen(): func _on_visibility_enter_screen():
set_process(true) set_fixed_process(true)
func _on_visibility_exit_screen(): func _on_visibility_exit_screen():

View file

@ -7,13 +7,13 @@ var offset = 0
func stop(): func stop():
set_process(false) set_fixed_process(false)
func _process(delta): func _fixed_process(delta):
offset += delta*SPEED offset += delta*SPEED
set_pos(Vector2(offset, 0)) set_pos(Vector2(offset, 0))
func _ready(): func _ready():
set_process(true) set_fixed_process(true)

View file

@ -9,7 +9,7 @@ var prev_shooting = false
var killed = false var killed = false
func _process(delta): func _fixed_process(delta):
var motion = Vector2() var motion = Vector2()
if Input.is_action_pressed("move_up"): if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1) motion += Vector2(0, -1)
@ -53,7 +53,7 @@ func _process(delta):
func _ready(): func _ready():
screen_size = get_viewport().get_rect().size screen_size = get_viewport().get_rect().size
set_process(true) set_fixed_process(true)
func _hit_something(): func _hit_something():