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-rw-r--r--demos/2d/shower_of_bullets/bullets.gd71
1 files changed, 0 insertions, 71 deletions
diff --git a/demos/2d/shower_of_bullets/bullets.gd b/demos/2d/shower_of_bullets/bullets.gd
deleted file mode 100644
index e0eba2682a..0000000000
--- a/demos/2d/shower_of_bullets/bullets.gd
+++ /dev/null
@@ -1,71 +0,0 @@
-
-extends Node2D
-
-# This demo is an example of controling a high number of 2D objects with logic and collision without using scene nodes.
-# This technique is a lot more efficient than using instancing and nodes, but requires more programming and is less visual
-
-# Member variables
-const BULLET_COUNT = 500
-const SPEED_MIN = 20
-const SPEED_MAX = 50
-
-var bullets = []
-var shape
-
-
-# Inner classes
-class Bullet:
- var pos = Vector2()
- var speed = 1.0
- var body = RID()
-
-
-func _draw():
- var t = preload("res://bullet.png")
- var tofs = -t.get_size()*0.5
- for b in bullets:
- draw_texture(t, b.pos + tofs)
-
-
-func _process(delta):
- var width = get_viewport_rect().size.x*2.0
- var mat = Matrix32()
- for b in bullets:
- b.pos.x -= b.speed*delta
- if (b.pos.x < -30):
- b.pos.x += width
- mat.o = b.pos
-
- Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
-
- update()
-
-
-func _ready():
- shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE)
- Physics2DServer.shape_set_data(shape, 8) # Radius
-
- for i in range(BULLET_COUNT):
- var b = Bullet.new()
- b.speed = rand_range(SPEED_MIN, SPEED_MAX)
- b.body = Physics2DServer.body_create(Physics2DServer.BODY_MODE_KINEMATIC)
- Physics2DServer.body_set_space(b.body, get_world_2d().get_space())
- Physics2DServer.body_add_shape(b.body, shape)
-
- b.pos = Vector2(get_viewport_rect().size * Vector2(randf()*2.0, randf())) # Twice as long
- b.pos.x += get_viewport_rect().size.x # Start outside
- var mat = Matrix32()
- mat.o = b.pos
- Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
-
- bullets.append(b)
-
- set_process(true)
-
-
-func _exit_tree():
- for b in bullets:
- Physics2DServer.free_rid(b.body)
-
- Physics2DServer.free_rid(shape)
- bullets.clear()