diff options
Diffstat (limited to 'demos/2d/shower_of_bullets/bullets.gd')
-rw-r--r-- | demos/2d/shower_of_bullets/bullets.gd | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/demos/2d/shower_of_bullets/bullets.gd b/demos/2d/shower_of_bullets/bullets.gd new file mode 100644 index 0000000000..f76fcc38ba --- /dev/null +++ b/demos/2d/shower_of_bullets/bullets.gd @@ -0,0 +1,76 @@ + +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 + +const BULLET_COUNT = 500 +const SPEED_MIN = 20 +const SPEED_MAX = 50 + +var bullets=[] +var shape + +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(b.body) + + Physics2DServer.free(shape) + # Initalization here + bullets.clear() + + pass + + |