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diff --git a/demos/2d/shower_of_bullets/bullets.gd b/demos/2d/shower_of_bullets/bullets.gd
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+
+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
+
+