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-rw-r--r--demos/2d/shower_of_bullets/bullets.gd59
1 files changed, 27 insertions, 32 deletions
diff --git a/demos/2d/shower_of_bullets/bullets.gd b/demos/2d/shower_of_bullets/bullets.gd
index 79f4faaae6..e0eba2682a 100644
--- a/demos/2d/shower_of_bullets/bullets.gd
+++ b/demos/2d/shower_of_bullets/bullets.gd
@@ -4,73 +4,68 @@ 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 bullets = []
var shape
+
+# Inner classes
class Bullet:
var pos = Vector2()
var speed = 1.0
var body = RID()
-
-func _draw():
+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)
-
-
+ 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
+ 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)
+ 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
+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.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)
+ 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
+ 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)
+ mat.o = b.pos
+ Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
bullets.append(b)
-
-
- set_process(true)
-
+ set_process(true)
+
+
func _exit_tree():
for b in bullets:
Physics2DServer.free_rid(b.body)
Physics2DServer.free_rid(shape)
- # Initalization here
bullets.clear()
-
- pass
-
-