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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_rid(b.body)
Physics2DServer.free_rid(shape)
# Initalization here
bullets.clear()
pass
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