mirror of
https://github.com/godotengine/godot-demo-projects.git
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Merge pull request #588 from Calinou/readd-bullet-shower-demo
Port the Bullet Shower demo from Godot 2.1
This commit is contained in:
18
2d/bullet_shower/README.md
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18
2d/bullet_shower/README.md
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# Bullet Shower
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This demonstrates how to manage large amounts of objects efficiently using
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low-level Servers.
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See
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[Optimization using Servers](https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.html)
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in the documentation for more information.
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Language: GDScript
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Renderer: GLES 2
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## Screenshots
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BIN
2d/bullet_shower/bullet.png
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BIN
2d/bullet_shower/bullet.png
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After Width: | Height: | Size: 312 B |
34
2d/bullet_shower/bullet.png.import
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34
2d/bullet_shower/bullet.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://bullet.png"
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dest_files=[ "res://.import/bullet.png-ff1424653e10246c11e3724e402c519e.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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86
2d/bullet_shower/bullets.gd
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86
2d/bullet_shower/bullets.gd
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extends Node2D
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# This demo is an example of controling a high number of 2D objects with logic
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# and collision without using nodes in the scene. This technique is a lot more
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# efficient than using instancing and nodes, but requires more programming and
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# is less visual. Bullets are managed together in the `bullets.gd` script.
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const BULLET_COUNT = 500
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const SPEED_MIN = 20
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const SPEED_MAX = 80
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const bullet_image = preload("res://bullet.png")
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var bullets = []
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var shape
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class Bullet:
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var position = Vector2()
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var speed = 1.0
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# The body is stored as a RID, which is an "opaque" way to access resources.
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# With large amounts of objects (thousands or more), it can be significantly
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# faster to use RIDs compared to a high-level approach.
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var body = RID()
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func _ready():
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randomize()
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shape = Physics2DServer.circle_shape_create()
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# Set the collision shape's radius for each bullet in pixels.
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Physics2DServer.shape_set_data(shape, 8)
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for _i in BULLET_COUNT:
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var bullet = Bullet.new()
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# Give each bullet its own speed.
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bullet.speed = rand_range(SPEED_MIN, SPEED_MAX)
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bullet.body = Physics2DServer.body_create()
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Physics2DServer.body_set_space(bullet.body, get_world_2d().get_space())
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Physics2DServer.body_add_shape(bullet.body, shape)
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# Place bullets randomly on the viewport and move bullets outside the
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# play area so that they fade in nicely.
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bullet.position = Vector2(
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rand_range(0, get_viewport_rect().size.x) + get_viewport_rect().size.x,
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rand_range(0, get_viewport_rect().size.y)
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)
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var transform2d = Transform2D()
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transform2d.origin = bullet.position
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Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
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bullets.push_back(bullet)
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func _process(delta):
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var transform2d = Transform2D()
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for bullet in bullets:
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bullet.position.x -= bullet.speed * delta
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if bullet.position.x < -16:
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# The bullet has left the screen; move it back to the right.
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bullet.position.x = get_viewport_rect().size.x + 16
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transform2d.origin = bullet.position
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Physics2DServer.body_set_state(bullet.body, Physics2DServer.BODY_STATE_TRANSFORM, transform2d)
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# Order the CanvasItem to update since bullets are moving every frame.
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update()
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# Instead of drawing each bullet individually in a script attached to each bullet,
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# we are drawing *all* the bullets at once here.
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func _draw():
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var offset = -bullet_image.get_size() * 0.5
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for bullet in bullets:
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draw_texture(bullet_image, bullet.position + offset)
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# Perform cleanup operations (required to exit without error messages in the console).
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func _exit_tree():
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for bullet in bullets:
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Physics2DServer.free_rid(bullet.body)
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Physics2DServer.free_rid(shape)
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bullets.clear()
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BIN
2d/bullet_shower/face_happy.png
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BIN
2d/bullet_shower/face_happy.png
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2d/bullet_shower/face_happy.png.import
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34
2d/bullet_shower/face_happy.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://face_happy.png"
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dest_files=[ "res://.import/face_happy.png-38d387d31ec13459f749c93ce3d75d80.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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BIN
2d/bullet_shower/face_sad.png
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BIN
2d/bullet_shower/face_sad.png
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After Width: | Height: | Size: 846 B |
34
2d/bullet_shower/face_sad.png.import
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34
2d/bullet_shower/face_sad.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://face_sad.png"
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dest_files=[ "res://.import/face_sad.png-0ac7165eab24f595aba17a746a66c550.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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BIN
2d/bullet_shower/icon.png
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BIN
2d/bullet_shower/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 1.9 KiB |
34
2d/bullet_shower/icon.png.import
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34
2d/bullet_shower/icon.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.png"
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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33
2d/bullet_shower/player.gd
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2d/bullet_shower/player.gd
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extends Node2D
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# This demo is an example of controling a high number of 2D objects with logic
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# and collision without using nodes in the scene. This technique is a lot more
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# efficient than using instancing and nodes, but requires more programming and
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# is less visual. Bullets are managed together in the `bullets.gd` script.
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# The number of bullets currently touched by the player.
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var touching = 0
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onready var sprite = $AnimatedSprite
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func _ready():
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# The player follows the mouse cursor automatically, so there's no point
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# in displaying the mouse cursor.
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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func _input(event):
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if event is InputEventMouseMotion:
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position = event.position - Vector2(0, 16)
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func _on_body_shape_entered(_body_id, _body, _body_shape, _local_shape):
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touching += 1
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if touching >= 1:
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sprite.frame = 1
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func _on_body_shape_exited(_body_id, _body, _body_shape, _local_shape):
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touching -= 1
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if touching == 0:
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sprite.frame = 0
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41
2d/bullet_shower/project.godot
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41
2d/bullet_shower/project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ ]
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_global_script_class_icons={
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}
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[application]
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config/name="Bullet Shower"
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config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
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run/main_scene="res://shower.tscn"
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config/icon="res://icon.png"
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[display]
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window/dpi/allow_hidpi=true
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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[physics]
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2d/cell_size=64
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common/enable_pause_aware_picking=true
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[rendering]
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quality/driver/driver_name="GLES2"
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quality/intended_usage/framebuffer_allocation=0
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quality/intended_usage/framebuffer_allocation.mobile=0
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vram_compression/import_etc=true
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vram_compression/import_etc2=false
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environment/default_clear_color=Color( 0.133333, 0.133333, 0.2, 1 )
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0
2d/bullet_shower/screenshots/.gdignore
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0
2d/bullet_shower/screenshots/.gdignore
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BIN
2d/bullet_shower/screenshots/collision.png
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BIN
2d/bullet_shower/screenshots/collision.png
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After Width: | Height: | Size: 152 KiB |
BIN
2d/bullet_shower/screenshots/no_collision.png
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BIN
2d/bullet_shower/screenshots/no_collision.png
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After Width: | Height: | Size: 150 KiB |
33
2d/bullet_shower/shower.tscn
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33
2d/bullet_shower/shower.tscn
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://bullets.gd" type="Script" id=2]
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[ext_resource path="res://face_happy.png" type="Texture" id=3]
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[ext_resource path="res://face_sad.png" type="Texture" id=4]
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[ext_resource path="res://player.gd" type="Script" id=5]
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[sub_resource type="SpriteFrames" id=1]
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animations = [ {
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"frames": [ ExtResource( 3 ), ExtResource( 4 ) ],
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"loop": true,
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"name": "default",
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"speed": 5.0
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} ]
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[sub_resource type="CircleShape2D" id=2]
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radius = 27.0
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[node name="Shower" type="Node2D"]
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[node name="Bullets" type="Node2D" parent="."]
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script = ExtResource( 2 )
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[node name="Player" type="Area2D" parent="."]
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script = ExtResource( 5 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="Player"]
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frames = SubResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
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shape = SubResource( 2 )
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[connection signal="body_shape_entered" from="Player" to="Player" method="_on_body_shape_entered"]
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[connection signal="body_shape_exited" from="Player" to="Player" method="_on_body_shape_exited"]
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