Files
godot-demo-projects/2d/bullet_shower/player.gd
2025-10-11 05:03:59 -07:00

38 lines
1.3 KiB
GDScript

extends Node2D
# This demo is an example of controlling a high number of 2D objects with logic
# and collision without using nodes in the scene. This technique is a lot more
# efficient than using instancing and nodes, but requires more programming and
# is less visual. Bullets are managed together in the `bullets.gd` script.
## The number of bullets currently touched by the player.
var touching: int = 0
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
func _ready() -> void:
# The player follows the mouse cursor automatically, so there's no point
# in displaying the mouse cursor.
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
func _input(input_event: InputEvent) -> void:
# Getting the movement of the mouse so the sprite can follow its position.
if input_event is InputEventMouseMotion:
position = input_event.position - Vector2(0, 16)
func _on_body_shape_entered(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
# Player got touched by a bullet so sprite changes to sad face.
touching += 1
if touching >= 1:
sprite.frame = 1
func _on_body_shape_exited(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
touching -= 1
# When non of the bullets are touching the player,
# sprite changes to happy face.
if touching == 0:
sprite.frame = 0