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

144 lines
3.2 KiB
GDScript

class_name Test
extends Node2D
signal wait_done()
@export var _enable_debug_collision: bool = true
var _timer: Timer
var _timer_started: bool = false
var _wait_physics_ticks_counter: int = 0
class Circle2D:
extends Node2D
var center := Vector2()
var radius: float = 0.0
var color := Color()
func _draw() -> void:
draw_circle(center, radius, color)
var _drawn_nodes := []
func _enter_tree() -> void:
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta: float) -> void:
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1
if _wait_physics_ticks_counter == 0:
wait_done.emit()
func add_line(pos_start: Vector2, pos_end: Vector2, color: Color) -> void:
var line := Line2D.new()
line.points = [pos_start, pos_end]
line.width = 1.5
line.default_color = color
_drawn_nodes.push_back(line)
add_child(line)
func add_circle(pos: Vector2, radius: float, color: Color) -> void:
var circle := Circle2D.new()
circle.center = pos
circle.radius = radius
circle.color = color
_drawn_nodes.push_back(circle)
add_child(circle)
func add_shape(shape: Shape2D, shape_transform: Transform2D, color: Color) -> void:
var collision := CollisionShape2D.new()
collision.shape = shape
collision.transform = shape_transform
collision.debug_color = color * Color(1, 1, 1, 0.1)
_drawn_nodes.push_back(collision)
add_child(collision)
func clear_drawn_nodes() -> void:
for node: Node in _drawn_nodes:
node.queue_free()
_drawn_nodes.clear()
func create_rigidbody(shape: Shape2D, pickable: bool = false, shape_transform: Transform2D = Transform2D.IDENTITY) -> RigidBody2D:
var collision := CollisionShape2D.new()
collision.shape = shape
collision.transform = shape_transform
collision.debug_color = Color.YELLOW * Color(1, 1, 1, 0.1)
var body := RigidBody2D.new()
body.add_child(collision)
if pickable:
var script := load("res://utils/rigidbody_pick.gd")
body.set_script(script)
return body
func create_rigidbody_box(size: Vector2, pickable: bool = false, use_icon: bool = false, shape_transform: Transform2D = Transform2D.IDENTITY) -> RigidBody2D:
var shape := RectangleShape2D.new()
shape.size = size
var body := create_rigidbody(shape, pickable, shape_transform)
if use_icon:
var texture := load("res://icon.webp")
var icon := Sprite2D.new()
icon.texture = texture
icon.scale = size / texture.get_size()
body.add_child(icon)
return body
func find_node(node_name: String) -> Node:
var nodes := find_children(node_name)
if nodes.size() > 0:
return nodes[0]
return null
func start_timer(timeout: float) -> Timer:
if _timer == null:
_timer = Timer.new()
_timer.one_shot = true
add_child(_timer)
_timer.timeout.connect(_on_timer_done)
else:
cancel_timer()
_timer.start(timeout)
_timer_started = true
return _timer
func cancel_timer() -> void:
if _timer_started:
_timer.paused = true
_timer.timeout.emit()
_timer.paused = false
func is_timer_canceled() -> bool:
return _timer and _timer.paused
func wait_for_physics_ticks(tick_count: int) -> Test:
_wait_physics_ticks_counter = tick_count
return self
func _on_timer_done() -> void:
_timer_started = false