Files
godot-demo-projects/3d/physics_tests/utils/system.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

59 lines
1.6 KiB
GDScript

extends Node
enum PhysicsEngine {
GODOT_PHYSICS,
OTHER,
}
var _engine := PhysicsEngine.OTHER
func _enter_tree() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
# Always enable visible collision shapes on startup
# (same as the Debug > Visible Collision Shapes option).
get_tree().debug_collisions_hint = true
var engine_string: String = ProjectSettings.get_setting("physics/3d/physics_engine")
match engine_string:
"DEFAULT":
_engine = PhysicsEngine.GODOT_PHYSICS
"GodotPhysics3D":
_engine = PhysicsEngine.GODOT_PHYSICS
_:
_engine = PhysicsEngine.OTHER
func _process(_delta: float) -> void:
if Input.is_action_just_pressed(&"toggle_full_screen"):
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if Input.is_action_just_pressed(&"toggle_debug_collision"):
var debug_collision_enabled := not _is_debug_collision_enabled()
_set_debug_collision_enabled(debug_collision_enabled)
if debug_collision_enabled:
Log.print_log("Debug Collision ON")
else:
Log.print_log("Debug Collision OFF")
if Input.is_action_just_pressed(&"toggle_pause"):
get_tree().paused = not get_tree().paused
if Input.is_action_just_pressed(&"exit"):
get_tree().quit()
func get_physics_engine() -> PhysicsEngine:
return _engine
func _set_debug_collision_enabled(enabled: bool) -> void:
get_tree().debug_collisions_hint = enabled
func _is_debug_collision_enabled() -> bool:
return get_tree().debug_collisions_hint