Files
godot-demo-projects/2d/physics_tests/test.gd
A Thousand Ships 82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00

142 lines
2.7 KiB
GDScript

class_name Test
extends Node2D
signal wait_done()
@export var _enable_debug_collision = true
var _timer
var _timer_started = false
var _wait_physics_ticks_counter = 0
class Circle2D:
extends Node2D
var center
var radius
var color
func _draw():
draw_circle(center, radius, color)
var _drawn_nodes = []
func _enter_tree():
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta):
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, pos_end, color):
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, radius, color):
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, shape_transform, color):
var collision = CollisionShape2D.new()
collision.shape = shape
collision.transform = shape_transform
collision.modulate = color
_drawn_nodes.push_back(collision)
add_child(collision)
func clear_drawn_nodes():
for node in _drawn_nodes:
node.queue_free()
_drawn_nodes.clear()
func create_rigidbody(shape, pickable = false, shape_transform = Transform2D.IDENTITY):
var collision = CollisionShape2D.new()
collision.shape = shape
collision.transform = shape_transform
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, pickable = false, use_icon = false, shape_transform = Transform2D.IDENTITY):
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):
var nodes = find_children(node_name)
if nodes.size() > 0:
return nodes[0]
return null
func start_timer(timeout):
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():
if _timer_started:
_timer.paused = true
_timer.timeout.emit()
_timer.paused = false
func is_timer_canceled():
return _timer and _timer.paused
func wait_for_physics_ticks(tick_count):
_wait_physics_ticks_counter = tick_count
return self
func _on_timer_done():
_timer_started = false