Files
godot-demo-projects/2d/physics_tests/test.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

141 lines
3.0 KiB
GDScript

class_name Test
extends Node2D
signal wait_done()
@export var _enable_debug_collision := true
var _timer: Timer
var _timer_started := false
var _wait_physics_ticks_counter := 0
class Circle2D:
extends Node2D
var center := Vector2()
var radius := 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.modulate = color
_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
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