extends Node2D # This demo is an example of controling a high number of 2D objects with logic and collision without using scene nodes. # This technique is a lot more efficient than using instancing and nodes, but requires more programming and is less visual const BULLET_COUNT = 500 const SPEED_MIN = 20 const SPEED_MAX = 50 var bullets=[] var shape class Bullet: var pos = Vector2() var speed = 1.0 var body = RID() func _draw(): var t = preload("res://bullet.png") var tofs = -t.get_size()*0.5 for b in bullets: draw_texture(t,b.pos+tofs) func _process(delta): var width = get_viewport_rect().size.x*2.0 var mat = Matrix32() for b in bullets: b.pos.x-=b.speed*delta if (b.pos.x < -30): b.pos.x+=width mat.o=b.pos Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat) update() func _ready(): shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE) Physics2DServer.shape_set_data(shape,8) #radius for i in range(BULLET_COUNT): var b = Bullet.new() b.speed=rand_range(SPEED_MIN,SPEED_MAX) b.body = Physics2DServer.body_create(Physics2DServer.BODY_MODE_KINEMATIC) Physics2DServer.body_set_space(b.body,get_world_2d().get_space()) Physics2DServer.body_add_shape(b.body,shape) b.pos = Vector2( get_viewport_rect().size * Vector2(randf()*2.0,randf()) ) #twice as long b.pos.x += get_viewport_rect().size.x # start outside var mat = Matrix32() mat.o=b.pos Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat) bullets.append(b) set_process(true) func _exit_tree(): for b in bullets: Physics2DServer.free_rid(b.body) Physics2DServer.free_rid(shape) # Initalization here bullets.clear() pass