bullet physics layer
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1 changed files with 10 additions and 7 deletions
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@ -8,8 +8,8 @@ extends Area2D
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signal recycled()
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signal recycled()
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## The number of bullets to allocate at startup.
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# ## The number of bullets to allocate at startup.
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const INITIAL_ALLOCATED_BULLETS: int = 2000
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#const INITIAL_ALLOCATED_BULLETS: int = 2000
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## Texture to draw for the bullet.
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## Texture to draw for the bullet.
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@ -39,10 +39,10 @@ const INITIAL_ALLOCATED_BULLETS: int = 2000
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## The amount of time in seconds that the bullet has existed.
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## The amount of time in seconds that the bullet has existed.
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var time_elapsed: float = 0.0
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var time_elapsed: float = 0.0
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## If the bullet has been grazed before
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## Whether the bullet has already been grazed by the player.
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var grazed: bool = false
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var grazed: bool = false
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static var _cached_bullets: Array[Bullet] = []
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#static var _cached_bullets: Array[Bullet] = []
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static var _hitbox_shapes: Dictionary[Vector2i, RectangleShape2D] = {}
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static var _hitbox_shapes: Dictionary[Vector2i, RectangleShape2D] = {}
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@ -66,6 +66,7 @@ static func create(
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bullet.hitbox_size = hitbox_size
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bullet.hitbox_size = hitbox_size
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bullet.direction = direction
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bullet.direction = direction
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bullet.face_direction = face_direction
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bullet.face_direction = face_direction
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bullet.time_elapsed = 0.0
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bullet.time_elapsed = 0.0
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bullet.grazed = false
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bullet.grazed = false
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@ -82,13 +83,15 @@ func recycle() -> void:
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recycled.emit()
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recycled.emit()
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static func _static_init() -> void:
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#static func _static_init() -> void:
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for _i in INITIAL_ALLOCATED_BULLETS:
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#for _i in INITIAL_ALLOCATED_BULLETS:
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_cached_bullets.append(Bullet.new())
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#_cached_bullets.append(Bullet.new())
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func _init() -> void:
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func _init() -> void:
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monitoring = false
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monitoring = false
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collision_layer = 1 << 3
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collision_mask = 0
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add_to_group(&"bullets")
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add_to_group(&"bullets")
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_hitbox.debug_color.a = 0.0
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_hitbox.debug_color.a = 0.0
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add_child(_hitbox)
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add_child(_hitbox)
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