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- extends Node2D
- # This demo is an example of controling a high number of 2D objects with logic
- # and collision without using nodes in the scene. This technique is a lot more
- # efficient than using instancing and nodes, but requires more programming and
- # is less visual. Bullets are managed together in the `bullets.gd` script.
- ## The number of bullets currently touched by the player.
- var touching := 0
- @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
- func _ready() -> void:
- # The player follows the mouse cursor automatically, so there's no point
- # in displaying the mouse cursor.
- Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
- func _input(event: InputEvent) -> void:
- # Getting the movement of the mouse so the sprite can follow its position.
- if event is InputEventMouseMotion:
- position = event.position - Vector2(0, 16)
- func _on_body_shape_entered(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
- # Player got touched by a bullet so sprite changes to sad face.
- touching += 1
- if touching >= 1:
- sprite.frame = 1
- func _on_body_shape_exited(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:
- touching -= 1
- # When non of the bullets are touching the player,
- # sprite changes to happy face.
- if touching == 0:
- sprite.frame = 0
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