Switched the space shooter demo from none fixed process to fixed process
(cherry picked from commit a9d246ea6c
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331a0aed71
commit
3efe43fb8b
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@ -10,7 +10,7 @@ var speed_y = 0.0
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var destroyed = false
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var destroyed = false
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func _process(delta):
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func _fixed_process(delta):
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translate(Vector2(SPEED, speed_y)*delta)
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translate(Vector2(SPEED, speed_y)*delta)
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@ -23,7 +23,7 @@ func destroy():
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return
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return
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destroyed = true
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destroyed = true
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get_node("anim").play("explode")
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get_node("anim").play("explode")
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set_process(false)
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set_fixed_process(false)
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get_node("sfx").play("sound_explode")
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get_node("sfx").play("sound_explode")
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# Accumulate points
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# Accumulate points
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get_node("/root/game_state").points += 1
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get_node("/root/game_state").points += 1
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@ -34,7 +34,7 @@ func is_enemy():
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func _on_visibility_enter_screen():
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func _on_visibility_enter_screen():
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set_process(true)
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set_fixed_process(true)
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# Make it spin!
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# Make it spin!
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get_node("anim").play("spin")
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get_node("anim").play("spin")
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@ -7,7 +7,7 @@ const SPEED = -200
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var destroyed=false
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var destroyed=false
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func _process(delta):
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func _fixed_process(delta):
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get_parent().translate(Vector2(SPEED*delta, 0))
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get_parent().translate(Vector2(SPEED*delta, 0))
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@ -20,14 +20,14 @@ func destroy():
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return
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return
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destroyed = true
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destroyed = true
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get_node("anim").play("explode")
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get_node("anim").play("explode")
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set_process(false)
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set_fixed_process(false)
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get_node("sfx").play("sound_explode")
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get_node("sfx").play("sound_explode")
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# Accumulate points
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# Accumulate points
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get_node("/root/game_state").points += 5
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get_node("/root/game_state").points += 5
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func _on_visibility_enter_screen():
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func _on_visibility_enter_screen():
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set_process(true)
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set_fixed_process(true)
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get_node("anim").play("zigzag")
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get_node("anim").play("zigzag")
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get_node("anim").seek(randf()*2.0) # Make it start from any pos
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get_node("anim").seek(randf()*2.0) # Make it start from any pos
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@ -9,7 +9,7 @@ var shoot_timeout = 0
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var destroyed=false
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var destroyed=false
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func _process(delta):
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func _fixed_process(delta):
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translate(Vector2(SPEED*delta, 0))
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translate(Vector2(SPEED*delta, 0))
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shoot_timeout -= delta
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shoot_timeout -= delta
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@ -33,18 +33,14 @@ func destroy():
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return
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return
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destroyed = true
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destroyed = true
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get_node("anim").play("explode")
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get_node("anim").play("explode")
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set_process(false)
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set_fixed_process(false)
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get_node("sfx").play("sound_explode")
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get_node("sfx").play("sound_explode")
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# Accumulate points
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# Accumulate points
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get_node("/root/game_state").points += 10
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get_node("/root/game_state").points += 10
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func _ready():
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set_fixed_process(true)
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func _on_visibility_enter_screen():
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func _on_visibility_enter_screen():
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set_process(true)
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set_fixed_process(true)
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func _on_visibility_exit_screen():
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func _on_visibility_exit_screen():
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@ -7,13 +7,13 @@ var offset = 0
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func stop():
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func stop():
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set_process(false)
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set_fixed_process(false)
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func _process(delta):
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func _fixed_process(delta):
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offset += delta*SPEED
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offset += delta*SPEED
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set_pos(Vector2(offset, 0))
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set_pos(Vector2(offset, 0))
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func _ready():
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func _ready():
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set_process(true)
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set_fixed_process(true)
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@ -9,7 +9,7 @@ var prev_shooting = false
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var killed = false
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var killed = false
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func _process(delta):
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func _fixed_process(delta):
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var motion = Vector2()
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var motion = Vector2()
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if Input.is_action_pressed("move_up"):
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if Input.is_action_pressed("move_up"):
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motion += Vector2(0, -1)
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motion += Vector2(0, -1)
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@ -53,7 +53,7 @@ func _process(delta):
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func _ready():
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func _ready():
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screen_size = get_viewport().get_rect().size
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screen_size = get_viewport().get_rect().size
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set_process(true)
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set_fixed_process(true)
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func _hit_something():
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func _hit_something():
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