extends Test const OPTION_JOINT_TYPE = "Joint Type/%s Joint (%d)" const OPTION_TEST_CASE_BODIES_COLLIDE = "Test case/Attached bodies collide" const OPTION_TEST_CASE_WORLD_ATTACHMENT = "Test case/No parent body" const OPTION_TEST_CASE_DYNAMIC_ATTACHMENT = "Test case/Parent body is dynamic (no gravity)" const OPTION_TEST_CASE_DESTROY_BODY = "Test case/Destroy attached body" const OPTION_TEST_CASE_CHANGE_POSITIONS = "Test case/Set body positions after added to scene" const BOX_SIZE = Vector2(64, 64) var _update_joint = false var _selected_joint = null var _joint_type = PinJoint2D var _bodies_collide = false var _world_attachement = false var _dynamic_attachement = false var _destroy_body = false var _change_positions = false var _joint_types = {} func _ready(): var options = $Options var joints = $Joints for joint_index in range(joints.get_child_count()): var joint_node = joints.get_child(joint_index) joint_node.visible = false var joint_name = String(joint_node.name) var joint_short = joint_name.substr(0, joint_name.length() - 7) var option_name = OPTION_JOINT_TYPE % [joint_short, joint_index + 1] options.add_menu_item(option_name) _joint_types[option_name] = joint_node options.add_menu_item(OPTION_TEST_CASE_BODIES_COLLIDE, true, false) options.add_menu_item(OPTION_TEST_CASE_WORLD_ATTACHMENT, true, false) options.add_menu_item(OPTION_TEST_CASE_DYNAMIC_ATTACHMENT, true, false) options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false) options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false) options.connect(&"option_selected", Callable(self, "_on_option_selected")) options.connect(&"option_changed", Callable(self, "_on_option_changed")) _selected_joint = _joint_types.values()[0] _update_joint = true func _process(_delta): if _update_joint: _update_joint = false await _create_joint() $LabelJointType.text = "Joint Type: " + String(_selected_joint.name) func _input(event): var key_event = event as InputEventKey if key_event and not key_event.pressed: var joint_index = key_event.keycode - KEY_1 if joint_index >= 0 and joint_index < _joint_types.size(): _selected_joint = _joint_types.values()[joint_index] _update_joint = true func _on_option_selected(option): if _joint_types.has(option): _selected_joint = _joint_types[option] _update_joint = true func _on_option_changed(option, checked): match option: OPTION_TEST_CASE_BODIES_COLLIDE: _bodies_collide = checked _update_joint = true OPTION_TEST_CASE_WORLD_ATTACHMENT: _world_attachement = checked _update_joint = true OPTION_TEST_CASE_DYNAMIC_ATTACHMENT: _dynamic_attachement = checked _update_joint = true OPTION_TEST_CASE_DESTROY_BODY: _destroy_body = checked _update_joint = true OPTION_TEST_CASE_CHANGE_POSITIONS: _change_positions = checked _update_joint = true func _create_joint(): cancel_timer() var root = $Objects while root.get_child_count(): var last_child_index = root.get_child_count() - 1 var last_child = root.get_child(last_child_index) root.remove_child(last_child) last_child.queue_free() var child_body = create_rigidbody_box(BOX_SIZE, true, true) if _change_positions: root.add_child(child_body) child_body.position = Vector2(0.0, 40) else: child_body.position = Vector2(0.0, 40) root.add_child(child_body) var parent_body = null if not _world_attachement: parent_body = create_rigidbody_box(BOX_SIZE, true, true) if _dynamic_attachement: parent_body.gravity_scale = 0.0 child_body.gravity_scale = 0.0 else: parent_body.freeze = true if _change_positions: root.add_child(parent_body) parent_body.position = Vector2(0.0, -40) else: parent_body.position = Vector2(0.0, -40) root.add_child(parent_body) var joint = _selected_joint.duplicate() joint.visible = true joint.disable_collision = not _bodies_collide root.add_child(joint) if parent_body: joint.set_node_a(joint.get_path_to(parent_body)) joint.set_node_b(joint.get_path_to(child_body)) if _destroy_body: await start_timer(0.5).timeout if is_timer_canceled(): return child_body.queue_free()