Godot Version
4.2.1
Question
Hi everyone, how to optimize this code? I tried to optimize it by merging it into one node, but the game just crashes on startup.
extends CharacterBody2D
@onready var sprite_2d = $Sprite2D
const SPEED = 500.0
const JUMP_VELOCITY = -900.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
#Animations
if(velocity.x > 1 || velocity.x <-1):
sprite_2d.animation = "running"
else:
sprite_2d.animation = "default"
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
sprite_2d.animation = "jumping"
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, 35)
move_and_slide()
var isLeft = velocity.x < 0
sprite_2d.flip_h = isLeft
func _on_death_arena_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_2_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_4_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_5_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_6_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_3_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_7_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_8_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_9_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_10_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_11_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_12_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_13_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_14_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_22_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_16_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_18_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_19_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_15_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_17_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_20_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_death_spike_21_body_entered(body):
print("Player Death")
get_tree().reload_current_scene()
func _on_test_tree_entered():
get_tree().reload_current_scene()
My attempt to optimize:
func _on_test_tree_entered():
get_tree().reload_current_scene()