extends Node2D const Droplet := preload("res://Droplet.tscn") var rain_density := 0.0 # drops/s func _ready() -> void: _change_rain() func _physics_process(dt: float) -> void: for _i in range(max(0, int(roundf(rain_density * dt + .5 - randf())))): _spawn_droplet() func _change_rain() -> void: var n1 := randfn(0.0, 1.0) var n2 := randfn(0.0, 1.0) var target_density := clampf(10.0 * n1 * n1, 2.0, 150.0) - 2.0 create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS) \ .tween_property(self, "rain_density", target_density, .5 + 5.0 * randf()) \ .set_ease(Tween.EASE_IN_OUT) \ .set_trans(Tween.TRANS_QUAD) \ .set_delay(10.0 + minf(4.0 * n2 * n2, 30.0)) \ .finished.connect(_change_rain) func _spawn_droplet() -> void: var d := Droplet.instantiate() d.scale = Vector2(0.75 + 0.5 * randf(), 0.75 + 0.5 * randf()) d.position = Vector2(100.0 + 1350.0 * randf(), -(50.0 + 400.0 * randf())) d.linear_velocity = Vector2(-300.0 * (0.75 + 0.5 * randf()), 1250.0 * (0.75 + 0.5 * randf())) d.z_index = 1 if randf() < .5: d.collision_mask = 0 if randf() < .5: d.z_index = 0 add_child(d) func _on_area_2d_body_entered(body: Node2D) -> void: body.apply_central_impulse(Vector2(0.5, -0.5) * 5000)