New beginner game tutorial.
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files/dodge_assets.zip
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@@ -10,7 +10,7 @@ Step by step
|
||||
instancing_continued
|
||||
scripting
|
||||
scripting_continued
|
||||
simple_2d_game
|
||||
your_first_game
|
||||
gui_tutorial
|
||||
splash_screen
|
||||
animations
|
||||
|
||||
764
learning/step_by_step/your_first_game.rst
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|
||||
.. _doc_your_first_game:
|
||||
|
||||
Your First Game
|
||||
===============
|
||||
|
||||
Overview
|
||||
--------
|
||||
|
||||
This tutorial will guide you through making your first Godot Engine
|
||||
project. You will learn how the Godot Engine editor works, how to structure
|
||||
a project, and how to build a 2D game.
|
||||
|
||||
.. note:: This project is an introduction to the Godot Engine. It
|
||||
assumes that you have some programming experience already. If
|
||||
you're new to programming entirely, you should start here:
|
||||
:ref:`doc_scripting`.
|
||||
|
||||
The game is called *"Dodge the Creeps"*. Your character must move and
|
||||
avoid the enemies for as long as possible. Here is a preview of the
|
||||
final result:
|
||||
|
||||
.. image:: /img/dodge_preview.gif
|
||||
|
||||
**Why 2D?**
|
||||
3D games are much more complex than 2D ones. You should stick to 2D
|
||||
until you have a good understanding of the game development process.
|
||||
|
||||
Project Setup
|
||||
-------------
|
||||
|
||||
Launch Godot and create a new project. Then, download
|
||||
:download:`dodge_assets.zip </files/dodge_assets.zip>` - the images and sounds you'll be
|
||||
using to make the game. Unzip these files in your new project folder.
|
||||
|
||||
.. note:: For this tutorial, we will assume you are already familiar with the
|
||||
Godot Engine editor. If you haven't read :ref:`doc_scenes_and_nodes`, do so now.
|
||||
|
||||
This game will use "portrait" mode, so we need to adjust the size of the
|
||||
game window. Click on Project -> Project Settings -> Display -> Window and
|
||||
set ``Width`` to ``480`` and ``Height`` to ``720``.
|
||||
|
||||
Organizing the Project
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
In this project, we will make 3 independent scenes: ``Player``,
|
||||
``Mob``, and ``HUD``, which we will combine into the game's ``Main``
|
||||
scene. In a larger project, it might be useful to make folders to hold
|
||||
the various scenes and their scripts, but for this relatively small
|
||||
game, you can save your scenes and scripts in the root folder, which is
|
||||
referred to as ``res://``. You can see your project folders in the Filesystem
|
||||
Dock in the upper left corner:
|
||||
|
||||
.. image:: /img/filesystem_dock.gif
|
||||
|
||||
Player Scene
|
||||
------------
|
||||
|
||||
The first scene we make defines the "Player" object. One of the benefits
|
||||
of creating a separate Player scene is that we can test it separately, even
|
||||
before we've created the other parts of the game.
|
||||
|
||||
Node Structure
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
To begin, click the "Add/Create a New Node" button and add an :ref:`Area2D <class_Area2D>`
|
||||
node to the scene.
|
||||
|
||||
.. image:: /img/add_node.png
|
||||
|
||||
With ``Area2D`` we can detect other objects that overlap or run into the player.
|
||||
Change its name to ``Player``. This is the scene's "root" or top-level node.
|
||||
We can add additional nodes to the player to add functionality.
|
||||
|
||||
Save the scene (click Scene -> Save, or press ``Meta-s``).
|
||||
|
||||
.. note:: In this project, we will be following the Godot Engine naming
|
||||
conventions. Classes (Nodes) use ``CapWords``, variables and
|
||||
functions use ``snake_case``, and constants use ``ALL_CAPS``.
|
||||
|
||||
Sprite Animation
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Click on the ``Player`` node and add an :ref:`AnimatedSprite <class_AnimatedSprite>` node as a
|
||||
child. The ``AnimatedSprite`` will handle the appearance and animations
|
||||
for our player. Notice that there is a warning symbol next to the node.
|
||||
An ``AnimatedSprite`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a
|
||||
list of the animation(s) it can display. To create one, find the
|
||||
``Frames`` property in the Inspector and click "<null>" ->
|
||||
"New SpriteFrames". Next, in the same location, click
|
||||
``<SpriteFrames>`` to open the "SpriteFrames" panel:
|
||||
|
||||
.. image:: /img/spriteframes_panel.png
|
||||
|
||||
|
||||
On the left is a list of animations. Click the "default" one and rename
|
||||
it to "right". Then click the "Add" button to create a second animation
|
||||
named "up". Drag the two images for each animation into "Animation
|
||||
Frames" side of the panel:
|
||||
|
||||
.. image:: /img/spriteframes_panel2.png
|
||||
|
||||
|
||||
Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child
|
||||
of the ``Player``. This will determine the player's "hitbox", or the
|
||||
bounds of its collision area. For this character, a ``CapsuleShape2D``
|
||||
gives the best fit, so next to "Shape" in the Inspector, click
|
||||
"<null>"" -> "New CapsuleShape2D". Resize the shape to cover the sprite:
|
||||
|
||||
.. image:: /img/player_coll_shape.png
|
||||
|
||||
.. warning:: Remember not to scale the shape's outline! Only use the
|
||||
size handles (red) to adjust the shape!
|
||||
|
||||
When you're finished, your ``Player`` scene should look like this:
|
||||
|
||||
.. image:: /img/player_scene_nodes.png
|
||||
|
||||
Moving the Player
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
Now we need to add some functionality that we can't get from a built-in
|
||||
node, so we'll add a script. Click the ``Player`` node and click the
|
||||
"Add Script" button:
|
||||
|
||||
.. image:: /img/add_script_button.png
|
||||
|
||||
In the script settings window, you can leave the default settings, just
|
||||
click "Create":
|
||||
|
||||
.. image:: /img/attach_node_window.png
|
||||
|
||||
.. note:: If this is your first time encountering GDScript please read
|
||||
:ref:`doc_scripting` first.
|
||||
|
||||
Start by declaring the member variables this object will need:
|
||||
|
||||
::
|
||||
|
||||
extends Area2D
|
||||
|
||||
var SPEED = 400 # how fast the player will move (pixels/sec)
|
||||
var velocity = Vector2() # the player's movement vector
|
||||
var screensize # size of the game window
|
||||
|
||||
The ``_ready()`` function is called when a node enters the scene tree, so
|
||||
that's a good time to find the size of the game window:
|
||||
|
||||
::
|
||||
|
||||
func _ready():
|
||||
screensize = get_viewport_rect().size
|
||||
|
||||
Now we can use the ``_process()`` function to define what the player
|
||||
will do every frame:
|
||||
|
||||
- check for input
|
||||
- move in the given direction
|
||||
- play the appropriate animation.
|
||||
|
||||
First, we need to check the inputs - is the player pressing a key? For
|
||||
this game, we have 4 direction inputs to check. Input actions are defined
|
||||
in the Project Settings under "Input Map". You can define custom events and
|
||||
assign different keys, mouse events, or other inputs to them. For this demo,
|
||||
we will use the default events that are assigned to the arrow keys on the
|
||||
keyboard.
|
||||
|
||||
You can detect whether a key is pressed using
|
||||
``Input.is_action_pressed()``, which returns ``true`` if it is pressed
|
||||
or ``false`` if it isn't.
|
||||
|
||||
::
|
||||
|
||||
func _process(delta):
|
||||
velocity = Vector2()
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
velocity.x += 1
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
velocity.x -= 1
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
velocity.y += 1
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
velocity.y -= 1
|
||||
if velocity.length() > 0:
|
||||
velocity = velocity.normalized() * SPEED
|
||||
$AnimatedSprite.play()
|
||||
else:
|
||||
$AnimatedSprite.stop()
|
||||
|
||||
We check each input and add/subtract from the ``velocity`` to obtain a
|
||||
total direction. For example, if you hold ``right`` and ``down`` at
|
||||
the same time, the resulting ``velocity`` vector will be ``(1, 1)``. In
|
||||
this case, since we're adding a horizontal and a vertical movement, the
|
||||
player would move *faster* than if it just moved horizontally.
|
||||
|
||||
We can prevent that if we *normalize* the velocity, which means we set
|
||||
its *length* to ``1``, and multiply by the desired speed. This means no
|
||||
more fast diagonal movement.
|
||||
|
||||
We also check whether the player is moving so we can start or stop the
|
||||
AnimatedSprite animation.
|
||||
|
||||
Now that we have a movement direction, we can update the player's position
|
||||
and use ``clamp()`` to prevent it from leaving the screen:
|
||||
|
||||
::
|
||||
|
||||
position += velocity * delta
|
||||
position.x = clamp(position.x, 0, screensize.x)
|
||||
position.y = clamp(position.y, 0, screensize.y)
|
||||
|
||||
|
||||
.. tip:: *Clamping* a value means restricting it to a given minimum/maximum range.
|
||||
|
||||
Click "Play the Edited Scene. (F6)" and confirm you can move the player
|
||||
around the screen in all directions.
|
||||
|
||||
Choosing Animations
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Now that the player can move, we need to change which animation the
|
||||
AnimatedSprite is playing based on direction. We have a "right"
|
||||
animation, which should be flipped horizontally (using the ``flip_h``
|
||||
property) for left movement, and an "up" animation, which should be
|
||||
flipped vertically (``flip_v``) for downward movement.
|
||||
|
||||
::
|
||||
|
||||
if velocity.x != 0:
|
||||
$AnimatedSprite.animation = "right"
|
||||
$AnimatedSprite.flip_v = false
|
||||
$AnimatedSprite.flip_h = velocity.x < 0
|
||||
elif velocity.y != 0:
|
||||
$AnimatedSprite.animation = "up"
|
||||
$AnimatedSprite.flip_v = velocity.y > 0
|
||||
|
||||
Play the scene again and check that the animations are correct in each
|
||||
of the directions.
|
||||
|
||||
Preparing for Collisions
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
We want the player to detect when it is hit by an enemy, but we haven't
|
||||
made any enemies yet! That's OK because we're going to use Godot's
|
||||
*signal* functionality to make it work.
|
||||
|
||||
Add the following at the top of the script (after ``extends Area2d``):
|
||||
|
||||
::
|
||||
|
||||
signal hit
|
||||
|
||||
This defines a custom signal called "hit" that we will have our player
|
||||
emit (send out) when it collides with an enemy. We will use the Area2D to
|
||||
detect the collision. Select the ``Player`` node and click the "Node" tab
|
||||
next to the Inspector to see the list of signals the player can emit:
|
||||
|
||||
.. image:: /img/player_signals.png
|
||||
|
||||
Notice our custom "hit" signal is there as well! Since our enemies are
|
||||
going to be ``RigidBody2D`` nodes, we want the
|
||||
``body_entered( Object body )`` signal - that will be emitted when a
|
||||
body contacts the player. Click "Connect.." and then "Connect" again on
|
||||
the "Connecting Signal" window - we don't need to change any of those
|
||||
settings. Godot will automatically create a function called
|
||||
``_on_Player_body_entered`` in your player's script.
|
||||
|
||||
.. tip:: When connecting a signal, instead of having Godot create a
|
||||
function for you, you can also give the name of an existing
|
||||
function that you want to link the signal to.
|
||||
|
||||
Add this code to the function:
|
||||
|
||||
::
|
||||
|
||||
func _on_Player_body_entered( area ):
|
||||
hide()
|
||||
emit_signal("hit")
|
||||
monitoring = false
|
||||
|
||||
.. warning:: Disabling the ``monitoring`` property of an ``Area2D`` means
|
||||
it won't detect collisions. By turning it off, we make
|
||||
sure we don't trigger the ``hit`` signal more than once. However,
|
||||
changing the property in the midst of an ``area_entered`` signal
|
||||
will result in an error, because the engine hasn't finished
|
||||
processing the current frame yet.
|
||||
|
||||
Instead, you can *defer* the change, which will tell the game engine to
|
||||
wait until it's safe to set monitoring to ``false``. Change the line to
|
||||
this:
|
||||
|
||||
::
|
||||
|
||||
call_deferred("set_monitoring", false)
|
||||
|
||||
The last piece for our player is to add a function we can call to reset
|
||||
the player when starting a new game.
|
||||
|
||||
::
|
||||
|
||||
func start(pos):
|
||||
position = pos
|
||||
show()
|
||||
monitoring = true
|
||||
|
||||
Enemy Scene
|
||||
-----------
|
||||
|
||||
Now it's time to make the enemies our player will have to dodge. Their
|
||||
behavior will not be very complex: mobs will spawn randomly at the edges
|
||||
of the screen and move in a straight line (in a random direction), then
|
||||
despawn when they go offscreen.
|
||||
|
||||
We will build this into a ``Mob`` scene, which we can then *instance* to
|
||||
create any number of independent mobs in the game.
|
||||
|
||||
Node Setup
|
||||
~~~~~~~~~~
|
||||
|
||||
The Mob scene will use the following nodes:
|
||||
|
||||
- :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
|
||||
|
||||
- :ref:`AnimatedSprite <class_AnimatedSprite>`
|
||||
- :ref:`CollisionShape2D <class_CollisionShape2D>`
|
||||
- :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named ``Visibility``)
|
||||
|
||||
In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0`` (so
|
||||
that the mob will not fall downward). In addition, under
|
||||
``PhysicsBody2D``, click the ``Mask`` property and uncheck the first
|
||||
box. This will ensure that the mobs do not collide with each other.
|
||||
|
||||
.. image:: /img/set_collision_mask.png
|
||||
|
||||
Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player. This time, we
|
||||
have 3 animations: "fly", "swim", and "walk". Don't forget to adjust the
|
||||
"Speed (FPS)" setting as shown below. We'll select one of these randomly
|
||||
so that the mobs will have some variety.
|
||||
|
||||
.. image:: /img/mob_animations.gif
|
||||
|
||||
As in the ``Player`` scene, add a ``CapsuleShape2D`` for the
|
||||
collision and then save the scene.
|
||||
|
||||
Enemy Script
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Add a script to the ``Enemy`` and add the following member variables:
|
||||
|
||||
::
|
||||
|
||||
extends RigidBody2D
|
||||
|
||||
var MIN_SPEED = 150 # minimum speed range
|
||||
var MAX_SPEED = 250 # maximum speed range
|
||||
var mob_types = ["walk", "swim", "fly"]
|
||||
|
||||
We'll pick a random value between ``MIN_SPEED`` and ``MAX_SPEED`` for
|
||||
how fast each mob will move (it would be boring if they were all moving
|
||||
at the same speed). We also have an array containing the names of the three
|
||||
animations, which we'll use to select a random one.
|
||||
|
||||
Now let's look at the rest of the script. In ``_ready()`` we choose a
|
||||
random one of the three animation types:
|
||||
|
||||
::
|
||||
|
||||
func _ready():
|
||||
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
|
||||
|
||||
.. note:: You must use ``randomize()`` if you want
|
||||
your sequence of "random" numbers to be different every time you run
|
||||
the scene. We're going to use ``randomize()`` in our ``Main`` scene,
|
||||
so we won't need it here. ``randi() % n`` is the standard way to get
|
||||
a random integer between ``0`` and ``n-1``.
|
||||
|
||||
The last piece is to make the mobs delete themselves when they leave the
|
||||
screen. Connect the ``screen_exited()`` signal of the ``Visibility``
|
||||
node and add this code:
|
||||
|
||||
::
|
||||
|
||||
func _on_Visible_screen_exited():
|
||||
queue_free()
|
||||
|
||||
That completes the `Mob` scene.
|
||||
|
||||
Main Scene
|
||||
----------
|
||||
|
||||
Now it's time to bring it all together. Create a new scene and add a
|
||||
:ref:`Node <class_Node>` named ``Main``. Click the "Instance" button and select your
|
||||
saved ``Player.tscn``.
|
||||
|
||||
.. image:: /img/instance_scene.png
|
||||
|
||||
.. note:: See :ref:`doc_instancing` to learn more about instancing.
|
||||
|
||||
Now add the following nodes as children of ``Main``, and name them as
|
||||
shown (values are in seconds):
|
||||
|
||||
- :ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn
|
||||
- :ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second
|
||||
- :ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting
|
||||
- :ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position
|
||||
|
||||
Set the ``Wait Time`` property of each of the ``Timer`` nodes as
|
||||
follows:
|
||||
|
||||
- ``MobTimer``: ``0.5``
|
||||
- ``ScoreTimer``: ``1``
|
||||
- ``StartTimer``: ``2``
|
||||
|
||||
In addition, set the ``One Shot`` property of ``StartTimer`` to "On" and
|
||||
set ``Position`` of the ``StartPos`` node to ``(240, 450)``. Now add a
|
||||
script to ``Main``.
|
||||
|
||||
Spawning Mobs
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
The Main node will be spawning new mobs, and we want them to appear at a
|
||||
random location on the edge of the screen. Add a :ref:`Path2D <class_Path2D>` named
|
||||
``MobPath`` as a child of ``Main``. When you select the ``Path2D`` node
|
||||
you will see some new buttons appear at the top of the editor:
|
||||
|
||||
.. image:: /img/path2d_buttons.png
|
||||
|
||||
Select the middle one ("Add Point") and draw the path by clicking to add
|
||||
the points shown.
|
||||
|
||||
.. image:: /img/draw_path2d.png
|
||||
|
||||
.. important:: Draw the path in *clockwise* order, or your mobs will spawn
|
||||
pointing *outwards* instead of *inwards*!
|
||||
|
||||
Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>`
|
||||
node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will
|
||||
automatically rotate and follow the path you've drawn, so we can use it
|
||||
to select a random position and direction along the path.
|
||||
|
||||
Main Script
|
||||
~~~~~~~~~~~
|
||||
|
||||
Add a script to ``Main``. At the top of the script we use
|
||||
``export (PackedScene)`` to allow us to choose the Mob scene we want to
|
||||
instance.
|
||||
|
||||
::
|
||||
|
||||
extends Node
|
||||
|
||||
export (PackedScene) var Mob
|
||||
var score
|
||||
|
||||
func _ready():
|
||||
randomize()
|
||||
|
||||
Using ``export`` lets you set the value of a variable in the Inspector
|
||||
like so:
|
||||
|
||||
.. image:: /img/load_mob_scene.png
|
||||
|
||||
Click on "<null>"" and choose "Load", then select ``Mob.tscn``.
|
||||
|
||||
Next, click on the Player and connect the ``hit`` signal to the
|
||||
``game_over`` function, which will handle what needs to happen when a
|
||||
game ends. We will also have a ``new_game`` function to set everything
|
||||
up for a new game:
|
||||
|
||||
::
|
||||
|
||||
func new_game():
|
||||
score = 0
|
||||
$Player.start($StartPos.position)
|
||||
$StartTimer.start()
|
||||
|
||||
func game_over():
|
||||
$ScoreTimer.stop()
|
||||
$MobTimer.stop()
|
||||
|
||||
Now connect the ``timeout()`` signal of each of the Timer nodes.
|
||||
``StartTimer`` will start the other two timers. ``ScoreTimer`` will
|
||||
increment the score by 1.
|
||||
|
||||
::
|
||||
|
||||
func _on_StartTimer_timeout():
|
||||
$MobTimer.start()
|
||||
$ScoreTimer.start()
|
||||
|
||||
func _on_ScoreTimer_timeout():
|
||||
score += 1
|
||||
|
||||
In ``_on_MobTimer_timeout()`` we will create a mob instance, pick a
|
||||
random starting location along the ``Path2D``, and set the mob in
|
||||
motion. The ``PathFollow2D`` node will automatically rotate as it
|
||||
follows the path, so we will use that to select the mob's direction as
|
||||
well as its position.
|
||||
|
||||
Note that a new instance must be added to the scene using
|
||||
``add_child()``.
|
||||
|
||||
::
|
||||
|
||||
func _on_MobTimer_timeout():
|
||||
# choose a random location on the Path2D
|
||||
$"MobPath/MobSpawnLocation".set_offset(randi())
|
||||
# create a Mob instance and add it to the scene
|
||||
var mob = Mob.instance()
|
||||
add_child(mob)
|
||||
# choose a direction and position
|
||||
var direction = $"MobPath/MobSpawnLocation".rotation
|
||||
mob.position = $"MobPath/MobSpawnLocation".position
|
||||
# add some randomness to the direction
|
||||
direction += rand_range(-PI/4, PI/4)
|
||||
# textures are oriented pointing up, so add 90 degrees
|
||||
mob.rotation = direction + PI/2
|
||||
# choose the velocity
|
||||
mob.set_linear_velocity(Vector2(rand_range(mob.MIN_SPEED, mob.MAX_SPEED), 0).rotated(direction))
|
||||
|
||||
.. important:: In functions requiring angles, GDScript uses *radians*,
|
||||
not degrees. If you're more comfortable working with
|
||||
degrees, you'll need to use the ``deg2rad()`` and
|
||||
``rad2deg()`` functions to convert between the two measures.
|
||||
|
||||
HUD
|
||||
---
|
||||
|
||||
The final piece our game needs is a UI: an interface to display things
|
||||
like score, a "game over" message, and a restart button. Create a new
|
||||
scene, and add a ``CanvasLayer`` node named ``HUD`` ("HUD" stands for
|
||||
"heads-up display", meaning an informational display that appears as an
|
||||
overlay, on top of the game view).
|
||||
|
||||
The HUD displays the following information:
|
||||
|
||||
- Score, changed by ``ScoreTimer``
|
||||
- A message, such as "Game Over" or "Get Ready!"
|
||||
- A "Start" button to begin the game
|
||||
|
||||
Create the following children of the ``HUD`` node:
|
||||
|
||||
- :ref:`Label <class_Label>` (named ``ScoreLabel``)
|
||||
- :ref:`Label <class_Label>` (named ``MessageLabel``)
|
||||
- :ref:`Button <class_Button>` (named ``StartButton``)
|
||||
- :ref:`Timer <class_Timer>` (named ``MessageTimer``)
|
||||
|
||||
.. note:: **Anchors and Margins** ``Control`` nodes have a position and size,
|
||||
but they also have anchors and margins. Anchors define the
|
||||
origin, or the reference point for the edges of the node. Margins
|
||||
update automatically when you move or resize a control node. They
|
||||
represent the distance from the control node's edges to its anchor.
|
||||
See :ref:`doc_gui_tutorial` for more details.
|
||||
|
||||
Arrange the nodes as shown below. Click the "Anchor" button to
|
||||
set a Control node's anchor:
|
||||
|
||||
.. image:: /img/ui_anchor.png
|
||||
|
||||
You can drag the nodes to place them manually, or for more precise
|
||||
placement, use the following settings:
|
||||
|
||||
ScoreLabel
|
||||
~~~~~~~~~~
|
||||
|
||||
- ``Anchor``: "Center Top"
|
||||
- ``Margin``:
|
||||
|
||||
- Left: ``240``
|
||||
- Top: ``0``
|
||||
- Right: ``-240``
|
||||
- Bottom: ``100``
|
||||
|
||||
- Text: ``0``
|
||||
|
||||
MessageLabel
|
||||
~~~~~~~~~~~~
|
||||
|
||||
- ``Anchor``: "Center"
|
||||
- ``Margin``:
|
||||
|
||||
- Left: ``240``
|
||||
- Top: ``260``
|
||||
- Right: ``-240``
|
||||
- Bottom: ``-60``
|
||||
|
||||
- Text: ``Dodge the Creeps!``
|
||||
|
||||
StartButton
|
||||
~~~~~~~~~~~
|
||||
|
||||
- ``Anchor``: "Center"
|
||||
- ``Margin``:
|
||||
|
||||
- Left: ``60``
|
||||
- Top: ``-70``
|
||||
- Right: ``-60``
|
||||
- Bottom: ``-150``
|
||||
|
||||
- Text: ``Start``
|
||||
|
||||
The default font for ``Control`` nodes is very small and doesn't scale
|
||||
well. There is a font file included in the game assets called
|
||||
"Xolonium-Regular.ttf". To use this font, do the following for each of
|
||||
the three ``Control`` nodes:
|
||||
|
||||
1. Under "Custom Fonts", choose "New DynamicFont"
|
||||
|
||||
.. image:: /img/custom_font1.png
|
||||
|
||||
2. Click on the "DynamicFont" you just added, and under "Font Data",
|
||||
choose "Load" and select the "Xolonium-Regular.ttf" file. You must
|
||||
also set the font's ``Size``. A setting of ``64`` works well.
|
||||
|
||||
.. image:: /img/custom_font2.png
|
||||
|
||||
Now add this script to the ``HUD``:
|
||||
|
||||
::
|
||||
|
||||
extends CanvasLayer
|
||||
|
||||
signal start_game
|
||||
|
||||
The ``start_game`` signal tells the ``Main`` node that the button
|
||||
has been pressed.
|
||||
|
||||
::
|
||||
|
||||
func show_message(text):
|
||||
$MessageLabel.text = text
|
||||
$MessageLabel.show()
|
||||
$MessageTimer.start()
|
||||
|
||||
This function is called when we want to display a message
|
||||
temporarily, such as "Get Ready". On the ``MessageTimer``, set the
|
||||
``Wait Time`` to ``2`` and check ``One Shot``.
|
||||
|
||||
::
|
||||
|
||||
func show_game_over():
|
||||
show_message("Game Over")
|
||||
yield($MessageTimer, "timeout")
|
||||
$StartButton.show()
|
||||
$MessageLabel.text = "Dodge the\nCreeps!"
|
||||
$MessageLabel.show()
|
||||
|
||||
This function is called when the player loses. It will show "Game
|
||||
Over" for 2 seconds, and then return to the game title and show the
|
||||
"Start" button.
|
||||
|
||||
::
|
||||
|
||||
func update_score(score):
|
||||
$ScoreLabel.text = str(score)
|
||||
|
||||
This function is called in ``Main`` whenever the score changes.
|
||||
|
||||
Connect the ``timout()`` signal of ``MessageTimer`` and the
|
||||
``pressed()`` signal of ``StartButton``.
|
||||
|
||||
::
|
||||
|
||||
func _on_StartButton_pressed():
|
||||
$StartButton.hide()
|
||||
emit_signal("start_game")
|
||||
|
||||
func _on_MessageTimer_timeout():
|
||||
$MessageLabel.hide()
|
||||
|
||||
Connecting HUD to Main
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Now we need to connect the ``HUD`` functionality to our ``Main`` script.
|
||||
This requires a few additions to the ``Main`` scene:
|
||||
|
||||
In the Node tab, connect the HUD's ``start_game`` signal to the
|
||||
``new_game()`` function.
|
||||
|
||||
In ``new_game()``, update the score display and show the "Get Ready"
|
||||
message:
|
||||
|
||||
::
|
||||
|
||||
$HUD.update_score(score)
|
||||
$HUD.show_message("Get Ready")
|
||||
|
||||
In ``game_over()`` we need to call the corresponding ``HUD`` function:
|
||||
|
||||
::
|
||||
|
||||
$HUD.show_game_over()
|
||||
|
||||
Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in
|
||||
sync with the changing score:
|
||||
|
||||
::
|
||||
|
||||
$HUD.update_score(score)
|
||||
|
||||
Finishing Up
|
||||
------------
|
||||
|
||||
We've now completed all the functionality for our game. Below are some
|
||||
remaining steps to add a bit more "juice" and improve the game
|
||||
experience. Feel free to expand the gameplay with your own ideas.
|
||||
|
||||
Background
|
||||
~~~~~~~~~~
|
||||
|
||||
The default gray background is not very appealing, so let's change its
|
||||
color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the
|
||||
first node under ``Main`` so that it will be drawn behind the other
|
||||
nodes. ``ColorRect`` only has one property: ``Color``. Choose a color
|
||||
you like and drag the size of the ``ColorRect`` so that it covers the
|
||||
screen.
|
||||
|
||||
You can also add a background image, if you have one, by using a
|
||||
``Sprite`` node.
|
||||
|
||||
Sound Effects
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Sound and music can be the single most effective way to add appeal to
|
||||
the game experience. In your game assets folder, you have two sound
|
||||
files: "House In a Forest Loop.ogg", for background music, and
|
||||
"gameover.wav" for when the player loses.
|
||||
|
||||
Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of
|
||||
them ``Music`` and the other ``DeathSound``. On each one, click on the
|
||||
``Stream`` property, select "Load" and choose the corresponding audio
|
||||
file.
|
||||
|
||||
To play the music, add ``$Music.play()`` in the ``new_game()`` function
|
||||
and ``$Music.stop()`` in the ``game_over()`` function.
|
||||
|
||||
Finally, add ``$DeathSound.play()`` in the ``game_over()`` function as
|
||||
well.
|
||||
|
||||
Particles
|
||||
~~~~~~~~~
|
||||
|
||||
For one last bit of visual appeal, let's add a trail effect to the
|
||||
player's movement. Choose your ``Player`` scene and add a
|
||||
:ref:`Particles2D <class_Particles2D>` node named ``Trail``.
|
||||
|
||||
There are a very large number of properties to choose from when
|
||||
configuring particles. Feel free to experiment and create different
|
||||
effects. For the effect in the example, use the following settings:
|
||||
|
||||
.. image:: /img/particle_trail_settings.png
|
||||
|
||||
You also need to create a ``Material`` by clicking on ``<null>`` and
|
||||
then "New ParticlesMaterial". The settings for that are below:
|
||||
|
||||
.. image:: /img/particle_trail_settings2.png
|
||||
|
||||
.. seealso:: See :ref:`Particles2D <class_Particles2D>` for more details on using
|
||||
particle effects.
|
||||
|
||||
Project Files
|
||||
-------------
|
||||
|
||||
You can find a completed version of this project here:
|
||||
https://github.com/kidscancode/Godot3_dodge/releases
|
||||