Remove outdated C++ tutorial in "Your first 2D game"

This commit is contained in:
CHM
2023-11-14 23:00:33 +08:00
parent 70c6bca054
commit e2f9034f8d
5 changed files with 0 additions and 467 deletions

View File

@@ -45,43 +45,6 @@ Start by declaring the member variables this object will need:
public Vector2 ScreenSize; // Size of the game window.
}
.. code-tab:: cpp
// A `player.gdns` file has already been created for you. Attach it to the Player node.
// Create two files `player.cpp` and `player.hpp` next to `entry.cpp` in `src`.
// This code goes in `player.hpp`. We also define the methods we'll be using here.
#ifndef PLAYER_H
#define PLAYER_H
#include <AnimatedSprite2D.hpp>
#include <Area2D.hpp>
#include <CollisionShape2D.hpp>
#include <Godot.hpp>
#include <Input.hpp>
class Player : public godot::Area2D {
GODOT_CLASS(Player, godot::Area2D)
godot::AnimatedSprite2D *_animated_sprite;
godot::CollisionShape2D *_collision_shape;
godot::Input *_input;
godot::Vector2 _screen_size; // Size of the game window.
public:
real_t speed = 400; // How fast the player will move (pixels/sec).
void _init() {}
void _ready();
void _process(const double p_delta);
void start(const godot::Vector2 p_position);
void _on_body_entered(godot::Node2D *_body);
static void _register_methods();
};
#endif // PLAYER_H
Using the ``export`` keyword on the first variable ``speed`` allows us to set
its value in the Inspector. This can be handy for values that you want to be
able to adjust just like a node's built-in properties. Click on the ``Player``
@@ -121,18 +84,6 @@ a good time to find the size of the game window:
ScreenSize = GetViewportRect().Size;
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
#include "player.hpp"
void Player::_ready() {
_animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
_collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
_input = godot::Input::get_singleton();
_screen_size = get_viewport_rect().size;
}
Now we can use the ``_process()`` function to define what the player will do.
``_process()`` is called every frame, so we'll use it to update elements of our
game, which we expect will change often. For the player, we need to do the
@@ -245,23 +196,6 @@ which returns ``true`` if it's pressed or ``false`` if it isn't.
}
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::_process(const double p_delta) {
godot::Vector2 velocity(0, 0);
velocity.x = _input->get_action_strength("move_right") - _input->get_action_strength("move_left");
velocity.y = _input->get_action_strength("move_down") - _input->get_action_strength("move_up");
if (velocity.length() > 0) {
velocity = velocity.normalized() * speed;
_animated_sprite->play();
} else {
_animated_sprite->stop();
}
}
We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player
should not be moving. Then we check each input and add/subtract from the
``velocity`` to obtain a total direction. For example, if you hold ``right`` and
@@ -308,14 +242,6 @@ the ``_process`` function (make sure it's not indented under the `else`):
y: Mathf.Clamp(Position.Y, 0, ScreenSize.Y)
);
.. code-tab:: cpp
godot::Vector2 position = get_position();
position += velocity * (real_t)p_delta;
position.x = godot::Math::clamp(position.x, (real_t)0.0, _screen_size.x);
position.y = godot::Math::clamp(position.y, (real_t)0.0, _screen_size.y);
set_position(position);
.. tip:: The `delta` parameter in the `_process()` function refers to the *frame
length* - the amount of time that the previous frame took to complete.
Using this value ensures that your movement will remain consistent even
@@ -370,18 +296,6 @@ movement. Let's place this code at the end of the ``_process()`` function:
animatedSprite2D.FlipV = velocity.Y > 0;
}
.. code-tab:: cpp
if (velocity.x != 0) {
_animated_sprite->set_animation("walk");
_animated_sprite->set_flip_v(false);
// See the note below about boolean assignment.
_animated_sprite->set_flip_h(velocity.x < 0);
} else if (velocity.y != 0) {
_animated_sprite->set_animation("up");
_animated_sprite->set_flip_v(velocity.y > 0);
}
.. Note:: The boolean assignments in the code above are a common shorthand for
programmers. Since we're doing a comparison test (boolean) and also
*assigning* a boolean value, we can do both at the same time. Consider
@@ -426,10 +340,6 @@ When you're sure the movement is working correctly, add this line to
Hide();
.. code-tab:: cpp
hide();
Preparing for collisions
~~~~~~~~~~~~~~~~~~~~~~~~
@@ -452,21 +362,6 @@ Add the following at the top of the script. If you're using GDScript, add it aft
[Signal]
public delegate void HitEventHandler();
.. code-tab:: cpp
// This code goes in `player.cpp`.
// We need to register the signal here, and while we're here, we can also
// register the other methods and register the speed property.
void Player::_register_methods() {
godot::register_method("_ready", &Player::_ready);
godot::register_method("_process", &Player::_process);
godot::register_method("start", &Player::start);
godot::register_method("_on_body_entered", &Player::_on_body_entered);
godot::register_property("speed", &Player::speed, (real_t)400.0);
// This below line is the signal.
godot::register_signal<Player>("hit", godot::Dictionary());
}
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 ``Area2D`` to detect the
collision. Select the ``Player`` node and click the "Node" tab next to the
@@ -505,16 +400,6 @@ this code to the function:
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::_on_body_entered(godot::Node2D *_body) {
hide(); // Player disappears after being hit.
emit_signal("hit");
// Must be deferred as we can't change physics properties on a physics callback.
_collision_shape->set_deferred("disabled", true);
}
Each time an enemy hits the player, the signal is going to be emitted. We need
to disable the player's collision so that we don't trigger the ``hit`` signal
more than once.
@@ -544,13 +429,4 @@ starting a new game.
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
.. code-tab:: cpp
// This code goes in `player.cpp`.
void Player::start(const godot::Vector2 p_position) {
set_position(p_position);
show();
_collision_shape->set_disabled(false);
}
With the player working, we'll work on the enemy in the next lesson.

View File

@@ -78,35 +78,6 @@ Add a script to the ``Mob`` like this:
// Don't forget to rebuild the project.
}
.. code-tab:: cpp
// Copy `player.gdns` to `mob.gdns` and replace `Player` with `Mob`.
// Attach the `mob.gdns` file to the Mob node.
// Create two files `mob.cpp` and `mob.hpp` next to `entry.cpp` in `src`.
// This code goes in `mob.hpp`. We also define the methods we'll be using here.
#ifndef MOB_H
#define MOB_H
#include <AnimatedSprite2D.hpp>
#include <Godot.hpp>
#include <RigidBody2D.hpp>
class Mob : public godot::RigidBody2D {
GODOT_CLASS(Mob, godot::RigidBody2D)
godot::AnimatedSprite2D *_animated_sprite;
public:
void _init() {}
void _ready();
void _on_visible_on_screen_notifier_2d_screen_exited();
static void _register_methods();
};
#endif // MOB_H
Now let's look at the rest of the script. In ``_ready()`` we play the animation
and randomly choose one of the three animation types:
@@ -126,22 +97,6 @@ and randomly choose one of the three animation types:
animatedSprite2D.Play(mobTypes[GD.Randi() % mobTypes.Length]);
}
.. code-tab:: cpp
// This code goes in `mob.cpp`.
#include "mob.hpp"
#include <RandomNumberGenerator.hpp>
#include <SpriteFrames.hpp>
void Mob::_ready() {
godot::Ref<godot::RandomNumberGenerator> random = godot::RandomNumberGenerator::_new();
_animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
_animated_sprite->set_playing(true);
godot::PoolStringArray mob_types = _animated_sprite->get_sprite_frames()->get_animation_names();
_animated_sprite->set_animation(mob_types[random->randi() % mob_types.size()]);
}
First, we get the list of animation names from the AnimatedSprite2D's ``sprite_frames``
property. This returns an Array containing all three animation names: ``["walk",
"swim", "fly"]``.
@@ -167,13 +122,6 @@ to the ``Mob`` and add this code:
QueueFree();
}
.. code-tab:: cpp
// This code goes in `mob.cpp`.
void Mob::_on_visible_on_screen_notifier_2d_screen_exited() {
queue_free();
}
This completes the `Mob` scene.
With the player and enemies ready, in the next part, we'll bring them together

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@@ -99,80 +99,6 @@ to instance.
private int _score;
}
.. code-tab:: cpp
// Copy `player.gdns` to `main.gdns` and replace `Player` with `Main`.
// Attach the `main.gdns` file to the Main node.
// Create two files `main.cpp` and `main.hpp` next to `entry.cpp` in `src`.
// This code goes in `main.hpp`. We also define the methods we'll be using here.
#ifndef MAIN_H
#define MAIN_H
#include <AudioStreamPlayer.hpp>
#include <CanvasLayer.hpp>
#include <Godot.hpp>
#include <Node.hpp>
#include <PackedScene.hpp>
#include <PathFollow2D.hpp>
#include <RandomNumberGenerator.hpp>
#include <Timer.hpp>
#include "hud.hpp"
#include "player.hpp"
class Main : public godot::Node {
GODOT_CLASS(Main, godot::Node)
int score;
HUD *_hud;
Player *_player;
godot::Node2D *_start_position;
godot::PathFollow2D *_mob_spawn_location;
godot::Timer *_mob_timer;
godot::Timer *_score_timer;
godot::Timer *_start_timer;
godot::AudioStreamPlayer *_music;
godot::AudioStreamPlayer *_death_sound;
godot::Ref<godot::RandomNumberGenerator> _random;
public:
godot::Ref<godot::PackedScene> mob_scene;
void _init() {}
void _ready();
void game_over();
void new_game();
void _on_MobTimer_timeout();
void _on_ScoreTimer_timeout();
void _on_StartTimer_timeout();
static void _register_methods();
};
#endif // MAIN_H
// This code goes in `main.cpp`.
#include "main.hpp"
#include <SceneTree.hpp>
#include "mob.hpp"
void Main::_ready() {
_hud = get_node<HUD>("HUD");
_player = get_node<Player>("Player");
_start_position = get_node<godot::Node2D>("StartPosition");
_mob_spawn_location = get_node<godot::PathFollow2D>("MobPath/MobSpawnLocation");
_mob_timer = get_node<godot::Timer>("MobTimer");
_score_timer = get_node<godot::Timer>("ScoreTimer");
_start_timer = get_node<godot::Timer>("StartTimer");
// Uncomment these after adding the nodes in the "Sound effects" section of "Finishing up".
//_music = get_node<godot::AudioStreamPlayer>("Music");
//_death_sound = get_node<godot::AudioStreamPlayer>("DeathSound");
_random = (godot::Ref<godot::RandomNumberGenerator>)godot::RandomNumberGenerator::_new();
}
Click the ``Main`` node and you will see the ``Mob Scene`` property in the Inspector
under "Script Variables".
@@ -227,20 +153,6 @@ everything up for a new game:
GetNode<Timer>("StartTimer").Start();
}
.. code-tab:: cpp
// This code goes in `main.cpp`.
void Main::game_over() {
_score_timer->stop();
_mob_timer->stop();
}
void Main::new_game() {
score = 0;
_player->start(_start_position->get_position());
_start_timer->start();
}
Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``,
``ScoreTimer``, and ``MobTimer``) to the main script. ``StartTimer`` will start
the other two timers. ``ScoreTimer`` will increment the score by 1.
@@ -268,29 +180,6 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
GetNode<Timer>("ScoreTimer").Start();
}
.. code-tab:: cpp
// This code goes in `main.cpp`.
void Main::_on_ScoreTimer_timeout() {
score += 1;
}
void Main::_on_StartTimer_timeout() {
_mob_timer->start();
_score_timer->start();
}
// Also add this to register all methods and the mob scene property.
void Main::_register_methods() {
godot::register_method("_ready", &Main::_ready);
godot::register_method("game_over", &Main::game_over);
godot::register_method("new_game", &Main::new_game);
godot::register_method("_on_MobTimer_timeout", &Main::_on_MobTimer_timeout);
godot::register_method("_on_ScoreTimer_timeout", &Main::_on_ScoreTimer_timeout);
godot::register_method("_on_StartTimer_timeout", &Main::_on_StartTimer_timeout);
godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref<godot::PackedScene>)nullptr);
}
In ``_on_mob_timer_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
@@ -362,34 +251,6 @@ Note that a new instance must be added to the scene using ``add_child()``.
AddChild(mob);
}
.. code-tab:: cpp
// This code goes in `main.cpp`.
void Main::_on_MobTimer_timeout() {
// Create a new instance of the Mob scene.
godot::Node *mob = mob_scene->instance();
// Choose a random location on Path2D.
_mob_spawn_location->set_progress_ratio((real_t)_random->randf());
// Set the mob's direction perpendicular to the path direction.
real_t direction = _mob_spawn_location->get_rotation() + (real_t)Math_PI / 2;
// Set the mob's position to a random location.
mob->set("position", _mob_spawn_location->get_position());
// Add some randomness to the direction.
direction += _random->randf_range((real_t)-Math_PI / 4, (real_t)Math_PI / 4);
mob->set("rotation", direction);
// Choose the velocity for the mob.
godot::Vector2 velocity = godot::Vector2(_random->randf_range(150.0, 250.0), 0.0);
mob->set("linear_velocity", velocity.rotated(direction));
// Spawn the mob by adding it to the Main scene.
add_child(mob);
}
.. important:: Why ``PI``? In functions requiring angles, Godot uses *radians*,
not degrees. Pi represents a half turn in radians, about
``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``).
@@ -416,13 +277,6 @@ call to ``_ready()``:
NewGame();
}
.. code-tab:: cpp
// This code goes in `main.cpp`.
void Main::_ready() {
new_game();
}
Let's also assign ``Main`` as our "Main Scene" - the one that runs automatically
when the game launches. Press the "Play" button and select ``main.tscn`` when
prompted.

View File

@@ -105,47 +105,6 @@ Now add this script to ``HUD``:
public delegate void StartGameEventHandler();
}
.. code-tab:: cpp
// Copy `player.gdns` to `hud.gdns` and replace `Player` with `HUD`.
// Attach the `hud.gdns` file to the HUD node.
// Create two files `hud.cpp` and `hud.hpp` next to `entry.cpp` in `src`.
// This code goes in `hud.hpp`. We also define the methods we'll be using here.
#ifndef HUD_H
#define HUD_H
#include <Button.hpp>
#include <CanvasLayer.hpp>
#include <Godot.hpp>
#include <Label.hpp>
#include <Timer.hpp>
class HUD : public godot::CanvasLayer {
GODOT_CLASS(HUD, godot::CanvasLayer)
godot::Label *_score_label;
godot::Label *_message_label;
godot::Timer *_start_message_timer;
godot::Timer *_get_ready_message_timer;
godot::Button *_start_button;
godot::Timer *_start_button_timer;
public:
void _init() {}
void _ready();
void show_get_ready();
void show_game_over();
void update_score(const int score);
void _on_StartButton_pressed();
void _on_StartMessageTimer_timeout();
void _on_GetReadyMessageTimer_timeout();
static void _register_methods();
};
#endif // HUD_H
We now want to display a message temporarily,
such as "Get Ready", so we add the following code
@@ -168,31 +127,6 @@ such as "Get Ready", so we add the following code
GetNode<Timer>("MessageTimer").Start();
}
.. code-tab:: cpp
// This code goes in `hud.cpp`.
#include "hud.hpp"
void HUD::_ready() {
_score_label = get_node<godot::Label>("ScoreLabel");
_message_label = get_node<godot::Label>("MessageLabel");
_start_message_timer = get_node<godot::Timer>("StartMessageTimer");
_get_ready_message_timer = get_node<godot::Timer>("GetReadyMessageTimer");
_start_button = get_node<godot::Button>("StartButton");
_start_button_timer = get_node<godot::Timer>("StartButtonTimer");
}
void HUD::_register_methods() {
godot::register_method("_ready", &HUD::_ready);
godot::register_method("show_get_ready", &HUD::show_get_ready);
godot::register_method("show_game_over", &HUD::show_game_over);
godot::register_method("update_score", &HUD::update_score);
godot::register_method("_on_StartButton_pressed", &HUD::_on_StartButton_pressed);
godot::register_method("_on_StartMessageTimer_timeout", &HUD::_on_StartMessageTimer_timeout);
godot::register_method("_on_GetReadyMessageTimer_timeout", &HUD::_on_GetReadyMessageTimer_timeout);
godot::register_signal<HUD>("start_game", godot::Dictionary());
}
We also need to process what happens when the player loses. The code below will show "Game Over" for 2 seconds, then return to the title screen and, after a brief pause, show the "Start" button.
.. tabs::
@@ -226,23 +160,6 @@ We also need to process what happens when the player loses. The code below will
GetNode<Button>("StartButton").Show();
}
.. code-tab:: cpp
// This code goes in `hud.cpp`.
// There is no `yield` in GDExtension, so we need to have every
// step be its own method that is called on timer timeout.
void HUD::show_get_ready() {
_message_label->set_text("Get Ready");
_message_label->show();
_get_ready_message_timer->start();
}
void HUD::show_game_over() {
_message_label->set_text("Game Over");
_message_label->show();
_start_message_timer->start();
}
This function is called when the player loses. It will show "Game Over" for 2
seconds, then return to the title screen and, after a brief pause, show the
"Start" button.
@@ -267,13 +184,6 @@ Add the code below to ``HUD`` to update the score
GetNode<Label>("ScoreLabel").Text = score.ToString();
}
.. code-tab:: cpp
// This code goes in `hud.cpp`.
void HUD::update_score(const int p_score) {
_score_label->set_text(godot::Variant(p_score));
}
Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()``
signal of ``StartButton``, and add the following code to the new functions:
@@ -300,25 +210,6 @@ signal of ``StartButton``, and add the following code to the new functions:
GetNode<Label>("Message").Hide();
}
.. code-tab:: cpp
// This code goes in `hud.cpp`.
void HUD::_on_StartButton_pressed() {
_start_button_timer->stop();
_start_button->hide();
emit_signal("start_game");
}
void HUD::_on_StartMessageTimer_timeout() {
_message_label->set_text("Dodge the Creeps!");
_message_label->show();
_start_button_timer->start();
}
void HUD::_on_GetReadyMessageTimer_timeout() {
_message_label->hide();
}
Connecting HUD to Main
~~~~~~~~~~~~~~~~~~~~~~
@@ -351,11 +242,6 @@ In ``new_game()``, update the score display and show the "Get Ready" message:
hud.UpdateScore(_score);
hud.ShowMessage("Get Ready!");
.. code-tab:: cpp
_hud->update_score(score);
_hud->show_get_ready();
In ``game_over()`` we need to call the corresponding ``HUD`` function:
.. tabs::
@@ -367,10 +253,6 @@ In ``game_over()`` we need to call the corresponding ``HUD`` function:
GetNode<HUD>("HUD").ShowGameOver();
.. code-tab:: cpp
_hud->show_game_over();
Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync
with the changing score:
@@ -383,10 +265,6 @@ with the changing score:
GetNode<HUD>("HUD").UpdateScore(_score);
.. code-tab:: cpp
_hud->update_score(score);
.. warning::
Remember to remove the call to ``new_game()`` from
@@ -424,10 +302,6 @@ the ``new_game()`` function in ``Main``:
// we have to use the original Godot snake_case name.
GetTree().CallGroup("mobs", Node.MethodName.QueueFree);
.. code-tab:: cpp
get_tree()->call_group("mobs", "queue_free");
The ``call_group()`` function calls the named function on every node in a
group - in this case we are telling every mob to delete itself.

View File

@@ -69,25 +69,6 @@ Finally, add ``$DeathSound.play()`` in the ``game_over()`` function.
GetNode<AudioStreamPlayer>("Music").Play();
}
.. code-tab:: cpp
void Main::_ready() {
...
_music = get_node<godot::AudioStreamPlayer>("Music");
_death_sound = get_node<godot::AudioStreamPlayer>("DeathSound");
}
void Main::game_over() {
...
_music->stop();
_death_sound->play();
}
void Main::new_game() {
...
_music->play();
}
Keyboard shortcut
~~~~~~~~~~~~~~~~~