FPS tutorial remaster (#1357)

* Started remastering first two parts of the FPS tutorial.

Now both parts follow a consistant coding style,
have up to date Zip files for every part.

* Finished the first draft for part 2, and did some edits to part 1.

* Finished writing the first draft for part 3. (Still needs editing)

I also added a blank page for part 5 and added it to the index.

* Updated and fixed a few things in Part 3

* Removed the old part 4 of the FPS tutorial and replaced it with a new part!
(Which would have been part 5 had part 4 not been removed)

* Added part 5 of the FPS tutorial.
Made a few changes to parts 4 and 1.
Added a template/overview of what to write in part 6.

* Finished part 6 of the FPS tutorial.
Now every part of the FPS tutorial is written out!

Made some minor edits to part 5.

* Added all of the zip files for the first three parts of the FPS tutorial.
Updated/Redid all of the pictures for the first three parts as well.
Fixed a few minor issues/inconsistencies in the written material.

* Added all of the zip files for the last three parts of the FPS tutorial.
Updated/Redid all of the pictures for the last three parts as well.
Fixed a few minor issues/inconsistencies in the written material.
Updated the blender files zip.

* Did some editing on parts 3 through 5 on the FPS tutorial.
This commit is contained in:
TwistedTwigleg
2018-04-21 11:42:58 -04:00
committed by mhilbrunner
parent 85656cf362
commit e7e7e3c8ed
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@@ -9,3 +9,5 @@ FPS tutorial
part_two
part_three
part_four
part_five
part_six

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@@ -0,0 +1,958 @@
.. _doc_fps_tutorial_part_five:
Part 5
======
Part Overview
-------------
In this part we're going to add grenades to our player, give our player the ability to grab and throw objects, and add turrets!
.. image:: img/PartFiveFinished.png
.. note:: You are assumed to have finished :ref:`doc_fps_tutorial_part_four` before moving on to this part of the tutorial.
The finished project from :ref:`doc_fps_tutorial_part_four` will be the starting project for part 5
Let's get started!
Adding grenades
---------------
First, let's give our player some grenades to play with. Open up ``Grenade.tscn``.
There's a few things to note here, the first and foremost being that our grenades are going to use :ref:`RigidBody <class_RigidBody>` nodes.
We're going to use :ref:`RigidBody <class_RigidBody>` nodes for our grenades so they bounce around the world in a somewhat realistic manner.
The second thing to note is ``Blast_Area``. This is a :ref:`Area <class_Area>` node that will represent the blast radius of our grenade.
Finally, the last thing to note is ``Explosion``. This is the :ref:`Particles <class_Particles>` node that will emit an explosion effect when
the grenades explodes. One thing to note here is that we have ``One shot`` enabled. This is so we emit all of our particles at once. We're also emitting in world
coordinates instead of local coordinates, so we have ``Local Coords`` unchecked as well.
.. note:: If you want you can see how the particles are set up by looking through it's ``Process Material`` and ``Draw Passes``.
Let's write the code needed for our grenade. Select ``Grenade`` and make a new script called ``Grenade.gd``. Add the following:
::
extends RigidBody
const GRENADE_DAMAGE = 60
const GRENADE_TIME = 2
var grenade_timer = 0
const EXPLOSION_WAIT_TIME = 0.48
var explosion_wait_timer = 0
var rigid_shape
var grenade_mesh
var blast_area
var explosion_particles
func _ready():
rigid_shape = $Collision_Shape
grenade_mesh = $Grenade
blast_area = $Blast_Area
explosion_particles = $Explosion
explosion_particles.emitting = false
explosion_particles.one_shot = true
func _process(delta):
if grenade_timer < GRENADE_TIME:
grenade_timer += delta
return
else:
if explosion_wait_timer <= 0:
explosion_particles.emitting = true
grenade_mesh.visible = false
rigid_shape.disabled = true
mode = RigidBody.MODE_STATIC
var bodies = blast_area.get_overlapping_bodies()
for body in bodies:
if body.has_method("bullet_hit"):
body.bullet_hit(GRENADE_DAMAGE, global_transform.origin)
# This would be the perfect place to play a sound!
if explosion_wait_timer < EXPLOSION_WAIT_TIME:
explosion_wait_timer += delta
if explosion_wait_timer >= EXPLOSION_WAIT_TIME:
queue_free()
Let's go over what's happening, starting with the global variables:
* ``GRENADE_DAMAGE``: The amount of damage the grenade causes when it explodes.
* ``GRENADE_TIME``: The amount of time the grenade takes (in seconds) to explode once it's created/thrown.
* ``grenade_timer``: A variable for tracking how long the grenade has been created/thrown.
* ``EXPLOSION_WAIT_TIME``: The amount of time needed (in seconds) to wait before we destroy the grenade scene after the explosion
* ``explosion_wait_timer``: A variable for tracking how much time has passed since the grenade exploded.
* ``rigid_shape``: The :ref:`CollisionShape <class_CollisionShape>` for the grenade's :ref:`RigidBody <class_RigidBody>`.
* ``grenade_mesh``: The :ref:`MeshInstance <class_MeshInstance>` for the grenade.
* ``blast_area``: The blast :ref:`Area <class_Area>` used to damage things when the grenade explodes.
* ``explosion_particles``: The :ref:`Particles <class_Particles>` that play when the grenade explodes.
Notice how ``EXPLOSION_WAIT_TIME`` is a rather strange number (``0.48``). This is because we want ``EXPLOSION_WAIT_TIME`` to be the length of time
the particles are emitting, so when the particles are done we destroy/free the grenade. We calculate ``EXPLOSION_WAIT_TIME`` by taking the particle's life time
and dividing it by the particle's speed scale. This gets us the exact time the explosion particles will last.
______
Now let's turn our attention to ``_ready``.
First we get all of the nodes we'll need and assign them to the proper global variables.
We need to get the :ref:`CollisionShape <class_CollisionShape>` and :ref:`MeshInstance <class_MeshInstance>` because similarly to the target in :ref:`doc_fps_tutorial_part_four`,
we will be hiding the grenade's mesh and disabling the collision shape when the grenade explodes.
The reason we need to get the blast :ref:`Area <class_Area>` is so we can damage everything inside it when it explodes. We'll be using code similar to the knife
weapon in our player. We need the :ref:`Particles <class_Particles>` so we can emit them when we explode.
After we get all of the nodes and assign them to their global variables, we then make sure the explosion particles are not emitting, and that they are set to
emit in one shot.
______
Now let's look at ``_process``.
First we check to see if the ``grenade_timer`` is less than ``GRENADE_TIMER``. If it is, we add ``delta`` and return. This is so we have to wait ``GRENADE_TIME`` seconds,
allowing our :ref:`RigidBody <class_RigidBody>` to move around.
If ``grenade_timer`` is at ``GRENADE_TIMER`` or higher, we then need to check if we just waited long enough and need to explode. We do this by checking to see
if ``explosion_wait_timer`` is equal to ``0`` or less. Since we will be adding ``delta`` to ``explosion_wait_timer`` right after, whatever code under the check
will only be called once, right when we've waited long enough and need to explode.
If we've waited long enough to explode, we first tell the ``explosion_particles`` to emit. Then we make ``grenade_mesh`` invisible, and disable ``rigid_shape``, effectively
hiding our grenade.
We then set the :ref:`RigidBody <class_RigidBody>`'s mode to ``MODE_STATIC`` so the grenade does not move.
Then we get all of the bodies in ``blast_area``, check to see if they have the ``bullet_hit`` method/function, and if they do we call it and pass in ``GRENADE_DAMAGE`` and
the grenade's position.
We then check to see if ``explosion_wait_timer`` is less than ``EXPLOSION_WAIT_TIME``. If it is, we add ``delta`` to ``explosion_wait_time``.
Next we check to see if ``explosion_wait_timer`` is more than or equal to ``EXPLOSTION_WAIT_TIME``. Because we just added ``delta``, this will only be called once.
If ``explosion_wait_timer`` is more or equal to ``EXPLOSION_WAIT_TIME``, we've waited long enough to let the :ref:`Particles <class_Particles>` play and can free/destroy ourselves.
______
Let's quickly get the sticky grenade set up too. Open up ``Sticky_Grenade.tscn``.
``Sticky_Grenade.tscn`` is almost identical to ``Grenade.tscn``, with one small addition. We now have a second
:ref:`Area <class_Area>`, called ``Sticky_Area``. We'll be using ``Stick_Area`` to detect when we've collided with
the environment and need to stick to something.
Select ``Sticky_Grenade`` and make a new script called ``Sticky_Grenade.gd``. Add the following:
::
extends RigidBody
const GRENADE_DAMAGE = 40
const GRENADE_TIME = 3
var grenade_timer = 0
const EXPLOSION_WAIT_TIME = 0.48
var explosion_wait_timer = 0
var attached = false
var attach_point = null
var rigid_shape
var grenade_mesh
var blast_area
var explosion_particles
var player_body
func _ready():
rigid_shape = $Collision_Shape
grenade_mesh = $Sticky_Grenade
blast_area = $Blast_Area
explosion_particles = $Explosion
explosion_particles.emitting = false
explosion_particles.one_shot = true
$Sticky_Area.connect("body_entered", self, "collided_with_body")
func collided_with_body(body):
if body == self:
return
if player_body != null:
if body == player_body:
return
if attached == false:
attached = true
attach_point = Spatial.new()
body.add_child(attach_point)
attach_point.global_transform.origin = global_transform.origin
rigid_shape.disabled = true
mode = RigidBody.MODE_STATIC
func _process(delta):
if attached == true:
if attach_point != null:
global_transform.origin = attach_point.global_transform.origin
if grenade_timer < GRENADE_TIME:
grenade_timer += delta
return
else:
if explosion_wait_timer <= 0:
explosion_particles.emitting = true
grenade_mesh.visible = false
rigid_shape.disabled = true
mode = RigidBody.MODE_STATIC
var bodies = blast_area.get_overlapping_bodies()
for body in bodies:
if body.has_method("bullet_hit"):
body.bullet_hit(GRENADE_DAMAGE, global_transform.origin)
# This would be the perfect place to play a sound!
if explosion_wait_timer < EXPLOSION_WAIT_TIME:
explosion_wait_timer += delta
if explosion_wait_timer >= EXPLOSION_WAIT_TIME:
if attach_point != null:
attach_point.queue_free()
queue_free()
The code above is almost identical to the code for ``Grenade.gd``, so let's just go over what's changed.
First, we have a few more global variables:
* ``attached``: A variable for tracking whether or not we've attached to a :ref:`PhysicsBody <class_PhysicsBody>`.
* ``attach_point``: A variable to hold a :ref:`Spatial <class_Spatial>` that will be at the position we collided at.
* ``player_body``: The player's :ref:`KinematicBody <class_KinematicBody>`.
These additions are so we can stick to any :ref:`PhysicsBody <class_PhysicsBody>` we happen to hit. We also now
need the player's :ref:`KinematicBody <class_KinematicBody>` so we don't stick to the player that threw this grenade.
______
Now let's look at the small change in ``_ready``. In ``_ready`` we've added a line of code so when any body enters ``Stick_Area``,
the ``collided_with_body`` function is called.
______
Next let's take a look at ``collided_with_body``.
First we make sure we're not colliding with ourself. Because our :ref:`Area <class_Area>` does not know it's attached to the grenade's :ref:`RigidBody <class_RigidBody>`,
we need to make sure we're not going to stick to ourself. If we have collided with ourself, we just ignore it by returning.
We then check to see if we have something assigned to ``player_body``, and if the body we collided with is the player that threw this grenade.
If the body we've collided with is indeed ``player_body``, we just ignore it by returning.
Next we check if we are attached already or not.
If we are not attached, we then set ``attached`` to true so we know we've attached to something.
We then make a new :ref:`Spatial <class_Spatial>` node, and make it a child of the body we collided with. We then set the :ref:`Spatial <class_Spatial>`'s position
to our current position.
.. note:: Because we've added the :ref:`Spatial <class_Spatial>` as a child of the body we've collided with, it will follow along with said body. We can then use this
:ref:`Spatial <class_Spatial>` to set our position, so we're always at the same position relative to the body we collided with.
We then disable ``rigid_shape`` so we're not constantly moving whatever body we've collided with. Finally, we set our mode to ``MODE_STATIC`` so the grenade does not move.
______
Finally, lets go over the few changes in ``_process``.
Now we're checking to see if we are attached right at the top of ``_process``.
If we are attached, we then make sure the attached point is not equal to ``null``.
If the attached point is not equal to ``null``, we set our global position (using our global :ref:`Transform <class_Transform>`'s origin) to the global position of
the :ref:`Spatial <class_Spatial>` assigned to ``attach_point`` (using its global :ref:`Transform <class_Transform>`'s origin).
The only other change is now before we free/destroy the grenade, we check to see if we have an attached point. If we do, we also call ``queue_free`` on it, so it's
also freed/destroyed.
Adding grenades to the player
-----------------------------
Now we need to add some code to ``Player.gd`` so we can use our grenades.
First, open up ``Player.tscn`` and expand the node tree until you get to ``Rotation_Helper``. Notice how in
``Rotation_Helper`` we have a node called ``Grenade_Toss_Pos``. This is where we will be spawning the grenades.
Also notice how it's slightly rotated on the ``X`` axis, so it's not pointing straight, but rather slightly up. By changing
the rotation of ``Grenade_Toss_Pos``, you can change the angle the grenades are tossed at.
Okay, now lets start making the grenades work with our player. Add the following global variables to ``Player.gd``:
::
var grenade_amounts = {"Grenade":2, "Sticky Grenade":2}
var current_grenade = "Grenade"
var grenade_scene = preload("res://Grenade.tscn")
var sticky_grenade_scene = preload("res://Sticky_Grenade.tscn")
const GRENADE_THROW_FORCE = 50
* ``grenade_amounts``: The amount of grenades we are currently carrying for each type of grenade.
* ``current_grenade``: The name of the grenade type we're currently using.
* ``grenade_scene``: The grenade scene we worked on earlier.
* ``sticky_grenade_scene``: The sticky grenade scene we worked on earlier.
* ``GRENADE_THROW_FORCE``: The force at which we throw the grenade at.
Most of these variables are very similar to how we have out weapons set up.
.. tip:: While it's possible to make a more modular grenade system, I found it was not worth the additional complexity for just two grenades.
If you were going to make a more complex FPS with more grenades, you'd likely want to make a system for grenades similar to how we have the weapons set up.
______
Now we need to add some code in ``_process_input`` Add the following to ``_process_input``:
::
# ----------------------------------
# Changing and throwing grenades
if Input.is_action_just_pressed("change_grenade"):
if current_grenade == "Grenade":
current_grenade = "Sticky Grenade"
elif current_grenade == "Sticky Grenade":
current_grenade = "Grenade"
if Input.is_action_just_pressed("fire_grenade"):
if grenade_amounts[current_grenade] > 0:
grenade_amounts[current_grenade] -= 1
var grenade_clone
if (current_grenade == "Grenade"):
grenade_clone = grenade_scene.instance()
elif (current_grenade == "Sticky Grenade"):
grenade_clone = sticky_grenade_scene.instance()
# Sticky grenades will stick to the player if we do not pass ourselves
grenade_clone.player_body = self
get_tree().root.add_child(grenade_clone)
grenade_clone.global_transform = $Rotation_Helper/Grenade_Toss_Pos.global_transform
grenade_clone.apply_impulse(Vector3(0,0,0), grenade_clone.global_transform.basis.z * GRENADE_THROW_FORCE)
# ----------------------------------
Let's go over what's happening here.
First, we check to see if the ``change_grenade`` action has just been pressed. If it has, we then check to see which grenade we
are currently using. Based on the name of the grenade we're currently using, we change ``current_grenade`` to the opposite grenade name.
Next we check to see if the ``fire_grenade`` action has just been pressed. If it has, we then check to see if we have more than ``0`` grenades for the
current grenade we have selected.
If we have more than ``0`` grenades, we then remove one from the grenade amounts for the current grenade.
Then, based on the grenade we're currently using we instance the proper grenade scene and assign it to ``grenade_clone``.
Next we add ``grenade_clone`` as a child of the node at the root, and set its global :ref:`Transform <class_Transform>` to
``Grenade_Toss_Pos``'s global :ref:`Transform <class_Transform>`. Finally, we apply an impulse to the grenade so that it is launched forward, relative
to the ``Z`` directional vector of ``grenade_clone``'s.
______
Now we can use both types of grenades, but there's a few things we should probably add before we move on to adding the other things.
We still need a way to see how many grenades we have left, and we should probably have a way to get more grenades when we pick up ammo.
First, let's change some of the code in ``Player.gd`` so we can see how many grenades we have left. Change ``process_UI`` to the following:
::
func process_UI(delta):
if current_weapon_name == "UNARMED" or current_weapon_name == "KNIFE":
# First line: Health, second line: Grenades
UI_status_label.text = "HEALTH: " + str(health) + \
"\n" + current_grenade + ":" + str(grenade_amounts[current_grenade])
else:
var current_weapon = weapons[current_weapon_name]
# First line: Health, second line: weapon and ammo, third line: grenades
UI_status_label.text = "HEALTH: " + str(health) + \
"\nAMMO:" + str(current_weapon.ammo_in_weapon) + "/" + str(current_weapon.spare_ammo) + \
"\n" + current_grenade + ":" + str(grenade_amounts[current_grenade])
Now we'll show how many grenades we have left in our UI.
While we're still in ``Player.gd``, let's add a function to add grenades. Add the following function to ``Player.gd``:
::
func add_grenade(additional_grenade):
grenade_amounts[current_grenade] += additional_grenade
grenade_amounts[current_grenade] = clamp(grenade_amounts[current_grenade], 0, 4)
Now we can add a grenade using ``add_grenade``, and it will automatically be clamped to a maximum of ``4`` grenades.
.. tip:: You can change the ``4`` to a constant if you want. You'd just need to make a new global constant, something like ``MAX_GRENADES``, and
then change the clamp from ``clamp(grenade_amounts[current_grenade], 0, 4)`` to ``clamp(grenade_amounts[current_grenade], 0, MAX_GRENADES)``
If you do not want to limit how many grenades you can carry, just remove the line that clamps the grenades altogether!
Now we have a function to add grenades, let's open up ``AmmoPickup.gd`` and use it!
Open up ``AmmoPickup.gd`` and go to the ``trigger_body_entered`` function. Change it to the following:
::
func trigger_body_entered(body):
if body.has_method("add_ammo"):
body.add_ammo(AMMO_AMOUNTS[kit_size])
respawn_timer = RESPAWN_TIME
kit_size_change_values(kit_size, false)
if body.has_method("add_grenade"):
body.add_grenade(GRENADE_AMOUNTS[kit_size])
respawn_timer = RESPAWN_TIME
kit_size_change_values(kit_size, false)
Now we're also checking to see if the body has the ``add_grenade`` function. If it does, we call it just like we call ``add_ammo``.
You may have noticed we're using a new constant we haven't defined yet, ``GRENADE_AMOUNTS``. Let's add it! Add the following global variable
to ``AmmoPickup.gd`` with the other global variables:
::
const GRENADE_AMOUNTS = [2, 0]
* ``GRENADE_AMOUNTS``: The amount of grenades each pick up in each size contains.
Notice how the second element in ``GRENADE_AMOUNTS`` is ``0``. This is so the small ammo pick up does not give our player
any additional grenades.
______
Now you should be able to throw grenades now! Go give it a try!
Adding the ability to grab and throw RigidBody nodes to the player
------------------------------------------------------------------
Next let's give our player the ability to pick up and throw :ref:`RigidBody <class_RigidBody>` nodes.
Open up ``Player.gd`` and add the following global variables:
::
var grabbed_object = null
const OBJECT_THROW_FORCE = 120
const OBJECT_GRAB_DISTANCE = 7
const OBJECT_GRAB_RAY_DISTANCE = 10
* ``grabbed_object``: A variable to hold the grabbed :ref:`RigidBody <class_RigidBody>` node.
* ``OBJECT_THROW_FORCE``: The force we throw the grabbed object at.
* ``OBJECT_GRAB_DISTANCE``: The distance away from the camera we hold the grabbed object at.
* ``OBJECT_GRAB_RAY_DISTANCE``: The distance the :ref:`Raycast <class_Raycast>` goes. This is our grab distance.
With that done, all we need to do is add some code to ``process_input``:
::
# ----------------------------------
# Grabbing and throwing objects
if Input.is_action_just_pressed("fire") and current_weapon_name == "UNARMED":
if grabbed_object == null:
var state = get_world().direct_space_state
var center_position = get_viewport().size/2
var ray_from = camera.project_ray_origin(center_position)
var ray_to = ray_from + camera.project_ray_normal(center_position) * OBJECT_GRAB_RAY_DISTANCE
var ray_result = state.intersect_ray(ray_from, ray_to, [self, $Rotation_Helper/Gun_Fire_Points/Knife_Point/Area])
if ray_result:
if ray_result["collider"] is RigidBody:
grabbed_object = ray_result["collider"]
grabbed_object.mode = RigidBody.MODE_STATIC
grabbed_object.collision_layer = 0
grabbed_object.collision_mask = 0
else:
grabbed_object.mode = RigidBody.MODE_RIGID
grabbed_object.apply_impulse(Vector3(0,0,0), -camera.global_transform.basis.z.normalized() * OBJECT_THROW_FORCE)
grabbed_object.collision_layer = 1
grabbed_object.collision_mask = 1
grabbed_object = null
if grabbed_object != null:
grabbed_object.global_transform.origin = camera.global_transform.origin + (-camera.global_transform.basis.z.normalized() * OBJECT_GRAB_DISTANCE)
# ----------------------------------
Let's go over what's happening.
First we check to see if the action pressed is the ``fire`` action, and that we are using the ``UNARMED`` weapon.
This is because we only want to be able to pick up and throw objects when we're not using any weapons. This is just a design choice,
but I feel it gives ``UNARMED`` a use.
Next we check to see whether or not ``grabbed_object`` is ``null``.
______
If ``grabbed_object`` is ``null``, we want to see if we can pick up a :ref:`RigidBody <class_RigidBody>`.
We first get the direct space state from the current :ref:`World <class_World>`. This is so we can cast a ray entirely from code, instead of having to
use a :ref:`Raycast <class_Raycast>` node.
.. note:: see :ref:`Ray-casting <doc_ray-casting>` for more information on raycasting in Godot.
Then we get the center of the screen by dividing the current :ref:`Viewport <class_Viewport>` size in half. We then get the ray's origin point and end point using
``project_ray_origin`` and ``project_ray_normal`` from the camera. If you want to know more about how these functions work, see :ref:`Ray-casting <doc_ray-casting>`.
Next we send our ray into the space state and see if we get a result. We add ourselves and the knife's :ref:`Area <class_Area>` as two exceptions so we cannot carry
ourselves or the knife's collision area.
Then we check to see if we got a result back. If we have, we then see if the collider the ray collided with is a :ref:`RigidBody <class_RigidBody>`.
If the ray collided with a :ref:`RigidBody <class_RigidBody>`, we set ``grabbed_object`` to the collider the ray collided with. We then set the mode on
the :ref:`RigidBody <class_RigidBody>` we collided with to ``MODE_STATIC`` so it's not moved.
Finally, we set its collision layer and collision mask to ``0``. This will make it have no collision layer or mask, which will means it will not be able to collide with anything.
______
If ``grabbed_object`` is not ``null``, then we need to throw the :ref:`RigidBody <class_RigidBody>` we're holding.
We first set the :ref:`RigidBody <class_RigidBody>` we holding mode to ``MODE_RIGID``.
.. note:: This is making a rather large assumption that the all rigid bodies will be using ``MODE_RIGID``. While that is the case for this tutorial series,
that may not be the case in other projects.
If you have :ref:`RigidBody <class_RigidBody>`'s with different modes, you may need to store the mode of the :ref:`RigidBody <class_RigidBody>` you
have picked up into a global variable so you can change it back to the mode it was in before you picked it up.
Then we apply an impulse to send it flying forward. We send it flying in the direction the camera is facing, at ``OBJECT_THROW_FORCE`` force.
We then set the grabbed :ref:`RigidBody <class_RigidBody>`'s collision layer and mask to ``1``, so it can collide with anything on layer ``1`` again.
.. note:: This is, once again, making a rather large assumption that all rigid bodies will be only on collision layer ``1``, and all collision masks will be on layer ``1``.
If you are using this script in other projects, you may need to store the collision layer/mask of the :ref:`RigidBody <class_RigidBody>` before you change them to ``0``.
Finally, we set ``grabbed_object`` to ``null`` since we have successfully thrown the held object.
______
The last thing we do is check to see whether or not ``grabbed_object`` is equal to ``null``, outside of the grabbing/throwing code.
.. note:: While technically not input related, it's easy enough to place the code moving the grabbed object here
because it's only two lines, and then all of the grabbing/throwing code is in one place
If we are holding an object, we set its global position to the camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing.
______
Before we test this, we need to change something in ``_physics_process``. While we're holding an object, we really don't
want to be able to change weapons or reload, so change ``_physics_process`` to the following:
::
func _physics_process(delta):
process_input(delta)
process_view_input(delta)
process_movement(delta)
if grabbed_object == null:
process_changing_weapons(delta)
process_reloading(delta)
# Process the UI
process_UI(delta)
Now we cannot change weapons or reload while holding an object.
Now you can grab and throw RigidBody nodes while in a ``UNARMED`` state! Go give it a try!
Adding a turret
---------------
Next, let's make a turret to shoot our player!
Open up ``Turret.tscn``. Expand ``Turret`` if it's not already expanded.
Notice how our turret is broken up into several parts. We have a ``Base``, ``Head``, ``Vision_Area``, and a ``Smoke`` :ref:`Particles <class_Particles>`.
Open up ``Base`` and you'll find it's just a :ref:`StaticBody <class_StaticBody>` and a mesh. Open up ``Head`` and you'll find there's several meshes,
a :ref:`StaticBody <class_StaticBody>` and a :ref:`Raycast <class_Raycast>` node.
One thing to note with the ``Head`` is that the raycast will be where our bullets will fire from if we are using raycasting. We also have two meshes called
``Flash`` and ``Flash_2``. These will be the muzzle flash that briefly shows when the turret fires.
``Vision_Area`` is a :ref:`Area <class_Area>` we'll use as the turret's ability to see. When something enters ``Vision_Area``, we'll assume the turret can see it.
``Smoke`` is a :ref:`Particles <class_Particles>` node that will play when the turret is destroyed and repairing.
______
Now that we've looked at how the scene is set up, lets start writting the code for the turret. Select ``Turret`` and create a new script called ``Turret.gd``.
Add the following to ``Turret.gd``:
::
extends Spatial
export (bool) var use_raycast = false
const TURRET_DAMAGE_BULLET = 20
const TURRET_DAMAGE_RAYCAST = 5
const FLASH_TIME = 0.1
var flash_timer = 0
const FIRE_TIME = 0.8
var fire_timer = 0
var node_turret_head = null
var node_raycast = null
var node_flash_one = null
var node_flash_two = null
var ammo_in_turret = 20
const AMMO_IN_FULL_TURRET = 20
const AMMO_RELOAD_TIME = 4
var ammo_reload_timer = 0
var current_target = null
var is_active = false
const PLAYER_HEIGHT = 3
var smoke_particles
var turret_health = 60
const MAX_TURRET_HEALTH = 60
const DESTROYED_TIME = 20
var destroyed_timer = 0
var bullet_scene = preload("Bullet_Scene.tscn")
func _ready():
$Vision_Area.connect("body_entered", self, "body_entered_vision")
$Vision_Area.connect("body_exited", self, "body_exited_vision")
node_turret_head = $Head
node_raycast = $Head/Ray_Cast
node_flash_one = $Head/Flash
node_flash_two = $Head/Flash_2
node_raycast.add_exception(self)
node_raycast.add_exception($Base/Static_Body)
node_raycast.add_exception($Head/Static_Body)
node_raycast.add_exception($Vision_Area)
node_flash_one.visible = false
node_flash_two.visible = false
smoke_particles = $Smoke
smoke_particles.emitting = false
turret_health = MAX_TURRET_HEALTH
func _physics_process(delta):
if is_active == true:
if flash_timer > 0:
flash_timer -= delta
if flash_timer <= 0:
node_flash_one.visible = false
node_flash_two.visible = false
if current_target != null:
node_turret_head.look_at(current_target.global_transform.origin + Vector3(0, PLAYER_HEIGHT, 0), Vector3(0, 1, 0))
if turret_health > 0:
if ammo_in_turret > 0:
if fire_timer > 0:
fire_timer -= delta
else:
fire_bullet()
else:
if ammo_reload_timer > 0:
ammo_reload_timer -= delta
else:
ammo_in_turret = AMMO_IN_FULL_TURRET
if turret_health <= 0:
if destroyed_timer > 0:
destroyed_timer -= delta
else:
turret_health = MAX_TURRET_HEALTH
smoke_particles.emitting = false
func fire_bullet():
if use_raycast == false:
var clone = bullet_scene.instance()
var scene_root = get_tree().root.get_children()[0]
scene_root.add_child(clone)
clone.global_transform = $Head/Barrel_End.global_transform
clone.scale = Vector3(8, 8, 8)
clone.BULLET_DAMAGE = TURRET_DAMAGE_BULLET
clone.BULLET_SPEED = 60
ammo_in_turret -= 1
else:
node_raycast.look_at(current_target.global_transform.origin + PLAYER_HEIGHT, Vector3(0,1,0))
node_raycast.force_raycast_update()
if node_raycast.is_colliding():
var body = node_raycast.get_collider()
if body.has_method("bullet_hit"):
body.bullet_hit(TURRET_DAMAGE_RAYCAST, node_raycast.get_collision_point())
ammo_in_turret -= 1
node_flash_one.visible = true
node_flash_two.visible = true
flash_timer = FLASH_TIME
fire_timer = FIRE_TIME
if ammo_in_turret <= 0:
ammo_reload_timer = AMMO_RELOAD_TIME
func body_entered_vision(body):
if current_target == null:
if body is KinematicBody:
current_target = body
is_active = true
func body_exited_vision(body):
if current_target != null:
if body == current_target:
current_target = null
is_active = false
flash_timer = 0
fire_timer = 0
node_flash_one.visible = false
node_flash_two.visible = false
func bullet_hit(damage, bullet_hit_pos):
turret_health -= damage
if turret_health <= 0:
smoke_particles.emitting = true
destroyed_timer = DESTROYED_TIME
This is quite a bit of code, so let's break it down function by function. Let's first look at the global variables:
* ``use_raycast``: A exported boolean so we can change whether the turret uses objects or raycasting for bullets.
* ``TURRET_DAMAGE_BULLET``: The amount of damage a single bullet scene does.
* ``TURRET_DAMAGE_RAYCAST``: The amount of damage a single :ref:`Raycast <class_Raycast>` bullet does.
* ``FLASH_TIME``: The amount of time (in seconds) the muzzle flash meshes are visible.
* ``flash_timer``: A variable for tracking how long the muzzle flash meshes have been visible.
* ``FIRE_TIME``: The amount of time (in seconds) needed to fire a bullet.
* ``fire_timer``: A variable for tracking how much time has passed since the turret last fired.
* ``node_turret_head``: A variable to hold the ``Head`` node.
* ``node_raycast``: A variable to hold the :ref:`Raycast <class_Raycast>` node attached to the turret's head.
* ``node_flash_one``: A variable to hold the first muzzle flash :ref:`MeshInstance <class_MeshInstance>`.
* ``node_flash_two``: A variable to hold the second muzzle flash :ref:`MeshInstance <class_MeshInstance>`.
* ``ammo_in_turret``: The amount of ammo currently in the turret.
* ``AMMO_IN_FULL_TURRET``: The amount of ammo in a full turret.
* ``AMMO_RELOAD_TIME``: The amount of time it takes the turret to reload.
* ``ammo_reload_timer``: A variable for tracking how long the turret has been reloading.
* ``current_target``: The turret's current target.
* ``is_active``: A variable for tracking whether the turret is able to fire at the target.
* ``PLAYER_HEIGHT``: The amount of height we're adding to the target so we're not shooting at its feet.
* ``smoke_particles``: A variable to hold the smoke particles node.
* ``turret_health``: The amount of health the turret currently has.
* ``MAX_TURRET_HEALTH``: The amount of health a fully healed turret has.
* ``DESTROYED_TIME``: The amount of time (in seconds) it takes for a destroyed turret to repair itself.
* ``destroyed_timer``: A variable for tracking the amount of time a turret has been destroyed.
* ``bullet_scene``: The bullet scene the turret fires (same scene as the player's pistol)
Phew, that's quite a few global variables!
______
Let's go through ``_ready`` next.
First we get the vision area and connect the ``body_entered`` and ``body_exited`` signals to ``body_entered_vision`` and ``body_exited_vision`` respectively.
We then get all of the nodes and assign them to their respective variables.
Next add some exceptions to the :ref:`Raycast <class_Raycast>` so the turret cannot hurt itself.
Then we make both flash meshes invisible to start, since we're not going to be firing during ``_ready``.
We then get the smoke particles node and assign it to the ``smoke_particles`` node. We also set ``emitting`` to ``false`` to assure it's
not emitting until the turret is broken.
Finally, we set the turret's health to ``MAX_TURRET_HEALTH`` so it starts at full health.
______
Now let's go through ``_physics_process``.
First we check to see if the turret is active. If the turret is active we want to process the firing code.
Next we check to see if ``flash_timer`` is more than zero, meaning the flash meshes are visible, we want to remove
delta from ``flash_timer``. If ``flash_timer`` gets to zero or less after we've subtracted ``delta``, we want to hide
both of the flash meshes.
Next we check to see if we have a target or not. If we have a target, we make the turret head look at it, adding ``PLAYER_HEIGHT`` so we're not
aiming at the player's feet.
We then check to see if the turret's health is more than zero. If it is, we then check to see if there is ammo in the turret.
If there is ammo in the turret, we then check to see if ``fire_timer`` is more than zero. If ``fire_timer`` is more than zero, we cannot fire and need to
remove ``delta`` from ``fire_timer``. If ``fire_timer`` is equal to or less than zero, we want to fire a bullet, so we call the ``fire_bullet`` function.
If there is not any ammo in the turret, we check to see if ``ammo_reload_timer`` is more than zero. If ``ammo_reload_timer`` is more than zero,
we subtract ``delta`` from ``ammo_reload_timer``. If ``ammo_reload_timer`` is equal to or less than zero, we set ``ammo_in_turret`` to ``AMMO_IN_FULL_TURRET`` because
we've waited long enough to refill the turret.
Next we check to see if the turret's health is less than or equal to ``0``, outside of whether we're active or not. If the turret's health is zero or less, we then
check to see if ``destroyed_timer`` is more than zero. If destroyed timer is more than zero, we just subtract ``delta`` from ``destroyed_timer``.
If ``destyored_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to
``false``.
______
Next let's go through ``fire_bullet``.
First we check to see whether we're using a raycast or not.
The code for the using a raycast is almost entirely the same as the code in the rifle from :ref:`doc_fps_tutorial_part_two`, so
I'm only going to go over it briefly.
We first make the raycast look at the target, assuring we'll hit the target. We then force the raycast to update so we get a frame
perfect collision check. We then check if the raycast collided with anything. If the raycast has collided with something, we then check
to see if the collided body has the ``bullet_hit`` function. If it does, we call it and pass in the damage a single raycast bullet does. We then remove
``1`` from ``ammo_in_turret``.
If we are not using a raycast, we spawn a bullet object instead. This code is almost entirely the same as the code in the pistol from :ref:`doc_fps_tutorial_part_two`, so
like with the raycast code, I'm only going to go over it briefly.
We first make a bullet clone and assign it to ``clone``. We then add that as a child of the root node. We set it's global transform to
the barrel end, scale it up since it's too small, and set it's damage and speed using the turret's constant global variables. We then remove ``1`` from
``ammo_in_turret``.
Then, regardless of which bullet method we used, we make both of the muzzle flash meshes visible. We set ``flash_timer`` and ``fire_timer`` to
to ``FLASH_TIME`` and ``FIRE_TIME`` respectively. We then check to see if we used the last bullet in the turret. If we have used the last bullet,
we set ``ammo_reload_timer`` to ``AMMO_RELOAD_TIME``.
______
Let's look at ``body_entered_vision`` next, and thankfully it's rather short.
We first check to see if we currently have a target by checking to see if ``current_target`` is equal to ``null``.
If we do not have a target, we then check to see if the body that just entered the vision :ref:`Area <class_Area>` is a :ref:`KinematicBody <class_KinematicBody>`
..note:: We're assuming the turret only should fire at :ref:`KinematicBody <class_KinematicBody>` nodes, since that's what our player(s) are using.
If the body that just the vision :ref:`Area <class_Area>` is a :ref:`KinematicBody <class_KinematicBody>`, we set ``current_target`` to the body, and set ``is_active`` to
``true``.
______
Now let's look at ``body_exited_vision``.
First we check to see if we have a target. If we have a target, we then check to see if the body that has just left our vision area
is our target.
If the body that just left the area is the current target, we set ``current_target`` to ``null``, set ``is_active`` to ``false``, and reset
all of the variables related to firing the turret, since we no longer have a target to fire at.
______
Finally, let's look at ``bullet_hit``.
We first remove however much damage we have received from the turret's health.
Then we check to see if we've been destroyed. If we have, we start the smoke particles emitting and set ``destroyed_timer`` to ``DESTROYED_TIME`` so we
have to wait to repair the turret.
______
Phew, with all of that done and coded we only have one last thing to do before our turrets are ready for use. Open up ``Turret.tscn`` if it's not already open and
select one of the :ref:`StaticBody <class_StaticBody>` nodes from either ``Body`` or ``Head``. Create a new script called ``TurretBodies.gd`` and attach it to whichever
:ref:`StaticBody <class_StaticBody>` you have selected.
Add the following code to ``TurretBodies.gd``:
::
extends StaticBody
export (NodePath) var path_to_turret_root
func _ready():
pass
func bullet_hit(damage, bullet_hit_pos):
if path_to_turret_root != null:
get_node(path_to_turret_root).bullet_hit(damage, bullet_hit_pos)
All this code does is call ``bullet_hit`` on whatever node ``path_to_turret_root`` leads to. Go back to the editor and assign the :ref:`NodePath <class_NodePath>`
to the ``Turret`` node.
Now select the other :ref:`StaticBody <class_StaticBody>` node (either in ``Body`` or ``Head``) and assign ``TurretBodies.gd`` to it. Once the script is
attached, assign the :ref:`NodePath <class_NodePath>` to the ``Turret`` node.
______
The last thing we need to do is add a way for the player to be hurt. Since all of our bullets use the ``bullet_hit`` function, we just need to add that to our player.
Open ``Player.gd`` and add the following:
::
func bullet_hit(damage, bullet_hit_pos):
health -= damage
With all that done, you should have fully operational turrets! Go place a few in one/both/all of the scenes and give them a try!
Final notes
-----------
.. image:: img/PartFiveFinished.png
Now you the player can pick up :ref:`RigidBody <class_RigidBody>` nodes and throw grenades. We now also have turrets to fire at our player.
In :ref:`doc_fps_tutorial_part_six`, we're going to add a main menu and pause menu,
add a respawn system for the player, and change/move the sound system so we can use it from any script.
.. warning:: If you ever get lost, be sure to read over the code again!
You can download the finished project for this part here: :download:`Godot_FPS_Part_5.zip <files/Godot_FPS_Part_5.zip>`

File diff suppressed because it is too large Load Diff

View File

@@ -10,13 +10,30 @@ Tutorial introduction
This tutorial series will show you how to make a single player FPS game.
Throughout the course of these tutorials, we will cover how:
Throughout the course of this tutorial series, we will cover how:
- To make a first person character, with sprinting and a flash light.
- To make a first person character that can move, sprint, and jump.
- To make a simple animation state machine for handling animation transitions.
- To add a pistol, rifle, and knife to the first person character.
- To add ammo and reloading to weapons that consume ammo.
- To add three weapons to the first person character, each using a different way to handle bullet collisions:
- - A knife (using an :ref:`Area <class_Area>`)
- - A pistol (Bullet scenes)
- - A rifle (using a :ref:`Raycast <class_Raycast>`)
- To add two different types of grenades to the first person character:
- - A normal grenade
- - A sticky grenade
- To add the ability to grab and throw :ref:`RigidBody <class_RigidBody>` nodes
- To add joypad input for the player
- To add ammo and reloading for all weapons that consume ammo.
- To add ammo and health pick ups
- - In two sizes: big and small
- To add an automatic turret
- - That can fire using bullet objects or a :ref:`Raycast <class_Raycast>`
- To add targets that break when they've taken enough damage
- To add sounds that play when the guns fire.
- To add a simple main menu:
- - With an options menu for changing how the game runs
- - With a level select screen
- To add a universal pause menu we can access anywhere
.. note:: While this tutorial can be completed by beginners, it is highly
advised to complete :ref:`doc_your_first_game`,
@@ -29,23 +46,22 @@ Throughout the course of these tutorials, we will cover how:
This tutorial assumes you know have experience working with the Godot editor,
have basic programming experience in GDScript, and have basic experience in game development.
You can find the start assets for this parts 1 through 3 here: :download:`Godot_FPS_Starter.zip <files/Godot_FPS_Starter.zip>`
You can find the start assets for this tutorial here: :download:`Godot_FPS_Starter.zip <files/Godot_FPS_Starter.zip>`
.. warning:: A video version of this tutorial series is coming soon!
The provided starter assets contain a animated 3D model, a bunch of 3D models for making levels,
The provided starter assets contain an animated 3D model, a bunch of 3D models for making levels,
and a few scenes already configured for this tutorial.
All assets provided are created by me (TwistedTwigleg) unless otherwise noted, and are
released under the ``MIT`` license.
All assets provided (unless otherwise noted) were originally created by TwistedTwigleg, with changes/additions by the Godot community.
All original assets provided for this tutorial are released under the ``MIT`` license.
Feel free to use these assets however you want! All original assets belong to the Godot community, with the other assets belonging to those listed below:
.. note:: The skybox is created by **StumpyStrust** on OpenGameArt. The skybox used is
licensed under ``CC0``.
The font used is **Titillium-Regular**, and is licensed under the ``SIL Open Font License, Version 1.1``.
.. note:: You can find the finished project for parts 1 through 3 at the bottom of
:ref:`doc_fps_tutorial_part_three`.
.. tip:: You can find the finished project for each part at the bottom of each part's page
Part Overview
-------------
@@ -55,11 +71,10 @@ the environment.
.. image:: img/PartOneFinished.png
By the end of this part you will have a working first person character with a
mouse based camera that can walk, jump, and sprint around the game environment in
any direction
By the end of this part you will have a working first person character who can move around the game environment,
look around with a mouse based first person camera, that can jump into the air, turn on and off a flash light, and sprint.
Getting everything setup
Getting everything ready
------------------------
Launch Godot and open up the project included in the starter assets.
@@ -71,191 +86,211 @@ First, go open the project settings and go to the "Input Map" tab. You'll find s
actions have already been defined. We will be using these actions for our player.
Feel free to change the keys bound to these actions if you want.
While we still have the project settings open, quickly go check if MSAA (MultiSample Anti-Aliasing)
is turned off. We want to make sure MSAA is off because otherwise we will get strange red lines
between the tiles in our level later.
.. tip:: The reason we get those red lines is because we are using lowpoly models
with low resolution textures. MSAA tries to reduce jagged edges between models and
because we are using lowpoly and low resolution textures in this project,
we need to turn it off to avoid texture bleeding.
A bonus with turning off MSAA is we get a more 'retro' looking result.
_________
Lets take a second to see what we have in the starter assets.
Let's take a second to see what we have in the starter assets.
Included in the starter assets are five scenes: ``BulletScene.tscn``, ``Player.tscn``,
``SimpleAudioPlayer.tscn``, ``TestingArea.tscn``, and ``TestLevel.tscn``.
Included in the starter assets are several scenes. For example, in `res://` we have 14 scenes, most of which we will be visiting as
we go through this tutorial series.
We will visit all of these scenes later, but for now open up ``Player.tscn``.
For now let's open up ``Player.tscn``.
.. note:: There are a bunch of scenes and a few textures in the ``Assets`` folder. You can look at these if you want,
but we will not be directly using them in this tutorial.
but we will not be exploring through ``Assets`` in this tutorial series. ``Assets`` contains all of the models used
for each of the levels, as well as some textures and materials.
Making the FPS movement logic
-----------------------------
Once you have ``Player.tscn`` open, let's take a quick look at how it is setup
Once you have ``Player.tscn`` open, let's take a quick look at how it is set up
.. image:: img/PlayerSceneTree.png
First, notice how the player's collision shapes are setup. Using a vertical pointing
First, notice how the player's collision shapes are set up. Using a vertical pointing
capsule as the collision shape for the player is fairly common in most first person games.
We are adding a small square to the 'feet' of the player so the player does not
feel like they are balancing on a single point.
We do want the 'feet' slightly higher than the bottom of the capsule so we can roll over slight edges.
Where to place the 'feet' is dependent on your levels and how you want your player to feel.
.. note:: Many times player will notice how the collision shape being circular when
they walk to an edge and slide off. We are adding the small square at the
bottom of the capsule to reduce sliding on, and around, edges.
Another thing to notice is how many nodes are children of ``Rotation_helper``. This is because
``Rotation_helper`` contains all of the nodes we want to rotate on the ``X`` axis (up and down).
The reason behind this is so we rotate ``Player`` on the ``Y`` axis, and ``Rotation_helper`` on
Another thing to notice is how many nodes are children of ``Rotation_Helper``. This is because
``Rotation_Helper`` contains all of the nodes we want to rotate on the ``X`` axis (up and down).
The reason behind this is so we can rotate ``Player`` on the ``Y`` axis, and ``Rotation_helper`` on
the ``X`` axis.
.. note:: If we did not use ``Rotation_helper`` then we'd likely have cases where we are rotating
both the ``X`` and ``Y`` axes at the same time. This can lead to undesirable results, as we then
could rotate on all three axes in some cases.
See :ref:`using transforms <doc_using_transforms>` for more information
_________
Attach a new script to the ``Player`` node and call it ``Player.gd``.
Lets program our player by adding the ability to move around, look around with the mouse, and jump.
Let's program our player by adding the ability to move around, look around with the mouse, and jump.
Add the following code to ``Player.gd``:
::
extends KinematicBody
const norm_grav = -24.8
const GRAVITY = -24.8
var vel = Vector3()
const MAX_SPEED = 20
const JUMP_SPEED = 18
const ACCEL = 3.5
const ACCEL= 4.5
var dir = Vector3()
const DEACCEL= 16
const MAX_SLOPE_ANGLE = 40
var camera
var camera_holder
# You may need to adjust depending on the sensitivity of your mouse
const MOUSE_SENSITIVITY = 0.05
var flashlight
var rotation_helper
var MOUSE_SENSITIVITY = 0.05
func _ready():
camera = $Rotation_helper/Camera
camera_holder = $Rotation_helper
camera = $Rotation_Helper/Camera
rotation_helper = $Rotation_Helper
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
flashlight = $Rotation_helper/Flashlight
func _physics_process(delta):
var dir = Vector3()
process_input(delta)
process_movement(delta)
func process_input(delta):
# ----------------------------------
# Walking
dir = Vector3()
var cam_xform = camera.get_global_transform()
var input_movement_vector = Vector2()
if Input.is_action_pressed("movement_forward"):
dir += -cam_xform.basis.z.normalized()
input_movement_vector.y += 1
if Input.is_action_pressed("movement_backward"):
dir += cam_xform.basis.z.normalized()
input_movement_vector.y -= 1
if Input.is_action_pressed("movement_left"):
dir += -cam_xform.basis.x.normalized()
input_movement_vector.x -= 1
if Input.is_action_pressed("movement_right"):
dir += cam_xform.basis.x.normalized()
input_movement_vector.x = 1
input_movement_vector = input_movement_vector.normalized()
dir += -cam_xform.basis.z.normalized() * input_movement_vector.y
dir += cam_xform.basis.x.normalized() * input_movement_vector.x
# ----------------------------------
# ----------------------------------
# Jumping
if is_on_floor():
if Input.is_action_just_pressed("movement_jump"):
vel.y = JUMP_SPEED
if Input.is_action_just_pressed("flashlight"):
if flashlight.is_visible_in_tree():
flashlight.hide()
else:
flashlight.show()
dir.y = 0
dir = dir.normalized()
var grav = norm_grav
vel.y += delta*grav
var hvel = vel
hvel.y = 0
var target = dir
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
# (optional, but highly useful) Capturing/Freeing the cursor
# ----------------------------------
# ----------------------------------
# Capturing/Freeing the cursor
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ----------------------------------
func process_movement(delta):
dir.y = 0
dir = dir.normalized()
vel.y += delta*GRAVITY
var hvel = vel
hvel.y = 0
var target = dir
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotation_helper.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
var camera_rot = camera_holder.rotation_degrees
var camera_rot = rotation_helper.rotation_degrees
camera_rot.x = clamp(camera_rot.x, -70, 70)
camera_holder.rotation_degrees = camera_rot
rotation_helper.rotation_degrees = camera_rot
This is a lot of code, so let's break it down from top to bottom:
This is a lot of code, so let's break it down function by function:
.. tip:: While copy and pasting code is ill advised, as you can learn a lot from manually typing the code in, you can
copy and paste the code from this page directly into the script editor.
If you do this, all of the code copied will be using spaces instead of tabs.
To convert the spaces to tabs in the script editor, click the "edit" menu and select "Convert Indent To Tabs".
This will convert all of the spaces into tabs. You can select "Convert Indent To Spaces" to convert t back into spaces.
_________
First, we define some global variables to dictate how our player will move about the world.
.. note:: Throughout this tutorial, *variables defined outside functions will be
referred to as "global variables"*. This is because we can access any of these
.. note:: Throughout this tutorial, **variables defined outside functions will be
referred to as "global variables"**. This is because we can access any of these
variables from any place in the script. We can "globally" access them, hence the
name.
Lets go through each of the global variables:
Let's go through each of the global variables:
- ``norm_grav``: How strong gravity pulls us down while we are walking.
- ``GRAV``: How strong gravity pulls us down.
- ``vel``: Our :ref:`KinematicBody <class_KinematicBody>`'s velocity.
- ``MAX_SPEED``: The fastest speed we can reach. Once we hit this speed, we will not go any faster.
- ``JUMP_SPEED``: How high we can jump.
- ``ACCEL``: How fast we accelerate. The higher the value, the faster we get to max speed.
- ``DEACCEL``: How fast we are going to decelerate. The higher the value, the faster we will come to a complete stop.
- ``MAX_SLOPE_ANGLE``: The steepest angle we can climb.
- ``MAX_SLOPE_ANGLE``: The steepest angle our :ref:`KinematicBody <class_KinematicBody>` will consider as a 'floor'.
- ``camera``: The :ref:`Camera <class_Camera>` node.
- ``rotation_helper``: A :ref:`Spatial <class_Spatial>` node holding everything we want to rotate on the X axis (up and down).
- ``MOUSE_SENSITIVITY``: How sensitive the mouse is. I find a value of ``0.05`` works well for my mouse, but you may need to change it based on how sensitive your mouse is.
- ``flashlight``: A :ref:`Spotlight <class_Spotlight>` node that will act as our player's flashlight.
You can tweak many of these variables to get different results. For example, by lowering ``normal_gravity`` and/or
You can tweak many of these variables to get different results. For example, by lowering ``GRAVITY`` and/or
increasing ``JUMP_SPEED`` you can get a more 'floaty' feeling character.
Feel free to experiment!
.. note:: You may have noticed that ``MOUSE_SENSITIVITY`` is written in all caps like the other constants, but is ``MOUSE_SENSITIVITY`` is not a constant.
The reason behind this is we want to treat it like a constant variable (a variable that cannot change) throughout our script, but we want to be
able to change the value later when we add customizable settings. So, in an effort to remind ourselves to treat it like a constant, it's named in all caps.
_________
Now lets look at the ``_ready`` function:
Now let's look at the ``_ready`` function:
First we get the ``camera`` and ``rotation_helper`` nodes and store them into their variables.
Then we need to set the mouse mode to captured.
Then we need to set the mouse mode to captured so the mouse cannot leave the game window.
This will hide the mouse and keep it at the center of the screen. We do this for two reasons:
The first reason being we do not want to the player to see their mouse cursor as they play.
The second reason is because we do not want the cursor to leave the game window. If the cursor leaves
the game window there could be instances where the player clicks outside the window, and then the game
would lose focus. To assure neither of these issues happen, we capture the mouse cursor.
@@ -263,21 +298,31 @@ would lose focus. To assure neither of these issues happen, we capture the mouse
.. note:: see :ref:`Input documentation <class_Input>` for the various mouse modes. We will only be using
``MOUSE_MODE_CAPTURED`` and ``MOUSE_MODE_VISIBLE`` in this tutorial series.
We need to use ``_input`` so we can rotate the player and
camera when there is mouse motion.
_________
Next let's take a look at ``_physics_process``:
All we're doing in ``_physics_process`` is calling two functions: ``process_input`` and ``process_movement``.
``process_input`` will be where we store all of the code relating to player input. We want to call it first before
anything else so we have fresh player input to work with.
``process_movement`` is where we'll send all of the date necessary to the :ref:`KinematicBody <class_KinematicBody>`
so it can move through the game world.
_________
Next is ``_physics_process``:
Let's look is ``process_movement`` next:
We define a directional vector (``dir``) for storing the direction the player intends to move.
First we set ``dir`` to an empty :ref:`Vector3 <class_Vector3>`.
``dir`` will be used for storing the direction the player intends to move towards. Because we do not
want the player's previous input to effect the player beyond a single ``process_movement`` call, we reset ``dir``.
Next we get the camera's global transform and store it as well, into the ``cam_xform`` variable.
Now we check for directional input. If we find that the player is moving, we get the ``camera``'s directional
vector in the direction we are wanting to move towards and add (or subtract) it to ``dir``.
Many have found directional vectors confusing, so lets take a second to explain how they work:
The reason we need the camera's global transform is so we can use it's directional vectors.
Many have found directional vectors confusing, so let's take a second to explain how they work:
_________
@@ -376,44 +421,72 @@ from the object's point of view, as opposed to using world vectors which give di
_________
Back to ``_physics_process``:
Okay, back to ``process_input``:
When the player pressed any of the directional movement actions, we get the local vector pointing in that direction
and add it to ``dir``.
Next we make a new variable called ``input_movement_vector`` and assign it to an empty :ref:`Vector2 <class_Vector2>`.
We will use this to make a virtual axis of sorts so map the player's input to movement.
.. note:: Because the camera is rotated by ``-180`` degrees, we have to flip the directional vectors.
.. note:: This may seem overkill for just the keyboard, but this will make sense later when we add joypad input.
Based on which directional movement action is pressed, we add or remove from ``input_movement_vector``.
After we've checked each of the directional movement actions, we normalize ``input_movement_vector``. This makes it where ``input_movement_vector``'s values
are within a ``1`` radius unit circle.
Next we add the camera's local ``Z`` vector times ``input_movement_vector.y`` to ``dir``. This where when we pressed forward or backwards we add the camera's
local ``Z`` axis, so we move forward in relation to the camera.
.. note:: Because the camera is rotated by ``-180`` degrees, we have to flip the ``Z`` directional vector.
Normally forward would be the positive Z axis, so using ``basis.z.normalized()`` would work,
but we are using ``-basis.z.normalized()`` because our camera's Z axis faces backwards in relation
to the rest of the player.
We do the same thing for the camera's local ``X`` vector, and instead of using ``input_movement_vector.y`` we instead use ``input_movement_vector.x``.
This makes it where when we press left or right, we move left/right in relation to the camera.
Next we check if the player is on the floor using :ref:`KinematicBody <class_KinematicBody>`'s ``is_on_floor`` function. If it is, then we
check to see if the "movement_jump" action has just been pressed. If it has, then we set our ``Y`` velocity to
``JUMP_SPEED``.
Next we check if the flash light action was just pressed. If it was, we then check if the flash light
is visible, or hidden. If it is visible, we hide it. If it is hidden, we make it visible.
Because we're setting the Y velocity, we will jump into the air.
Next we assure that our movement vector does not have any movement on the ``Y`` axis, and then we normalize it.
We set a variable to our normal gravity and apply that gravity to our velocity.
Then we check for the ``ui_cancel`` action. This is so we can free/capture the mouse cursor when the ``escape`` button
is pressed. We do this because otherwise we'd have no way to free the cursor, meaning it would be stuck until you terminate the
runtime.
To free/capture the cursor, we check to see if the mouse is visible (freed) or not. If it is, then we capture it, and if it's not we make it visible (free it).
That's all we're doing right now for ``process_input``. We'll come back several times to this function as we add more complexities to our player.
_________
Now let's look at ``process_movement``:
First we assure that ``dir`` does not have any movement on the ``Y`` axis by setting it's ``Y`` value to zero.
Next we normalize ``dir`` to assure we're within a ``1`` radius unit circle. This makes it where we're moving at a constant speed regardless
of whether we've moving straight, or moving diagonal. If we did not normalize, we would move faster on the diagonal than when we're going straight.
Next we add gravity to our player by adding ``GRAVITY * delta`` to our ``Y`` velocity.
After that we assign our velocity to a new variable (called ``hvel``) and remove any movement on the ``Y`` axis.
Next we set a new variable (``target``) to our direction vector. Then we multiply that by our max speed
so we know how far we will can move in the direction provided by ``dir``.
After that we make a new variable for our acceleration, named ``accel``. We then take the dot product
of ``hvel`` to see if we are moving according to ``hvel``. Remember, ``hvel`` does not have any
Next we set a new variable (``target``) to our direction vector.
Then we multiply that by our max speed so we know how far we will can move in the direction provided by ``dir``.
After that we make a new variable for our acceleration, named ``accel``.
We then take the dot product of ``hvel`` to see if we are moving according to ``hvel``. Remember, ``hvel`` does not have any
``Y`` velocity, meaning we are only checking if we are moving forwards, backwards, left, or right.
If we are moving, then we set ``accel`` to our ``ACCEL`` constant so we accelerate, otherwise we set ``accel` to
If we are moving according to ``hvel``, then we set ``accel`` to our ``ACCEL`` constant so we accelerate, otherwise we set ``accel` to
our ``DEACCEL`` constant so we decelerate.
Finally, we interpolate our horizontal velocity, set our ``X`` and ``Z`` velocity to the interpolated horizontal velocity,
and then call ``move_and_slide`` to let the :ref:`KinematicBody <class_KinematicBody>` handle moving through the physics world.
Then we interpolate our horizontal velocity, set our ``X`` and ``Z`` velocity to the interpolated horizontal velocity,
and call ``move_and_slide`` to let the :ref:`KinematicBody <class_KinematicBody>` handle moving through the physics world.
.. tip:: All of the code in ``_physics_process`` is almost exactly the same as the movement code from the Kinematic Character demo!
The only thing that is different is how we use the directional vectors, and the flash light!
You can optionally add some code to capture and free the mouse cursor when "ui_cancel" is
pressed. While entirely optional, it is highly recommended for debugging purposes.
.. tip:: All of the code in ``process_movement`` is exactly the same as the movement code from the Kinematic Character demo!
_________
@@ -422,11 +495,11 @@ The final function we have is the ``_input`` function, and thankfully it's fairl
First we make sure that the event we are dealing with is a :ref:`InputEventMouseMotion <class_InputEventMouseMotion>` event.
We also want to check if the cursor is captured, as we do not want to rotate if it is not.
.. tip:: See :ref:`Mouse and input coordinates <doc_mouse_and_input_coordinates>` for a list of
.. note:: See :ref:`Mouse and input coordinates <doc_mouse_and_input_coordinates>` for a list of
possible input events.
If the event is indeed a mouse motion event and the cursor is captured, we rotate
based on the mouse motion provided by :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`.
based on the relative mouse motion provided by :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`.
First we rotate the ``rotation_helper`` node on the ``X`` axis, using the relative mouse motion's
``Y`` value, provided by :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`.
@@ -444,20 +517,24 @@ Then we rotate the entire :ref:`KinematicBody <class_KinematicBody>` on the ``Y`
Finally, we clamp the ``rotation_helper``'s ``X`` rotation to be between ``-70`` and ``70``
degrees so we cannot rotate ourselves upside down.
.. tip:: see :ref:`using transforms <doc_using_transforms>` for more information on rotating transforms.
_________
To test the code open up the scene named ``Testing_Area.tscn`` if it's not already opened up. We will be using
To test the code open up the scene named ``Testing_Area.tscn``, if it's not already opened up. We will be using
this scene as we go through the tutorial, so be sure to keep it open in one of your scene tabs.
Go ahead and test your code either by pressing ``F4`` with ``Testing_Area.tscn`` as the open tab, by pressing the
play button in the top right corner, or by pressing ``F6``.
You should now be able to walk around, jump in the air, and look around using the mouse.
Giving the player the option to sprint
--------------------------------------
Before we get to making the weapons work, there is one more thing we should add.
Many FPS games have an option to sprint, and we can easily add sprinting to our player,
Giving the player a flash light and the option to sprint
--------------------------------------------------------
Before we get to making the weapons work, there is a couple more things we should add.
Many FPS games have an option to sprint and a flash light. We can easily add these to our player,
so let's do that!
First we need a few more global variables in our player script:
@@ -466,62 +543,102 @@ First we need a few more global variables in our player script:
const MAX_SPRINT_SPEED = 30
const SPRINT_ACCEL = 18
var is_sprinting = false
var is_spriting = false
var flashlight
All of these variables work exactly the same as the non sprinting variables with
similar names. The only that's different is ``is_sprinting``, which is a boolean to track
whether the player is currently sprinting.
All of the sprinting variables work exactly the same as the non sprinting variables with
similar names.
Now we just need to change some of the code in our ``_physics_process`` function
so we can add the ability to sprint.
``is_sprinting`` is a boolean to track whether the player is currently sprinting, and ``flashlight`` is a variable
we will be using to hold our flash light node.
The first thing we need to do is add the following code, preferably by the other input related code:
Now we just need to add a few lines of code, starting in ``_ready``. Add the following to ``_ready``:
::
flashlight = $Rotation_Helper/Flashlight
This gets our flash light node and assigns it to the ``flashlight`` variable.
_________
Now we need to change some of the code in ``process_input``. Add the following somewhere in ``process_input``:
::
# ----------------------------------
# Sprinting
if Input.is_action_pressed("movement_sprint"):
is_sprinting = true
is_spriting = true
else:
is_sprinting = false;
is_spriting = false
# ----------------------------------
# ----------------------------------
# Turning the flashlight on/off
if Input.is_action_just_pressed("flashlight"):
if flashlight.is_visible_in_tree():
flashlight.hide()
else:
flashlight.show()
# ----------------------------------
Let's go over the additions:
This will set ``is_sprinting`` to true when we are holding down the ``movement_sprint`` action, and false
when the ``movement_sprint`` action is released.
We set ``is_sprinting`` to true when we are holding down the ``movement_sprint`` action, and false
when the ``movement_sprint`` action is released. In ``process_movement`` we'll add the code that makes the player faster when
they sprint. Here in ``process_input`` we're just going to change the ``is_sprinting`` variable.
Next we need to set our max speed to the higher speed if we are sprinting, and we also need
to change our acceleration to the new acceleration:
We do something similar freeing/capturing the cursor for handling the flash light. We first check to see if the ``flashlight`` action
was just pressed. If it was, we then check to see if ``flashlight`` is visible in the scene tree. If it is, then we hide it, and if it's not we show it.
_________
Now we just need to change a couple things in ``process_movement``. First, replace ``target *= MAX_SPEED`` with the following:
::
var target = dir
# NEW CODE. Replaces "target *= MAX_SPEED"
if is_sprinting:
if is_spriting:
target *= MAX_SPRINT_SPEED
else:
target *= MAX_SPEED
# Same code as before:
var accel
if dir.dot(hvel) > 0:
# New code. Replaces "accel = ACCEL"
if is_sprinting:
accel = SPRINT_ACCEL
else:
accel = ACCEL
else:
accel = DEACCEL
Now instead of always multiplying ``target`` by ``MAX_SPEED``, we first check to see if we are sprinting or not.
If we are sprinting, we instead multiply ``target`` by ``MAX_SPRINT_SPEED``.
Now you should be able to sprint if you press the shift button! Go give it a
whirl! You can change the sprint related global variables to make the player faster when sprinting!
Now all that's left is changing the accleration when sprinting. Change ``accel = ACCEL`` to the following:
::
if is_spriting:
accel = SPRINT_ACCEL
else:
accel = ACCEL
Now when we are sprinting we'll use ``SPRINT_ACCEL`` instead of ``ACCEL``, which will accelerate us faster.
_________
You should now be able to sprint if you press the ``shift`` button, and can toggle the flash light on and off by pressing the ``F`` button!
Go give it a whirl! You can change the sprint related global variables to make the player faster or slower when sprinting!
Final notes
-----------
.. image:: img/PartOneFinished.png
Phew! That was a lot of work. Now you have a fully working first person character!
In :ref:`doc_fps_tutorial_part_two` we will add some guns to our player character.
.. note:: At this point we've recreated the Kinematic character demo with sprinting!
.. note:: At this point we've recreated the Kinematic character demo from first person perspective with sprinting and a flash light!
.. tip:: Currently the player script would be at an ideal state for making all sorts of
first person games. For example: Horror games, platformer games, adventure games, and more!
.. warning:: If you ever get lost, be sure to read over the code again! You can also
download the finished project at the bottom of :ref:`doc_fps_tutorial_part_three`.
.. warning:: If you ever get lost, be sure to read over the code again!
You can download the finished project for this part here: :download:`Godot_FPS_Part_1.zip <files/Godot_FPS_Part_1.zip>`

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