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godot-docs/getting_started/step_by_step/your_first_game.rst
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.. _doc_your_first_game:
Your first game
===============
Overview
--------
This tutorial will guide you through making your first Godot
project. You will learn how the Godot editor works, how to structure
a project, and how to build a 2D game.
.. note:: This project is an introduction to the Godot engine. It
assumes that you have some programming experience already. If
you're new to programming entirely, you should start here:
:ref:`doc_scripting`.
The game is called "Dodge the Creeps!". Your character must move and
avoid the enemies for as long as possible. Here is a preview of the
final result:
.. image:: img/dodge_preview.gif
**Why 2D?** 3D games are much more complex than 2D ones. You should stick to 2D
until you have a good understanding of the game development process and how to
use Godot.
Project setup
-------------
Launch Godot and create a new project. Then, download
:download:`dodge_assets.zip <files/dodge_assets.zip>`. This contains the
images and sounds you'll be using to make the game. Unzip these files in your
project folder.
.. note:: For this tutorial, we will assume you are familiar with the
Godot editor. If you haven't read :ref:`doc_scenes_and_nodes`, do so now
for an explanation of setting up a project and using the editor.
This game is designed for portrait mode, so we need to adjust the size of the
game window. Click on Project -> Project Settings -> Display -> Window and
set "Width" to ``480`` and "Height" to ``720``.
Also in this section, under the "Stretch" options, set ``Mode`` to "2d" and
``Aspect`` to "keep". This ensures that the game scales consistently on
different sized screens.
Organizing the project
~~~~~~~~~~~~~~~~~~~~~~
In this project, we will make 3 independent scenes: ``Player``,
``Mob``, and ``HUD``, which we will combine into the game's ``Main``
scene. In a larger project, it might be useful to create folders to hold
the various scenes and their scripts, but for this relatively small
game, you can save your scenes and scripts in the project's root folder,
identified by ``res://``. You can see your project folders in the FileSystem
Dock in the lower left corner:
.. image:: img/filesystem_dock.png
Player scene
------------
The first scene will define the ``Player`` object. One of the benefits
of creating a separate Player scene is that we can test it separately, even
before we've created other parts of the game.
Node structure
~~~~~~~~~~~~~~
To begin, we need to choose a root node for the player object. As a general rule,
a scene's root node should reflect the object's desired functionality - what the
object *is*. Click the "Other Node" button and add an :ref:`Area2D <class_Area2D>`
node to the scene.
.. image:: img/add_node.png
Godot will display a warning icon next to the node in the scene tree. You can
ignore it for now. We will address it later.
With ``Area2D`` we can detect objects that overlap or run into the player.
Change the node's name to ``Player`` by double-clicking on it. Now that we've
set the scene's root node, we can add additional nodes to give it more
functionality.
Before we add any children to the ``Player`` node, we want to make sure we don't
accidentally move or resize them by clicking on them. Select the node and
click the icon to the right of the lock; its tooltip says "Makes sure the object's children
are not selectable."
.. image:: img/lock_children.png
Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux or :kbd:`Cmd + S` on macOS.
.. note:: For this project, we will be following the Godot naming conventions.
- **GDScript**: Classes (nodes) use PascalCase, variables and
functions use snake_case, and constants use ALL_CAPS (See
:ref:`doc_gdscript_styleguide`).
- **C#**: Classes, export variables and methods use PascalCase,
private fields use _camelCase, local variables and parameters use
camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
the method names precisely when connecting signals.
Sprite animation
~~~~~~~~~~~~~~~~
Click on the ``Player`` node and add an :ref:`AnimatedSprite <class_AnimatedSprite>` node as a
child. The ``AnimatedSprite`` will handle the appearance and animations
for our player. Notice that there is a warning symbol next to the node.
An ``AnimatedSprite`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a
list of the animations it can display. To create one, find the
``Frames`` property in the Inspector and click "[empty]" ->
"New SpriteFrames". Click again to open the "SpriteFrames" panel:
.. image:: img/spriteframes_panel.png
On the left is a list of animations. Click the "default" one and rename
it to "walk". Then click the "New Animation" button to create a second animation
named "up". Find the player images in the "FileSystem" tab - they're in the
``art`` folder you unzipped earlier. Drag the two images for each animation, named
``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the "Animation Frames"
side of the panel for the corresponding animation:
.. image:: img/spriteframes_panel2.png
The player images are a bit too large for the game window, so we need to
scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale``
property to ``(0.5, 0.5)``. You can find it in the Inspector under the
``Node2D`` heading.
.. image:: img/player_scale.png
Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child
of ``Player``. This will determine the player's "hitbox", or the
bounds of its collision area. For this character, a ``CapsuleShape2D``
node gives the best fit, so next to "Shape" in the Inspector, click
"[empty]"" -> "New CapsuleShape2D". Using the two size handles, resize the
shape to cover the sprite:
.. image:: img/player_coll_shape.png
When you're finished, your ``Player`` scene should look like this:
.. image:: img/player_scene_nodes.png
Make sure to save the scene again after these changes.
Moving the player
~~~~~~~~~~~~~~~~~
Now we need to add some functionality that we can't get from a built-in
node, so we'll add a script. Click the ``Player`` node and click the
"Attach Script" button:
.. image:: img/add_script_button.png
In the script settings window, you can leave the default settings alone. Just
click "Create":
.. note:: If you're creating a C# script or other languages, select the
language from the `language` drop down menu before hitting create.
.. image:: img/attach_node_window.png
.. note:: If this is your first time encountering GDScript, please read
:ref:`doc_scripting` before continuing.
Start by declaring the member variables this object will need:
.. tabs::
.. code-tab:: gdscript GDScript
extends Area2D
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
.. code-tab:: csharp
public class Player : Area2D
{
[Export]
public int Speed = 400; // How fast the player will move (pixels/sec).
private Vector2 _screenSize; // Size of the game window.
}
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`` node and you'll see the property now appears in the "Script
Variables" section of the Inspector. Remember, if you change the value here, it
will override the value written in the script.
.. warning:: If you're using C#, you need to (re)build the project assemblies
whenever you want to see new export variables or signals. This
build can be manually triggered by clicking the word "Mono" at the
bottom of the editor window to reveal the Mono Panel, then
clicking the "Build Project" button.
.. image:: img/export_variable.png
The ``_ready()`` function is called when a node enters the scene tree,
which is a good time to find the size of the game window:
.. tabs::
.. code-tab:: gdscript GDScript
func _ready():
screen_size = get_viewport_rect().size
.. code-tab:: csharp
public override void _Ready()
{
_screenSize = GetViewport().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 following:
- Check for input.
- Move in the given direction.
- Play the appropriate animation.
First, we need to check for input - is the player pressing a key? For
this game, we have 4 direction inputs to check. Input actions are defined
in the Project Settings under "Input Map". Here, you can define custom events and
assign different keys, mouse events, or other inputs to them. For this demo,
we will use the default events that are assigned to the arrow keys on the
keyboard.
You can detect whether a key is pressed using
``Input.is_action_pressed()``, which returns ``true`` if it's pressed
or ``false`` if it isn't.
.. tabs::
.. code-tab:: gdscript GDScript
func _process(delta):
var velocity = Vector2() # The player's movement vector.
if Input.is_action_pressed("ui_right"):
velocity.x += 1
if Input.is_action_pressed("ui_left"):
velocity.x -= 1
if Input.is_action_pressed("ui_down"):
velocity.y += 1
if Input.is_action_pressed("ui_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
.. code-tab:: csharp
public override void _Process(float delta)
{
var velocity = new Vector2(); // The player's movement vector.
if (Input.IsActionPressed("ui_right"))
{
velocity.x += 1;
}
if (Input.IsActionPressed("ui_left"))
{
velocity.x -= 1;
}
if (Input.IsActionPressed("ui_down"))
{
velocity.y += 1;
}
if (Input.IsActionPressed("ui_up"))
{
velocity.y -= 1;
}
var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
if (velocity.Length() > 0)
{
velocity = velocity.Normalized() * Speed;
animatedSprite.Play();
}
else
{
animatedSprite.Stop();
}
}
We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player
should not be moving. Then we check each input and add/subtract from the
``velocity`` to obtain a total direction. For example, if you hold ``right``
and ``down`` at the same time, the resulting ``velocity`` vector will be
``(1, 1)``. In this case, since we're adding a horizontal and a vertical
movement, the player would move *faster* diagonally than if it just moved horizontally.
We can prevent that if we *normalize* the velocity, which means we set
its *length* to ``1``, then multiply by the desired speed. This means no
more fast diagonal movement.
.. tip:: If you've never used vector math before, or need a refresher,
you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
It's good to know but won't be necessary for the rest of this tutorial.
We also check whether the player is moving so we can call ``play()`` or ``stop()``
on the AnimatedSprite.
``$`` is shorthand for ``get_node()``.
So in the code above, ``$AnimatedSprite.play()`` is the same as ``get_node("AnimatedSprite").play()``.
.. tip:: In GDScript, ``$`` returns the node at the relative path from the current node, or returns ``null`` if the node is not found.
Since AnimatedSprite is a child of the current node, we can use ``$AnimatedSprite``.
Now that we have a movement direction, we can update the player's position. We
can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a value
means restricting it to a given range. Add the following to the bottom of
the ``_process`` function (make sure it's not indented under the `else`):
.. tabs::
.. code-tab:: gdscript GDScript
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
.. code-tab:: csharp
Position += velocity * delta;
Position = new Vector2(
x: Mathf.Clamp(Position.x, 0, _screenSize.x),
y: Mathf.Clamp(Position.y, 0, _screenSize.y)
);
.. tip:: The `delta` parameter in the `_process()` function refers to the
*frame length* - the amount of time that the previous frame took to
complete. Using this value ensures that your movement will remain
consistent even if the frame rate changes.
Click "Play Scene" (``F6``) and confirm you can move the player
around the screen in all directions.
.. warning:: If you get an error in the "Debugger" panel that says
``Attempt to call function 'play' in base 'null instance' on a null instance``
this likely means you spelled the name of the AnimatedSprite node wrong.
Node names are case-sensitive and ``$NodeName`` must match the name
you see in the scene tree.
Choosing animations
~~~~~~~~~~~~~~~~~~~
Now that the player can move, we need to change which animation the
AnimatedSprite is playing based on its direction. We have the "walk"
animation, which shows the player walking to the right. This animation should
be flipped horizontally using the ``flip_h`` property for left movement. We also
have the "up" animation, which should be flipped vertically with ``flip_v``
for downward movement. Let's place this code at the end of the ``_process()``
function:
.. tabs::
.. code-tab:: gdscript GDScript
if velocity.x != 0:
$AnimatedSprite.animation = "walk"
$AnimatedSprite.flip_v = false
# See the note below about boolean assignment
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
.. code-tab:: csharp
if (velocity.x != 0)
{
animatedSprite.Animation = "walk";
animatedSprite.FlipV = false;
// See the note below about boolean assignment
animatedSprite.FlipH = velocity.x < 0;
}
else if (velocity.y != 0)
{
animatedSprite.Animation = "up";
animatedSprite.FlipV = 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
this code versus the one-line boolean assignment above:
.. tabs::
.. code-tab :: gdscript GDScript
if velocity.x < 0:
$AnimatedSprite.flip_h = true
else:
$AnimatedSprite.flip_h = false
.. code-tab:: csharp
if (velocity.x < 0)
{
animatedSprite.FlipH = true;
}
else
{
animatedSprite.FlipH = false;
}
Play the scene again and check that the animations are correct in each
of the directions.
.. tip:: A common mistake here is to type the names of the animations wrong. The
animation names in the SpriteFrames panel must match what you type in the
code. If you named the animation ``"Walk"``, you must also use a capital
"W" in the code.
When you're sure the movement is working correctly, add this line to ``_ready()``,
so the player will be hidden when the game starts:
.. tabs::
.. code-tab:: gdscript GDScript
hide()
.. code-tab:: csharp
Hide();
Preparing for collisions
~~~~~~~~~~~~~~~~~~~~~~~~
We want ``Player`` to detect when it's hit by an enemy, but we haven't
made any enemies yet! That's OK, because we're going to use Godot's
*signal* functionality to make it work.
Add the following at the top of the script, after ``extends Area2D``:
.. tabs::
.. code-tab:: gdscript GDScript
signal hit
.. code-tab:: csharp
// Don't forget to rebuild the project so the editor knows about the new signal.
[Signal]
public delegate void Hit();
This defines a custom signal called "hit" that we will have our player
emit (send out) when it collides with an enemy. We will use ``Area2D`` to
detect the collision. Select the ``Player`` node and click the "Node" tab
next to the Inspector tab to see the list of signals the player can emit:
.. image:: img/player_signals.png
Notice our custom "hit" signal is there as well! Since our enemies are
going to be ``RigidBody2D`` nodes, we want the
``body_entered(body: Node)`` signal. This signal will be emitted when a
body contacts the player. Click "Connect.." and the "Connect a Signal" window
appears. We don't need to change any of these settings so click "Connect" again.
Godot will automatically create a function in your player's script.
.. image:: img/player_signal_connection.png
Note the green icon indicating that a signal is connected to this function. Add
this code to the function:
.. tabs::
.. code-tab:: gdscript GDScript
func _on_Player_body_entered(body):
hide() # Player disappears after being hit.
emit_signal("hit")
$CollisionShape2D.set_deferred("disabled", true)
.. code-tab:: csharp
public void OnPlayerBodyEntered(PhysicsBody2D body)
{
Hide(); // Player disappears after being hit.
EmitSignal("Hit");
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("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.
.. Note:: Disabling the area's collision shape can cause an error if it happens
in the middle of the engine's collision processing. Using ``set_deferred()``
tells Godot to wait to disable the shape until it's safe to do so.
The last piece is to add a function we can call to reset the player when
starting a new game.
.. tabs::
.. code-tab:: gdscript GDScript
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false
.. code-tab:: csharp
public void Start(Vector2 pos)
{
Position = pos;
Show();
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
Enemy scene
-----------
Now it's time to make the enemies our player will have to dodge. Their
behavior will not be very complex: mobs will spawn randomly at the edges
of the screen, choose a random direction, and move in a straight line.
We'll create a ``Mob`` scene, which we can then *instance* to create any
number of independent mobs in the game.
.. note:: See :ref:`doc_instancing` to learn more about instancing.
Node setup
~~~~~~~~~~
Click Scene -> New Scene and add the following nodes:
- :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
- :ref:`AnimatedSprite <class_AnimatedSprite>`
- :ref:`CollisionShape2D <class_CollisionShape2D>`
- :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`
Don't forget to set the children so they can't be selected, like you did with the
Player scene.
In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0``, so
the mob will not fall downward. In addition, under the
``PhysicsBody2D`` section, click the ``Mask`` property and
uncheck the first box. This will ensure the mobs do not collide with each other.
.. image:: img/set_collision_mask.png
Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player.
This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There are two
images for each animation in the art folder.
Adjust the "Speed (FPS)" to ``3`` for all animations.
.. image:: img/mob_animations.gif
Set the ``Playing`` property in the Inspector to “On”.
We'll select one of these animations randomly so that the mobs will have some variety.
Like the player images, these mob images need to be scaled down. Set the
``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``.
As in the ``Player`` scene, add a ``CapsuleShape2D`` for the
collision. To align the shape with the image, you'll need to set the
``Rotation Degrees`` property to ``90`` (under "Transform" in the Inspector).
Save the scene.
Enemy script
~~~~~~~~~~~~
Add a script to the ``Mob`` and add the following member variables:
.. tabs::
.. code-tab:: gdscript GDScript
extends RigidBody2D
export var min_speed = 150 # Minimum speed range.
export var max_speed = 250 # Maximum speed range.
.. code-tab:: csharp
public class Mob : RigidBody2D
{
// Don't forget to rebuild the project so the editor knows about the new export variables.
[Export]
public int MinSpeed = 150; // Minimum speed range.
[Export]
public int MaxSpeed = 250; // Maximum speed range.
}
When we spawn a mob, we'll pick a random value between ``min_speed`` and
``max_speed`` for how fast each mob will move (it would be boring if they
were all moving at the same speed).
Now let's look at the rest of the script. In ``_ready()`` we randomly
choose one of the three animation types:
.. tabs::
.. code-tab:: gdscript GDScript
func _ready():
var mob_types = $AnimatedSprite.frames.get_animation_names()
$AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
.. code-tab:: csharp
// C# doesn't implement GDScript's random methods, so we use 'System.Random' as an alternative.
static private Random _random = new Random();
public override void _Ready()
{
var animSprite = GetNode<AnimatedSprite>("AnimatedSprite");
var mobTypes = animSprite.Frames.GetAnimationNames();
animSprite.Animation = mobTypes[_random.Next(0, mobTypes.Length)];
}
First, we get the list of animation names from the AnimatedSprite's ``frames``
property. This returns an Array containing all three animation names:
``["walk", "swim", "fly"]``.
We then need to pick a random number between ``0`` and ``2`` to select one of these
names from the list (array indices start at ``0``). ``randi() % n`` selects a
random integer between ``0`` and ``n-1``.
.. note:: You must use ``randomize()`` if you want your sequence of "random"
numbers to be different every time you run the scene. We're going
to use ``randomize()`` in our ``Main`` scene, so we won't need it here.
The last piece is to make the mobs delete themselves when they leave the
screen. Connect the ``screen_exited()`` signal of the ``VisibilityNotifier2D``
node and add this code:
.. tabs::
.. code-tab:: gdscript GDScript
func _on_VisibilityNotifier2D_screen_exited():
queue_free()
.. code-tab:: csharp
public void OnVisibilityNotifier2DScreenExited()
{
QueueFree();
}
This completes the `Mob` scene.
Main scene
----------
Now it's time to bring it all together. Create a new scene and add a
:ref:`Node <class_Node>` named ``Main``. Ensure you create a Node, **not** a
Node2D. Click the "Instance" button and select your
saved ``Player.tscn``.
.. image:: img/instance_scene.png
Now, add the following nodes as children of ``Main``, and name them as
shown (values are in seconds):
- :ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn
- :ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second
- :ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting
- :ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position
Set the ``Wait Time`` property of each of the ``Timer`` nodes as
follows:
- ``MobTimer``: ``0.5``
- ``ScoreTimer``: ``1``
- ``StartTimer``: ``2``
In addition, set the ``One Shot`` property of ``StartTimer`` to "On" and
set ``Position`` of the ``StartPosition`` node to ``(240, 450)``.
Spawning mobs
~~~~~~~~~~~~~
The Main node will be spawning new mobs, and we want them to appear at a
random location on the edge of the screen. Add a :ref:`Path2D <class_Path2D>` node named
``MobPath`` as a child of ``Main``. When you select ``Path2D``,
you will see some new buttons at the top of the editor:
.. image:: img/path2d_buttons.png
Select the middle one ("Add Point") and draw the path by clicking to add
the points at the corners shown. To have the points snap to the grid, make
sure "Use Grid Snap" and "Use Snap" are both selected. These options can be
found to the left of the "Lock" button, appearing as a magnet next to some
dots and intersecting lines, respectively.
.. image:: img/grid_snap_button.png
.. important:: Draw the path in *clockwise* order, or your mobs will spawn
pointing *outwards* instead of *inwards*!
.. image:: img/draw_path2d.gif
After placing point ``4`` in the image, click the "Close Curve" button and
your curve will be complete.
Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>`
node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will
automatically rotate and follow the path as it moves, so we can use it
to select a random position and direction along the path.
Your scene should look like this:
.. image:: img/main_scene_nodes.png
Main script
~~~~~~~~~~~
Add a script to ``Main``. At the top of the script, we use
``export (PackedScene)`` to allow us to choose the Mob scene we want to
instance.
.. tabs::
.. code-tab:: gdscript GDScript
extends Node
export (PackedScene) var Mob
var score
func _ready():
randomize()
.. code-tab:: csharp
public class Main : Node
{
// Don't forget to rebuild the project so the editor knows about the new export variable.
[Export]
public PackedScene Mob;
private int _score;
// We use 'System.Random' as an alternative to GDScript's random methods.
private Random _random = new Random();
public override void _Ready()
{
}
// We'll use this later because C# doesn't support GDScript's randi().
private float RandRange(float min, float max)
{
return (float)_random.NextDouble() * (max - min) + min;
}
}
Click the ``Main`` node and you will see the ``Mob`` property in the Inspector
under "Script Variables".
You can assign this property's value in two ways:
- Drag ``Mob.tscn`` from the "FileSystem" panel and drop it in the
``Mob`` property .
- Click the down arrow next to "[empty]" and choose "Load". Select
``Mob.tscn``.
Next, select the ``Player`` node in the Scene dock, and access the Node dock on
the sidebar. Make sure to have the Signals tab selected in the Node dock.
You should see a list of the signals for the ``Player`` node. Find and
double-click the ``hit`` signal in the list (or right-click it and select
"Connect..."). This will open the signal connection dialog. We want to make
a new function named ``game_over``, which will handle what needs to happen when
a game ends.
Type "game_over" in the "Receiver Method" box at the bottom of the
signal connection dialog and click "Connect". Add the following code to the
new function, as well as a ``new_game`` function that will set everything up
for a new game:
.. tabs::
.. code-tab:: gdscript GDScript
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
func new_game():
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
.. code-tab:: csharp
public void GameOver()
{
GetNode<Timer>("MobTimer").Stop();
GetNode<Timer>("ScoreTimer").Stop();
}
public void NewGame()
{
_score = 0;
var player = GetNode<Player>("Player");
var startPosition = GetNode<Position2D>("StartPosition");
player.Start(startPosition.Position);
GetNode<Timer>("StartTimer").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.
.. tabs::
.. code-tab:: gdscript GDScript
func _on_StartTimer_timeout():
$MobTimer.start()
$ScoreTimer.start()
func _on_ScoreTimer_timeout():
score += 1
.. code-tab:: csharp
public void OnStartTimerTimeout()
{
GetNode<Timer>("MobTimer").Start();
GetNode<Timer>("ScoreTimer").Start();
}
public void OnScoreTimerTimeout()
{
_score++;
}
In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a
random starting location along the ``Path2D``, and set the mob in
motion. The ``PathFollow2D`` node will automatically rotate as it
follows the path, so we will use that to select the mob's direction as
well as its position.
Note that a new instance must be added to the scene using ``add_child()``.
.. tabs::
.. code-tab:: gdscript GDScript
func _on_MobTimer_timeout():
# Choose a random location on Path2D.
$MobPath/MobSpawnLocation.offset = randi()
# Create a Mob instance and add it to the scene.
var mob = Mob.instance()
add_child(mob)
# Set the mob's direction perpendicular to the path direction.
var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
# Set the mob's position to a random location.
mob.position = $MobPath/MobSpawnLocation.position
# Add some randomness to the direction.
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Set the velocity (speed & direction).
mob.linear_velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0)
mob.linear_velocity = mob.linear_velocity.rotated(direction)
.. code-tab:: csharp
public void OnMobTimerTimeout()
{
// Choose a random location on Path2D.
var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
mobSpawnLocation.Offset = _random.Next();
// Create a Mob instance and add it to the scene.
var mobInstance = (RigidBody2D)Mob.Instance();
AddChild(mobInstance);
// Set the mob's direction perpendicular to the path direction.
float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
// Set the mob's position to a random location.
mobInstance.Position = mobSpawnLocation.Position;
// Add some randomness to the direction.
direction += RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mobInstance.Rotation = direction;
// Choose the velocity.
mobInstance.LinearVelocity = new Vector2(RandRange(150f, 250f), 0).Rotated(direction);
}
.. important:: Why ``PI``? In functions requiring angles, GDScript uses *radians*,
not degrees. If you're more comfortable working with
degrees, you'll need to use the ``deg2rad()`` and
``rad2deg()`` functions to convert between the two.
Testing the scene
~~~~~~~~~~~~~~~~~
Let's test the scene to make sure everything is working. Add this to ``_ready()``:
.. tabs::
.. code-tab:: gdscript GDScript
func _ready():
randomize()
new_game()
.. code-tab:: csharp
public override void _Ready()
{
NewGame();
}
}
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.
You should be able to move the player around, see mobs spawning, and see the player
disappear when hit by a mob.
When you're sure everything is working, remove the call to ``new_game()`` from
``_ready()``.
HUD
---
The final piece our game needs is a UI: an interface to display things
like score, a "game over" message, and a restart button. Create a new
scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. "HUD"
stands for "heads-up display", an informational display that appears as an
overlay on top of the game view.
The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on
a layer above the rest of the game, so that the information it displays isn't
covered up by any game elements like the player or mobs.
The HUD needs to display the following information:
- Score, changed by ``ScoreTimer``.
- A message, such as "Game Over" or "Get Ready!"
- A "Start" button to begin the game.
The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI,
we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>`
and :ref:`Button <class_Button>`.
Create the following as children of the ``HUD`` node:
- :ref:`Label <class_Label>` named ``ScoreLabel``.
- :ref:`Label <class_Label>` named ``Message``.
- :ref:`Button <class_Button>` named ``StartButton``.
- :ref:`Timer <class_Timer>` named ``MessageTimer``.
Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the
Inspector. The default font for ``Control`` nodes is small and doesn't scale
well. There is a font file included in the game assets called
"Xolonium-Regular.ttf". To use this font, do the following:
1. Under "Custom Fonts", choose "New DynamicFont"
.. image:: img/custom_font1.png
2. Click on the "DynamicFont" you added, and under "Font/Font Data",
choose "Load" and select the "Xolonium-Regular.ttf" file. You must
also set the font's ``Size``. A setting of ``64`` works well.
.. image:: img/custom_font2.png
Once you've done this on the ``ScoreLabel``, you can click the down arrow next
to the DynamicFont property and choose "Copy", then "Paste" it in the same place
on the other two Control nodes.
.. note:: **Anchors and Margins:** ``Control`` nodes have a position and size,
but they also have anchors and margins. Anchors define the
origin - the reference point for the edges of the node. Margins
update automatically when you move or resize a control node. They
represent the distance from the control node's edges to its anchor.
See :ref:`doc_design_interfaces_with_the_control_nodes` for more details.
Arrange the nodes as shown below. Click the "Layout" button to
set a Control node's layout:
.. image:: img/ui_anchor.png
You can drag the nodes to place them manually, or for more precise
placement, use the following settings:
ScoreLabel
~~~~~~~~~~
- *Layout* : "Top Wide"
- *Text* : ``0``
- *Align* : "Center"
Message
~~~~~~~~~~~~
- *Layout* : "HCenter Wide"
- *Text* : ``Dodge the Creeps!``
- *Align* : "Center"
- *Autowrap* : "On"
StartButton
~~~~~~~~~~~
- *Text* : ``Start``
- *Layout* : "Center Bottom"
- *Margin* :
- Top: ``-200``
- Bottom: ``-100``
On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot``
property to "On".
Now add this script to ``HUD``:
.. tabs::
.. code-tab:: gdscript GDScript
extends CanvasLayer
signal start_game
.. code-tab:: csharp
public class HUD : CanvasLayer
{
// Don't forget to rebuild the project so the editor knows about the new signal.
[Signal]
public delegate void StartGame();
}
The ``start_game`` signal tells the ``Main`` node that the button
has been pressed.
.. tabs::
.. code-tab:: gdscript GDScript
func show_message(text):
$Message.text = text
$Message.show()
$MessageTimer.start()
.. code-tab:: csharp
public void ShowMessage(string text)
{
var message = GetNode<Label>("Message");
message.Text = text;
message.Show();
GetNode<Timer>("MessageTimer").Start();
}
This function is called when we want to display a message
temporarily, such as "Get Ready".
.. tabs::
.. code-tab:: gdscript GDScript
func show_game_over():
show_message("Game Over")
# Wait until the MessageTimer has counted down.
yield($MessageTimer, "timeout")
$Message.text = "Dodge the\nCreeps!"
$Message.show()
# Make a one-shot timer and wait for it to finish.
yield(get_tree().create_timer(1), "timeout")
$StartButton.show()
.. code-tab:: csharp
async public void ShowGameOver()
{
ShowMessage("Game Over");
var messageTimer = GetNode<Timer>("MessageTimer");
await ToSignal(messageTimer, "timeout");
var message = GetNode<Label>("Message");
message.Text = "Dodge the\nCreeps!";
message.Show();
await ToSignal(GetTree().CreateTimer(1), "timeout");
GetNode<Button>("StartButton").Show();
}
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.
.. note:: When you need to pause for a brief time, an alternative to using a
Timer node is to use the SceneTree's ``create_timer()`` function. This
can be very useful to add delays such as in the above code, where we want
to wait some time before showing the "Start" button.
.. tabs::
.. code-tab:: gdscript GDScript
func update_score(score):
$ScoreLabel.text = str(score)
.. code-tab:: csharp
public void UpdateScore(int score)
{
GetNode<Label>("ScoreLabel").Text = score.ToString();
}
This function is called by ``Main`` whenever the score changes.
Connect the ``timeout()`` signal of ``MessageTimer`` and the
``pressed()`` signal of ``StartButton`` and add the following code to the new
functions:
.. tabs::
.. code-tab:: gdscript GDScript
func _on_StartButton_pressed():
$StartButton.hide()
emit_signal("start_game")
func _on_MessageTimer_timeout():
$Message.hide()
.. code-tab:: csharp
public void OnStartButtonPressed()
{
GetNode<Button>("StartButton").Hide();
EmitSignal("StartGame");
}
public void OnMessageTimerTimeout()
{
GetNode<Label>("Message").Hide();
}
Connecting HUD to Main
~~~~~~~~~~~~~~~~~~~~~~
Now that we're done creating the ``HUD`` scene, go back to ``Main``.
Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. The
scene tree should look like this, so make sure you didn't miss anything:
.. image:: img/completed_main_scene.png
Now we need to connect the ``HUD`` functionality to our ``Main`` script.
This requires a few additions to the ``Main`` scene:
In the Node tab, connect the HUD's ``start_game`` signal to the
``new_game()`` function of the Main node by typing "new_game" in the "Receiver
Method" in the "Connect a Signal" window. Verify that the green connection icon
now appears next to ``func new_game()`` in the script.
In ``new_game()``, update the score display and show the "Get Ready"
message:
.. tabs::
.. code-tab:: gdscript GDScript
$HUD.update_score(score)
$HUD.show_message("Get Ready")
.. code-tab:: csharp
var hud = GetNode<HUD>("HUD");
hud.UpdateScore(_score);
hud.ShowMessage("Get Ready!");
In ``game_over()`` we need to call the corresponding ``HUD`` function:
.. tabs::
.. code-tab:: gdscript GDScript
$HUD.show_game_over()
.. code-tab:: csharp
GetNode<HUD>("HUD").ShowGameOver();
Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in
sync with the changing score:
.. tabs::
.. code-tab:: gdscript GDScript
$HUD.update_score(score)
.. code-tab:: csharp
GetNode<HUD>("HUD").UpdateScore(_score);
Now you're ready to play! Click the "Play the Project" button. You will
be asked to select a main scene, so choose ``Main.tscn``.
Removing old creeps
~~~~~~~~~~~~~~~~~~~
If you play until "Game Over" and then start a new game right away, the creeps
from the previous game may still be on the screen. It would be better if they
all disappeared at the start of a new game. We just need a way to tell *all* the
mobs to remove themselves. We can do this with the "group" feature.
In the ``Mob`` scene, select the root node and click the "Node" tab next to the
Inspector (the same place where you find the node's signals). Next to "Signals",
click "Groups" and you can type a new group name and click "Add".
.. image:: img/group_tab.png
Now all mobs will be in the "mobs" group. We can then add the following line to
the ``game_over()`` function in ``Main``:
.. tabs::
.. code-tab:: gdscript GDScript
get_tree().call_group("mobs", "queue_free")
.. code-tab:: csharp
GetTree().CallGroup("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.
Finishing up
------------
We have now completed all the functionality for our game. Below are some
remaining steps to add a bit more "juice" to improve the game
experience. Feel free to expand the gameplay with your own ideas.
Background
~~~~~~~~~~
The default gray background is not very appealing, so let's change its
color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node.
Make it the first node under ``Main`` so that it will be drawn behind the other
nodes. ``ColorRect`` only has one property: ``Color``. Choose a color
you like and select "Layout" -> "Full Rect" so that it covers the screen.
You could also add a background image, if you have one, by using a
``TextureRect`` node instead.
Sound effects
~~~~~~~~~~~~~
Sound and music can be the single most effective way to add appeal to
the game experience. In your game assets folder, you have two sound
files: "House In a Forest Loop.ogg" for background music, and
"gameover.wav" for when the player loses.
Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of
them ``Music`` and the other ``DeathSound``. On each one, click on the
``Stream`` property, select "Load", and choose the corresponding audio
file.
To play the music, add ``$Music.play()`` in the ``new_game()`` function
and ``$Music.stop()`` in the ``game_over()`` function.
Finally, add ``$DeathSound.play()`` in the ``game_over()`` function.
Keyboard shortcut
~~~~~~~~~~~~~~~~~
Since the game is played with keyboard controls, it would be convenient if we
could also start the game by pressing a key on the keyboard. We can do this
with the "Shortcut" property of the ``Button`` node.
In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property
in the Inspector. Select "New Shortcut" and click on the "Shortcut" item. A
second *Shortcut* property will appear. Select "New InputEventAction" and click
the new "InputEventAction". Finally, in the *Action* property, type the name ``ui_select``.
This is the default input event associated with the spacebar.
.. image:: img/start_button_shortcut.png
Now when the start button appears, you can either click it or press :kbd:`Space`
to start the game.
Project files
-------------
You can find a completed version of this project at these locations:
- https://github.com/kidscancode/Godot3_dodge/releases
- https://github.com/godotengine/godot-demo-projects