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authorDavid Luevano Alvarado <david@luevano.xyz>2022-06-10 03:18:11 -0600
committerDavid Luevano Alvarado <david@luevano.xyz>2022-06-10 03:18:11 -0600
commit5f1e5efc10b554059a102237ed8d2e1b6e1bd3d3 (patch)
tree8eaa08ae811d2d63f8bb4db36fcfd650507f019d
parent2a4c15c26780d2cb55906a15ec0f79fe4b36586e (diff)
finish the go godot jam3 entry
-rw-r--r--art/dst/rss.xml4
-rw-r--r--art/dst/sitemap.xml10
-rw-r--r--blog/dst/g/gogodot_jam3_devlog_1.html278
-rw-r--r--blog/dst/index.html2
-rw-r--r--blog/dst/rss.xml665
-rw-r--r--blog/dst/sitemap.xml32
-rw-r--r--blog/dst/tag/@english.html2
-rw-r--r--blog/dst/tag/@gamedev.html2
-rw-r--r--blog/dst/tag/@gamejam.html2
-rw-r--r--blog/dst/tag/@godot.html2
-rw-r--r--blog/src/.files1
-rw-r--r--blog/src/g/gogodot_jam3_devlog_1.md318
12 files changed, 1245 insertions, 73 deletions
diff --git a/art/dst/rss.xml b/art/dst/rss.xml
index 54be3a6..dd3c19b 100644
--- a/art/dst/rss.xml
+++ b/art/dst/rss.xml
@@ -13,8 +13,8 @@
<copyright>Copyright 2021 David Luévano Alvarado</copyright>
<managingEditor>david@luevano.xyz (David Luévano Alvarado)</managingEditor>
<webMaster>david@luevano.xyz (David Luévano Alvarado)</webMaster>
- <pubDate>Sun, 29 May 2022 03:44:42 GMT</pubDate>
- <lastBuildDate>Sun, 29 May 2022 03:44:42 GMT</lastBuildDate>
+ <pubDate>Fri, 10 Jun 2022 09:17:48 GMT</pubDate>
+ <lastBuildDate>Fri, 10 Jun 2022 09:17:48 GMT</lastBuildDate>
<generator>pyssg v0.7.2</generator>
<docs>https://validator.w3.org/feed/docs/rss2.html</docs>
<ttl>30</ttl>
diff --git a/art/dst/sitemap.xml b/art/dst/sitemap.xml
index 93bc147..6675473 100644
--- a/art/dst/sitemap.xml
+++ b/art/dst/sitemap.xml
@@ -17,31 +17,31 @@
<url>
<loc>https://art.luevano.xyz/tag/@black-white.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://art.luevano.xyz/tag/@digital.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://art.luevano.xyz/tag/@drawing.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://art.luevano.xyz/tag/@sketch.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://art.luevano.xyz/tag/@spanish.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
diff --git a/blog/dst/g/gogodot_jam3_devlog_1.html b/blog/dst/g/gogodot_jam3_devlog_1.html
index 05def8d..dc0a9e9 100644
--- a/blog/dst/g/gogodot_jam3_devlog_1.html
+++ b/blog/dst/g/gogodot_jam3_devlog_1.html
@@ -5,7 +5,7 @@
<base href="https://static.luevano.xyz">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
- <title>Creating my Go Godot Jam 3 entry devlog 1 -- Luévano's Blog</title>
+ <title>Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -- Luévano's Blog</title>
<meta name="description" content"Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution."/>
<link rel="alternate" type="application/rss+xml" href="https://blog.luevano.xyz/rss.xml" title="Luévano's Blog RSS">
<link rel="icon" href="images/icons/favicon.ico">
@@ -31,7 +31,7 @@
<link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css">
<!-- og meta -->
- <meta property="og:title" content="Creating my Go Godot Jam 3 entry devlog 1 -- Luévano's Blog"/>
+ <meta property="og:title" content="Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -- Luévano's Blog"/>
<meta property="og:type" content="article"/>
<meta property="og:url" content="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html"/>
<meta property="og:image" content="https://static.luevano.xyz//images/b/default.png"/>
@@ -78,10 +78,9 @@
</header>
<main>
- <h1>Creating my Go Godot Jam 3 entry devlog 1</h1>
+ <h1>Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</h1>
- <p><strong>IF YOU&rsquo;RE SEEING THIS, THIS IS A WIP</strong></p>
-<p>The jam&rsquo;s theme is Evolution and all the details are listed <a href="https://itch.io/jam/go-godot-jam-3">here</a>. <del>This time I&rsquo;m logging as I go, so there might be some changes to the script or scenes along the way</del> <ins>I couldn&rsquo;t actually do this, as I was running out of time.</ins>. Note that I&rsquo;m not going to go into much details, the obvious will be ommitted.</p>
+ <p>The jam&rsquo;s theme is Evolution and all the details are listed <a href="https://itch.io/jam/go-godot-jam-3">here</a>. <del>This time I&rsquo;m logging as I go, so there might be some changes to the script or scenes along the way</del> <ins>I couldn&rsquo;t actually do this, as I was running out of time.</ins>. Note that I&rsquo;m not going to go into much details, the obvious will be ommitted.</p>
<p>I wanted to do a <em>Snake</em> clone, and I&rsquo;m using this jam as an excuse to do it and add something to it. The features include:</p>
<ul>
<li>Snakes will pass their stats in some form to the next snakes.</li>
@@ -89,6 +88,11 @@
<li>Depending on the food you eat, you&rsquo;ll gain new mutations/abilities <del>and the more you eat the more that mutation develops.</del> <ins>didn&rsquo;t have time to add this feature, sad.</ins></li>
<li>Procedural map creation.</li>
</ul>
+<p>I created this game using <em>Godot 3.5-rc3</em>. You can find the source code in my GitHub <a href="https://github.com/luevano/gogodot_jam3">here</a> which at the time of writing this it doesn&rsquo;t contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:</p>
+<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
+
+<p>You can also find the jam entry <a href="https://itch.io/jam/go-godot-jam-3/rate/1562701">here</a>.</p>
+<p>Similarly with the my FlappyBird clone, I plan to update this to a better state.</p>
<h2 id="initial-setup">Initial setup</h2>
<p>Again, similar to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBird</a> clone I developed, I&rsquo;m using the directory structure I wrote about on <a href="https://blog.luevano.xyz/g/godot_project_structure.html">Godot project structure</a> with slight modifications to test things out. Also using similar <em>Project settings</em> as those from the <em>FlappyBird</em> clone like the pixel art texture imports, keybindings, layers, etc..</p>
<p>I&rsquo;ve also setup <a href="https://github.com/bram-dingelstad/godot-gifmaker">GifMaker</a>, with slight modifications as the <em>AssetLib</em> doesn&rsquo;t install it correctly and contains unnecessry stuff: moved necessary files to the <code>res://addons</code> directory, deleted test scenes and files in general, and copied the license to the <code>res://docs</code> directory. Setting this up was a bit annoying because the tutorial it&rsquo;s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn&rsquo;t find it anywhere other than by inspecting some of the code/scenes.<ins>I ended up not leaving this enabled in the game as it lagged the game out, but it&rsquo;s an option I&rsquo;ll end up researching more.</ins></p>
@@ -401,13 +405,258 @@ func _ready():
return [world_generator.get_centered_world_position(location), location]
</code></pre>
<p>Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra &ldquo;special points&rdquo; property is set). Some of the signals that I used that might be important: <code>food_placing_new_food(type)</code>, <code>food_placed_new_food(type, location)</code> and <code>food_eaten(type, location)</code>.</p>
-<h2 id="todo">TODO</h2>
-<p>Add notes on:</p>
-<ul>
-<li>Score manager stuff.</li>
-<li>Saved data and <code>Stats</code> class.</li>
-<li>State machine for player regarding abilities.</li>
-</ul>
+<h2 id="stats-clas-and-loadingsaving-data">Stats clas and loading/saving data</h2>
+<p>I got the idea of saving the current stats (points, max body segments, etc.) in a separate <em>Stats</em> class for easier load/save data. This option I went with didn&rsquo;t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions&hellip; so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving <code>tres</code> files).</p>
+<h3 id="stats-class">Stats class</h3>
+<p>The <em>Stats</em> &ldquo;class&rdquo; is just a script that extends from <em>Node</em> called <code>stats.gd</code>. It needs to define the <code>class_name</code> as <code>Stats</code>. The main content:</p>
+<pre><code class="language-gdscript"># main
+var points: int = 0
+var segments: int = 0
+
+# track of trait points
+var dash_points: int = 0
+var slow_points: int = 0
+var jump_points: int = 0
+
+# times trait achieved
+var dash_segments: int = 0
+var slow_segments: int = 0
+var jump_segments: int = 0
+
+# trait properties
+var dash_percentage: float = 0.0
+var slow_percentage: float = 0.0
+var jump_lenght: float = 0.0
+
+# trait active
+var trait_dash: bool = false
+var trait_slow: bool = false
+var trait_jump: bool = false
+</code></pre>
+<p>And with the ugliest functions:</p>
+<pre><code class="language-gdscript">func get_stats() -&gt; Dictionary:
+ return {
+ &quot;points&quot;: points,
+ &quot;segments&quot;: segments,
+ &quot;dash_points&quot;: dash_points,
+ &quot;dash_segments&quot;: dash_segments,
+ &quot;dash_percentage&quot;: dash_percentage,
+ &quot;slow_points&quot;: slow_points,
+ &quot;slow_segments&quot;: slow_segments,
+ &quot;slow_percentage&quot;: slow_percentage,
+ &quot;jump_points&quot;: jump_points,
+ &quot;jump_segments&quot;: jump_segments,
+ &quot;jump_lenght&quot;: jump_lenght,
+ &quot;trait_dash&quot;: trait_dash,
+ &quot;trait_slow&quot;: trait_slow,
+ &quot;trait_jump&quot;: trait_jump
+ }
+
+
+func set_stats(stats: Dictionary) -&gt; void:
+ points = stats[&quot;points&quot;]
+ segments = stats[&quot;segments&quot;]
+ dash_points = stats[&quot;dash_points&quot;]
+ slow_points = stats[&quot;slow_points&quot;]
+ jump_points = stats[&quot;jump_points&quot;]
+ dash_segments = stats[&quot;dash_segments&quot;]
+ slow_segments = stats[&quot;slow_segments&quot;]
+ jump_segments = stats[&quot;jump_segments&quot;]
+ dash_percentage = stats[&quot;dash_percentage&quot;]
+ slow_percentage = stats[&quot;slow_percentage&quot;]
+ jump_lenght = stats[&quot;jump_lenght&quot;]
+ trait_dash = stats[&quot;trait_dash&quot;]
+ trait_slow = stats[&quot;trait_slow&quot;]
+ trait_jump = stats[&quot;trait_jump&quot;]
+</code></pre>
+<p>And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.</p>
+<h3 id="loadsave-data">Load/save data</h3>
+<p>The load/save function is pretty standard. It&rsquo;s a singleton/autoload called <em>SavedData</em> with a script that extends from <em>Node</em> called <code>save_data.gd</code>:</p>
+<pre><code class="language-gdscript">const DATA_PATH: String = &quot;user://data.save&quot;
+
+var _stats: Stats
+
+
+func _ready() -&gt; void:
+ _load_data()
+
+
+# called when setting &quot;stats&quot; and thus saving
+func save_data(stats: Stats) -&gt; void:
+ _stats = stats
+ var file: File = File.new()
+ file.open(DATA_PATH, File.WRITE)
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+
+
+func get_stats() -&gt; Stats:
+ return _stats
+
+
+func _load_data() -&gt; void:
+ # create an empty file if not present to avoid error while loading settings
+ _handle_new_file()
+
+ var file = File.new()
+ file.open(DATA_PATH, File.READ)
+ _stats = Stats.new()
+ _stats.set_stats(parse_json(file.get_line()))
+ file.close()
+
+
+func _handle_new_file() -&gt; void:
+ var file: File = File.new()
+ if not file.file_exists(DATA_PATH):
+ file.open(DATA_PATH, File.WRITE)
+ _stats = Stats.new()
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+</code></pre>
+<p>It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (<em>Stats</em> class related issues).</p>
+<h2 id="scoring">Scoring</h2>
+<p>For this I created a scoring mechanisms and just called it <em>ScoreManager</em> (<code>score_manager.gd</code>) which just basically listens to <code>food_eaten</code> signal and adds points accordingly to the current <em>Stats</em> object loaded. The main function is:</p>
+<pre><code class="language-gdscript">func _on_food_eaten(properties: Dictionary) -&gt; void:
+ var is_special: bool = properties[&quot;special&quot;]
+ var type: int = properties[&quot;type&quot;]
+ var points: int = properties[&quot;points&quot;]
+ var special_points: int = properties[&quot;special_points&quot;]
+ var location: Vector2 = properties[&quot;global_position&quot;]
+ var amount_to_grow: int
+ var special_amount_to_grow: int
+
+ amount_to_grow = _process_points(points)
+ _spawn_added_score_text(points, location)
+ _spawn_added_segment_text(amount_to_grow)
+
+ if is_special:
+ special_amount_to_grow = _process_special_points(special_points, type)
+ # _spawn_added_score_text(points, location)
+ _spawn_added_special_segment_text(special_amount_to_grow, type)
+ _check_if_unlocked(type)
+</code></pre>
+<p>Where the most important function is:</p>
+<pre><code class="language-gdscript">func _process_points(points: int) -&gt; int:
+ var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
+ var amount_to_grow: int = 0
+ var growth_progress: int
+ stats.points += points
+ if points &gt;= score_to_grow:
+ amount_to_grow += 1
+ points -= score_to_grow
+ # maybe be careful with this
+ amount_to_grow += points / Global.POINTS_TO_GROW
+ stats.segments += amount_to_grow
+ Event.emit_signal(&quot;snake_add_new_segment&quot;, amount_to_grow)
+
+ growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
+ Event.emit_signal(&quot;snake_growth_progress&quot;, growth_progress)
+ return amount_to_grow
+</code></pre>
+<p>Which will add the necessary points to <code>Stats.points</code> and return the amount of new snake segments to grow. After this <code>_spawn_added_score_segment</code> and <code>_spawn_added_segment_text</code> just spawn a <em>Label</em> with the info on the points/segments gained; this is custom UI I created, nothing fancy.</p>
+<p>Last thing is taht in <code>_process_points</code> there is a check at the end, where if the food eaten is &ldquo;special&rdquo; then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.</p>
+<p>This <em>ScoreManager</em> also handles the calculation for the <code>game_over</code> signal, to calculte progress, set necessary <em>Stats</em> values and save the data:</p>
+<pre><code class="language-gdscript">func _on_game_over() -&gt; void:
+ var max_stats: Stats = _get_max_stats()
+ SaveData.save_data(max_stats)
+ Event.emit_signal(&quot;display_stats&quot;, initial_stats, stats, mutation_stats)
+
+
+func _get_max_stats() -&gt; Stats:
+ var old_stats_dict: Dictionary = initial_stats.get_stats()
+ var new_stats_dict: Dictionary = stats.get_stats()
+ var max_stats: Stats = Stats.new()
+ var max_stats_dict: Dictionary = max_stats.get_stats()
+ var bool_stats: Array = [
+ &quot;trait_dash&quot;,
+ &quot;trait_slow&quot;,
+ &quot;trait_jump&quot;
+ ]
+
+ for i in old_stats_dict:
+ if bool_stats.has(i):
+ max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
+ else:
+ max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
+ max_stats.set_stats(max_stats_dict)
+ return max_stats
+</code></pre>
+<p>Then this sends a signal <code>display_stats</code> to activate UI elements that shows the progression.</p>
+<p>Naturally, the saved <em>Stats</em> are loaded whenever needed. For example, for the <em>Snake</em>, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we&rsquo;re saving the new <em>Stats</em> at the end, then on restart we load the updated one.</p>
+<h2 id="snake-redesigned-with-the-state-machine-pattern">Snake redesigned with the state machine pattern</h2>
+<p>I redesigned the snake code (the head, actually) to use the state machine pattern by following <a href="https://gdscript.com/solutions/godot-state-machine/">this guide</a> which is definitely a great guide, straight to the point and easy to implement.</p>
+<p>Other than what is shown in the guide, I implemented some important functions in the <code>state_machine.gd</code> script itself, to be used by each of the states as needed:</p>
+<pre><code class="language-gdscript">func rotate_on_input() -&gt; void:
+ if Input.is_action_pressed(&quot;move_left&quot;):
+ player.rotate_to(player.LEFT)
+ if Input.is_action_pressed(&quot;move_right&quot;):
+ player.rotate_to(player.RIGHT)
+
+
+func slow_down_on_collisions(speed_backup: float):
+ if player.get_last_slide_collision():
+ Global.SNAKE_SPEED = player.velocity.length()
+ else:
+ Global.SNAKE_SPEED = speed_backup
+
+
+func handle_slow_speeds() -&gt; void:
+ if Global.SNAKE_SPEED &lt;= Global.SNAKE_SPEED_BACKUP / 4.0:
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ Event.emit_signal(&quot;game_over&quot;)
+</code></pre>
+<p>And then in the <em>StateMachine</em>&lsquo;s <code>_process</code>:</p>
+<pre><code class="language-gdscript">func _physics_process(delta: float) -&gt; void:
+ # state specific code, move_and_slide is called here
+ if state.has_method(&quot;physics_process&quot;):
+ state.physics_process(delta)
+
+ handle_slow_speeds()
+ player.handle_time_elapsed(delta)
+</code></pre>
+<p>And now it&rsquo;s just a matter of implementing the necessary states. I used 4: <code>normal_stage.gd</code>, <code>slow_state.gd</code>, <code>dash_state.gd</code> and <code>jump_state.gd</code>.</p>
+<p>The <code>normal_state.gd</code> contains what the original <code>head.gd</code> code contained:</p>
+<pre><code class="language-gdscript">func physics_process(delta: float) -&gt; void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
+
+
+func input(event: InputEvent) -&gt; void:
+ if fsm.player.can_dash and event.is_action_pressed(&quot;dash&quot;):
+ exit(&quot;DashState&quot;)
+ if fsm.player.can_slow and event.is_action_pressed(&quot;slow&quot;):
+ exit(&quot;SlowState&quot;)
+ if fsm.player.can_jump and event.is_action_pressed(&quot;jump&quot;):
+ exit(&quot;JumpState&quot;)
+</code></pre>
+<p>Here, the <code>exit</code> method is basically to change to the next state. And lastly, I&rsquo;m only gonna show the <code>dash_state.gd</code> as the other ones are pretty similar:</p>
+<pre><code class="language-gdscript">func enter():
+ if fsm.DEBUG:
+ print(&quot;Got inside %s.&quot; % name)
+ Event.emit_signal(&quot;snake_started_dash&quot;)
+ Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), &quot;timeout&quot;)
+ exit()
+
+
+func exit():
+ Event.emit_signal(&quot;snake_finished_dash&quot;)
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -&gt; void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
+</code></pre>
+<p>Where the important parts happen in the <code>enter</code> and <code>exit</code> functions. We need to change the <code>Global.SNAKE_SPEED</code> with the <code>Global.SNAKE_DASH_SPEED</code> on <code>start</code>and start the timer for how long should the dash last. And on the <code>exit</code> we reset the <code>Global.SNAKE_SPEED</code> back to normal. There is probably a better way of updating the <code>Global.SNAKE_SPEED</code> but this works just fine.</p>
+<p>For the other ones is the same. Only difference with the <code>jump_state.gd</code> is that the collision from head to body is disabled, and no rotation is allowed (by not calling the <code>rotate_on_input</code> function).</p>
<h2 id="other-minor-stuff">Other minor stuff</h2>
<p>Not as important but worth mentioning:</p>
<ul>
@@ -422,6 +671,9 @@ func _ready():
<li>Refactored the nodes to make it work with <code>change_scene_to</code>, and added a main menu.</li>
<li>Added GUI for dead screen, showing the progress.</li>
</ul>
+<h2 id="final-notes">Final notes</h2>
+<p>I actually didn&rsquo;t finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.</p>
+<p>For exporting and everything else, I went with what I did for my <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting">FlappyBird Godot clone</a></p>
<div class="page-nav">
@@ -444,7 +696,7 @@ func _ready():
<hr>
<div class="article-info">
<p>By David Luévano</p>
- <p>Created: Wed, Jun 08, 2022 @ 08:26 UTC</p>
+ <p>Created: Fri, Jun 10, 2022 @ 09:17 UTC</p>
<div class="article-tags">
<p>Tags:
<a href="https://blog.luevano.xyz/tag/@english.html">english</a>, <a href="https://blog.luevano.xyz/tag/@gamedev.html">gamedev</a>, <a href="https://blog.luevano.xyz/tag/@gamejam.html">gamejam</a>, <a href="https://blog.luevano.xyz/tag/@godot.html">godot</a> </p>
diff --git a/blog/dst/index.html b/blog/dst/index.html
index 6965972..163f679 100644
--- a/blog/dst/index.html
+++ b/blog/dst/index.html
@@ -95,7 +95,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 08 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 10 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/rss.xml b/blog/dst/rss.xml
index 64bb6d4..463bd03 100644
--- a/blog/dst/rss.xml
+++ b/blog/dst/rss.xml
@@ -13,8 +13,8 @@
<copyright>Copyright 2021 David Luévano Alvarado</copyright>
<managingEditor>david@luevano.xyz (David Luévano Alvarado)</managingEditor>
<webMaster>david@luevano.xyz (David Luévano Alvarado)</webMaster>
- <pubDate>Sun, 29 May 2022 03:44:42 GMT</pubDate>
- <lastBuildDate>Sun, 29 May 2022 03:44:42 GMT</lastBuildDate>
+ <pubDate>Fri, 10 Jun 2022 09:17:48 GMT</pubDate>
+ <lastBuildDate>Fri, 10 Jun 2022 09:17:48 GMT</lastBuildDate>
<generator>pyssg v0.7.2</generator>
<docs>https://validator.w3.org/feed/docs/rss2.html</docs>
<ttl>30</ttl>
@@ -24,6 +24,611 @@
<link>https://blog.luevano.xyz</link>
</image>
<item>
+ <title>Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</title>
+ <link>https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html</link>
+ <guid isPermaLink="true">https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html</guid>
+ <pubDate>Fri, 10 Jun 2022 09:17:05 GMT</pubDate>
+ <category>English</category>
+ <category>Gamedev</category>
+ <category>Gamejam</category>
+ <category>Godot</category>
+ <description>Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution.</description>
+ <content:encoded><![CDATA[<p>The jam&rsquo;s theme is Evolution and all the details are listed <a href="https://itch.io/jam/go-godot-jam-3">here</a>. <del>This time I&rsquo;m logging as I go, so there might be some changes to the script or scenes along the way</del> <ins>I couldn&rsquo;t actually do this, as I was running out of time.</ins>. Note that I&rsquo;m not going to go into much details, the obvious will be ommitted.</p>
+<p>I wanted to do a <em>Snake</em> clone, and I&rsquo;m using this jam as an excuse to do it and add something to it. The features include:</p>
+<ul>
+<li>Snakes will pass their stats in some form to the next snakes.</li>
+<li>Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction.</li>
+<li>Depending on the food you eat, you&rsquo;ll gain new mutations/abilities <del>and the more you eat the more that mutation develops.</del> <ins>didn&rsquo;t have time to add this feature, sad.</ins></li>
+<li>Procedural map creation.</li>
+</ul>
+<p>I created this game using <em>Godot 3.5-rc3</em>. You can find the source code in my GitHub <a href="https://github.com/luevano/gogodot_jam3">here</a> which at the time of writing this it doesn&rsquo;t contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:</p>
+<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
+
+<p>You can also find the jam entry <a href="https://itch.io/jam/go-godot-jam-3/rate/1562701">here</a>.</p>
+<p>Similarly with the my FlappyBird clone, I plan to update this to a better state.</p>
+<h2 id="initial-setup">Initial setup</h2>
+<p>Again, similar to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBird</a> clone I developed, I&rsquo;m using the directory structure I wrote about on <a href="https://blog.luevano.xyz/g/godot_project_structure.html">Godot project structure</a> with slight modifications to test things out. Also using similar <em>Project settings</em> as those from the <em>FlappyBird</em> clone like the pixel art texture imports, keybindings, layers, etc..</p>
+<p>I&rsquo;ve also setup <a href="https://github.com/bram-dingelstad/godot-gifmaker">GifMaker</a>, with slight modifications as the <em>AssetLib</em> doesn&rsquo;t install it correctly and contains unnecessry stuff: moved necessary files to the <code>res://addons</code> directory, deleted test scenes and files in general, and copied the license to the <code>res://docs</code> directory. Setting this up was a bit annoying because the tutorial it&rsquo;s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn&rsquo;t find it anywhere other than by inspecting some of the code/scenes.<ins>I ended up not leaving this enabled in the game as it lagged the game out, but it&rsquo;s an option I&rsquo;ll end up researching more.</ins></p>
+<p>This time I&rsquo;m also going to be using an <a href="https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/">Event bus</a> singleton (which I&rsquo;m going to just call <em>Event</em>) as managing signals was pretty annoying on my last project; as well as a <em>Global</em> singleton for essential stuff so I don&rsquo;t have to do as many cross references between nodes/scenes.</p>
+<h2 id="assets">Assets</h2>
+<p>This time I&rsquo;ll be creating my own assets in <a href="https://www.aseprite.org/">Aseprite</a>, wont be that good, but enough to prototype and get things going.</p>
+<p>Other than that I used few key sprites from <a href="https://vryell.itch.io/">vryell</a>: <a href="https://vryell.itch.io/controller-keyboard-icons">Controller &amp; Keyboard Icons</a> and a font from <a href="https://datagoblin.itch.io/">datagoblin</a>: <a href="https://datagoblin.itch.io/monogram">Monogram</a>.</p>
+<h2 id="the-snake">The snake</h2>
+<p>This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it&rsquo;s kinda hard. I tried with like 4-5 options and the one I&rsquo;m detailing here is the only one that worked as I wanted for me. This time the directory structure I&rsquo;m using is the following:</p>
+<figure id="__yafg-figure-4">
+<img alt="FileSystem - Snake dir structure" src="images/g/gogodot_jam3/file_system_snake_dir_structure.png" title="FileSystem - Snake dir structure">
+<figcaption>FileSystem - Snake dir structure</figcaption>
+</figure>
+<h3 id="basic-movement">Basic movement</h3>
+<p>The most basic thing is to move the head, this is what we have control of. Create a scene called <code>Head.tscn</code> and setup the basic <em>KinematicBody2D</em> with it&rsquo;s own <em>Sprite</em> and <em>CollisionShape2D</em> (I used a small circle for the tip of the head), and set the <em>Collision Layer/Mask</em> accordingly, for now just <code>layer = bit 1</code>. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called <code>head.gd</code> attached to the root (<em>KinematicBody2D</em>) and added:</p>
+<pre><code class="language-gdscript">extends KinematicBody2D
+
+enum {
+ LEFT=-1,
+ RIGHT=1
+}
+
+var velocity: Vector2 = Vector2.ZERO
+var _direction: Vector2 = Vector2.UP
+
+
+func _physics_process(delta: float) -&gt; void:
+ if Input.is_action_pressed(&quot;move_left&quot;):
+ _rotate_to(LEFT)
+ if Input.is_action_pressed(&quot;move_right&quot;):
+ _rotate_to(RIGHT)
+
+ velocity = _direction * Global.SNAKE_SPEED
+
+ velocity = move_and_slide(velocity)
+ _handle_time_elapsed(delta)
+
+
+func _rotate_to(direction: int) -&gt; void:
+ rotate(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
+ _direction = _direction.rotated(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
+</code></pre>
+<p>After tunning all the necessary parameters you should get something like this:</p>
+<figure id="__yafg-figure-5">
+<img alt="Snake - Basic movement (left and right controls)" src="images/g/gogodot_jam3/snake_basic_movement.gif" title="Snake - Basic movement (left and right controls)">
+<figcaption>Snake - Basic movement (left and right controls)</figcaption>
+</figure>
+<h3 id="setting-up-path-following">Setting up path following</h3>
+<p>To move other snake parts by following the snake head the only solution I found was to use the <em>Path2D</em> and <em>PathFollow2D</em> nodes. <em>Path2D</em> basically just handles the curve/path that <em>PathFollow2D</em> will use to move its child node; and I say &ldquo;child node&rdquo; in singular&hellip; as <em>PathFollow2D</em> can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake&rsquo;s path/curve.</p>
+<p>Added the signal <code>snake_path_new_point(coordinates)</code> to the <em>Event</em> singleton and then add the following to <code>head.gd</code>:</p>
+<pre><code class="language-gdscript">var _time_elapsed: float = 0.0
+
+# using a timer is not recommended for &lt; 0.01
+func _handle_time_elapsed(delta: float) -&gt; void:
+ if _time_elapsed &gt;= Global.SNAKE_POSITION_UPDATE_INTERVAL:
+ Event.emit_signal(&quot;snake_path_new_point&quot;, global_position)
+ _time_elapsed = 0.0
+ _time_elapsed += delta
+</code></pre>
+<p>This will be pinging the current snake head position every <code>0.01</code> seconds (defined in <em>Global</em>). Now create a new scene called <code>Snake.tscn</code> which will contain a <em>Node2D</em>, a <em>Path2D</em> and an instance of <em>Head</em> as its childs. Create a new script called <code>snake.gd</code> attached to the root (<em>Node2D</em>) with the following content:</p>
+<pre><code class="language-gdscript">class_name Snake
+extends Node2D
+
+onready var path: Path2D = $Path
+
+func _ready():
+ Event.connect(&quot;snake_path_new_point&quot;, self, &quot;_on_Head_snake_path_new_point&quot;)
+
+
+func _draw() -&gt; void:
+ if path.curve.get_baked_points().size() &gt;= 2:
+ draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true)
+
+
+func _on_Head_snake_path_new_point(coordinates: Vector2) -&gt; void:
+ path.curve.add_point(coordinates)
+ # update call is to draw curve as there are new points to the path's curve
+ update()
+</code></pre>
+<p>With this, we&rsquo;re now populating the <em>Path2D</em> curve points with the position of the snake head. You should be able to see it because of the <code>_draw</code> call. If you run it you should see something like this:</p>
+<figure id="__yafg-figure-6">
+<img alt="Snake - Basic movement with path" src="images/g/gogodot_jam3/snake_basic_movement_with_path.gif" title="Snake - Basic movement with path">
+<figcaption>Snake - Basic movement with path</figcaption>
+</figure>
+<h3 id="define-body-parts-for-the-snake">Define body parts for the snake</h3>
+<p>At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a <em>PathFollow2D</em> to use the live-generating <em>Path2D</em>, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, <em>thanks documentation</em>).</p>
+<p>Create a new scene called <code>Body.tscn</code> with a <em>PathFollow2D</em> as its root and an <em>Area2D</em> as its child, then just add the necessary <em>Sprite</em> and <em>CollisionShap2D</em> for the <em>Area2D</em>, I&rsquo;m using <code>layer = bit 2</code> for its collision. Create a new script called <code>generic_segment.gd</code> with the following code:</p>
+<pre><code class="language-gdscript">extends PathFollow2D
+
+export(String, &quot;body&quot;, &quot;tail&quot;) var TYPE: String = &quot;body&quot;
+
+
+func _physics_process(delta: float) -&gt; void:
+ offset += Global.SNAKE_SPEED * delta
+</code></pre>
+<p>And this can be attached to the <em>Body</em>&lsquo;s root node (<em>PathFollow2D</em>), no extra setup needed. Repeat the same steps for creating the <code>Tail.tscn</code> scene and when attaching the <code>generic_segment.gd</code> script just configure the <code>Type</code> parameter to <code>tail</code> in the GUI (by selecting the node with the script attached and editing in the <em>Inspector</em>).</p>
+<h3 id="adding-body-parts">Adding body parts</h3>
+<p>Now it&rsquo;s just a matter of handling when to add new body parts in the <code>snake.gd</code> script. For now I&rsquo;ve only setup for adding body parts to fulfill the initial length of the snake (this doesn&rsquo;t include the head or tail). The extra code needed is the following:</p>
+<pre><code class="language-gdscript">export(PackedScene) var BODY_SEGMENT_NP: PackedScene
+export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
+
+var current_body_segments: int = 0
+var max_body_segments: int = 1
+
+
+func _add_initial_segment(type: PackedScene) -&gt; void:
+ if path.curve.get_baked_length() &gt;= (current_body_segments + 1.0) * Global.SNAKE_SEGMENT_SIZE:
+ var _temp_body_segment: PathFollow2D = type.instance()
+ path.add_child(_temp_body_segment)
+ current_body_segments += 1
+
+
+func _on_Head_snake_path_new_point(coordinates: Vector2) -&gt; void:
+ path.curve.add_point(coordinates)
+ # update call is to draw curve as there are new points to the path's curve
+ update()
+
+ # add the following lines
+ if current_body_segments &lt; max_body_segments:
+ _add_initial_segment(BODY_SEGMENT_NP)
+ elif current_body_segments == max_body_segments:
+ _add_initial_segment(TAIL_SEGMENT_NP)
+</code></pre>
+<p>Select the <em>Snake</em> node and add the <em>Body</em> and <em>Tail</em> scene to the parameters, respectively. Then when running you should see something like this:</p>
+<figure id="__yafg-figure-7">
+<img alt="Snake - Basic movement with all body parts" src="images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif" title="Snake - Basic movement with all body parts">
+<figcaption>Snake - Basic movement with all body parts</figcaption>
+</figure>
+<p>Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: <code>snake_adding_new_segment(type)</code>, <code>snake_added_new_segment(type)</code>, <code>snake_added_initial_segments</code> and use them when makes sense. Now we need to add the following:</p>
+<pre><code class="language-gdscript">var body_segment_stack: Array
+var tail_segment: PathFollow2D
+# didn't konw how to name this, basically holds the current path lenght
+# whenever the add body segment, and we use this stack to add body parts
+var body_segment_queue: Array
+</code></pre>
+<p>As well as updating <code>_add_initial_segment</code> with the following so it adds the new segment on the specific variable:</p>
+<pre><code class="language-gdscript">if _temp_body_segment.TYPE == &quot;body&quot;:
+ body_segment_stack.append(_temp_body_segment)
+else:
+ tail_segment = _temp_body_segment
+</code></pre>
+<p>Now that it&rsquo;s just a matter of creating the segment queue whenever a new segment is needed, as well as adding each segment in a loop whenever we have items in the queue and it&rsquo;s a good distance to place the segment on. These two things can be achieved with the following code:</p>
+<pre><code class="language-gdscript"># this will be called in _physics_process
+func _add_new_segment() -&gt; void:
+ var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE
+ if path.curve.get_baked_length() &gt;= _path_length_threshold:
+ var _removed_from_queue: float = body_segment_queue.pop_front()
+ var _temp_body_segment: PathFollow2D = BODY_SEGMENT_NP.instance()
+ var _new_body_offset: float = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
+
+ _temp_body_segment.offset = _new_body_offset
+ body_segment_stack.append(_temp_body_segment)
+ path.add_child(_temp_body_segment)
+ tail_segment.offset = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
+
+ current_body_segments += 1
+
+
+func _add_segment_to_queue() -&gt; void:
+ # need to have the queues in a fixed separation, else if the eating functionality
+ # gets spammed, all next bodyparts will be spawned almost at the same spot
+ if body_segment_queue.size() == 0:
+ body_segment_queue.append(path.curve.get_baked_length())
+ else:
+ body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE)
+</code></pre>
+<p>With everything implemented and connected accordingly then we can add segments on demand (for testing I&rsquo;m adding with a keystroke), it should look like this:</p>
+<figure id="__yafg-figure-8">
+<img alt="Snake - Basic movement with dynamic addition of new segments" src="images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif" title="Snake - Basic movement with dynamic addition of new segments">
+<figcaption>Snake - Basic movement with dynamic addition of new segments</figcaption>
+</figure>
+<p>For now, this should be enough, I&rsquo;ll add more stuff as needed as I go. Last thing is that after finished testing that the movement felt ok, I just added a way to stop the snake whenever it collides with itself by using the following code (and the signal <code>snake_segment_body_entered(body)</code>) in a <code>main.gd</code> script that is the entry point for the game:</p>
+<pre><code class="language-gdscript">func _snake_disabled(on_off: bool) -&gt; void:
+ _snake.propagate_call(&quot;set_process&quot;, [on_off])
+ _snake.propagate_call(&quot;set_process_internal&quot;, [on_off])
+ _snake.propagate_call(&quot;set_physics_process&quot;, [on_off])
+ _snake.propagate_call(&quot;set_physics_process_internal&quot;, [on_off])
+ _snake.propagate_call(&quot;set_process_input&quot;, [on_off])
+</code></pre>
+<p>Which will stop the snake node and all children.</p>
+<h3 id="fix-on-body-segments-following-head">Fix on body segments following head</h3>
+<p>After a while of testing and developing, I noticed that sometimes the head &ldquo;detaches&rdquo; from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the <em>Curve2D</em> is. To do this I just send a signal (<code>snake_rotated</code>) whenever the snake rotates and make a small correction (in <code>generic_segment.gd</code>):</p>
+<pre><code class="language-gdscript">func _on_snake_rotated() -&gt; void:
+ offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
+</code></pre>
+<p>This is completely random, I tweaked it manually after a lot of iterations.</p>
+<h2 id="the-food">The food</h2>
+<p>For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a &ldquo;food manager&rdquo; to spawn them, for now in totally random locations. For this I added the following signals: <code>food_placing_new_food(type)</code>, <code>food_placed_new_food(type)</code> and <code>food_eaten(type)</code>.</p>
+<p>First thing is creating the <code>Food.tscn</code> which is just an <em>Area2D</em> with its necessary children with an attached script called <code>food.gd</code>. The script is really simple:</p>
+<pre><code class="language-gdscript">class_name Food # needed to access Type enum outside of the script, this registers this script as a node
+extends Area2D
+
+enum Type {
+ APPLE
+}
+
+var _type_texture: Dictionary = {
+ Type.APPLE: preload(&quot;res://entities/food/sprites/apple.png&quot;)
+}
+
+export(Type) var TYPE
+onready var _sprite: Sprite = $Sprite
+
+
+func _ready():
+ connect(&quot;body_entered&quot;, self, &quot;_on_body_entered&quot;)
+ _sprite.texture = _type_texture[TYPE]
+
+
+func _on_body_entered(body: Node) -&gt; void:
+ Event.emit_signal(&quot;food_eaten&quot;, TYPE)
+ queue_free()
+</code></pre>
+<p>Then this <code>food_eaten</code> signal is received in <code>snake.gd</code> to add a new segment to the queue.</p>
+<p>Finally, for the food manager I just created a <code>FoodManager.tscn</code> with a <em>Node2D</em> with an attached script called <code>food_manager.gd</code>. To get a random position:</p>
+<pre><code class="language-gdscript">func _get_random_pos() -&gt; Vector2:
+ var screen_size: Vector2 = get_viewport().get_visible_rect().size
+ var temp_x: float = randf() * screen_size.x - screen_size.x / 2.0
+ var temp_y: float = randf() * screen_size.y - screen_size.y / 2.0
+
+ return Vector2(temp_x, temp_y)
+</code></pre>
+<p>Which gets the job done, but later I&rsquo;ll have to add a way to check that the position is valid. And to actually place the food:</p>
+<pre><code class="language-gdscript">func _place_new_food() -&gt; void:
+ var food: Area2D = FOOD.instance()
+ var position: Vector2 = _get_random_pos()
+ food.global_position = position
+ add_child(food)
+</code></pre>
+<p>And this is used in <code>_process</code> to place new food whenever needed. For now I added a condition to add food until 10 pieces are in place, and keep adding whenever the food is is lower than 10. After setting everything up, this is the result:</p>
+<figure id="__yafg-figure-9">
+<img alt="Snake - Food basic interaction" src="images/g/gogodot_jam3/snake_food_basic_interaction.gif" title="Snake - Food basic interaction">
+<figcaption>Snake - Food basic interaction</figcaption>
+</figure>
+<h2 id="za-warudo-the-world">Za warudo! (The world)</h2>
+<p>It just happend that I saw a video to create random maps by using a method called <a href="https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm">random walks</a>, this video was made by <a href="https://www.youtube.com/c/NADLABS">NAD LABS</a>: <a href="https://www.youtube.com/watch?v=ppP2Doq3p7s">Nuclear Throne Like Map Generation In Godot</a>. It&rsquo;s a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites):</p>
+<figure id="__yafg-figure-10">
+<img alt="World map generator - Random map 1" src="images/g/gogodot_jam3/world_generator_1.png" title="World map generator - Random map 1">
+<figcaption>World map generator - Random map 1</figcaption>
+</figure>
+<figure id="__yafg-figure-11">
+<img alt="World map generator - Random map 2" src="images/g/gogodot_jam3/world_generator_2.png" title="World map generator - Random map 2">
+<figcaption>World map generator - Random map 2</figcaption>
+</figure>
+<figure id="__yafg-figure-12">
+<img alt="World map generator - Random map 3" src="images/g/gogodot_jam3/world_generator_3.png" title="World map generator - Random map 3">
+<figcaption>World map generator - Random map 3</figcaption>
+</figure>
+<p>It started with just black and white tiles, but I ended up adding some sprites as it was really harsh to the eyes. My implementation is basically the same as <em>NAD LABS</em>&lsquo; with few changes, most importantly: I separated the generation in 2 diferent tilemaps (floor and wall) to have better control as well as wrapped everything in a single scene with a &ldquo;main&rdquo; script with the following important functions:</p>
+<pre><code class="language-gdscript">func get_valid_map_coords() -&gt; Array:
+ var safe_area: Array = walker_head.get_cells_around()
+ var cells_used: Array = ground_tilemap.get_used_cells()
+ for location in safe_area:
+ cells_used.erase(location)
+ return cells_used
+
+
+func get_centered_world_position(location: Vector2) -&gt; Vector2:
+ return ground_tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0
+</code></pre>
+<p>Where <code>get_cells_around</code> is just a function that gets the safe cells around the origin. And this <code>get_valid_map_coords</code> just returns used cells minus the safe cells, to place food. <code>get_centered_world_position</code> is so we can center the food in the tiles.</p>
+<p>Some signals I used for the world gen: <code>world_gen_walker_started(id)</code>, <code>world_gen_walker_finished(id)</code>, <code>world_gen_walker_died(id)</code> and <code>world_gen_spawn_walker_unit(location)</code>.</p>
+<h3 id="food-placement">Food placement</h3>
+<p>The last food algorithm doesn&rsquo;t check anything related to the world, and thus the food could spawn in the walls and outside the map.</p>
+<p>First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first:</p>
+<pre><code class="language-gdscript">func update_texture() -&gt; void:
+ _sprite.texture = texture[properties[&quot;type&quot;]]
+
+
+func set_properties(pos: Vector2, loc: Vector2, special: bool, type: int, points: int=1, special_points: int=1, ttl: float = -1.0) -&gt; void:
+ properties[&quot;global_position&quot;] = pos
+ global_position = pos
+ properties[&quot;location&quot;] = loc
+ properties[&quot;special&quot;] = special
+ properties[&quot;type&quot;] = type
+
+ properties[&quot;points&quot;] = points
+ properties[&quot;special_points&quot;] = special_points
+ properties[&quot;ttl&quot;] = ttl
+ if properties[&quot;ttl&quot;] != -1.0:
+ timer.wait_time = properties[&quot;ttl&quot;]
+ timer.start()
+</code></pre>
+<p>Where the <code>update_texture</code> needs to be a separate function, because we need to create the food first, set properties, add as a child and then update the sprite; we also need to keep track of the global position, location (in tilemap coordinates) and identifiers for the type of food.</p>
+<p>Then basic/special food just extend base food, define a <code>Type</code> enum and preloads the necessary textures, for example:</p>
+<pre><code class="language-gdscript">enum Type {
+ APPLE,
+ BANANA,
+ RAT
+}
+
+
+func _ready():
+ texture[Type.APPLE] = preload(&quot;res://entities/food/sprites/apple.png&quot;)
+ texture[Type.BANANA] = preload(&quot;res://entities/food/sprites/banana.png&quot;)
+ texture[Type.RAT] = preload(&quot;res://entities/food/sprites/rat.png&quot;)
+</code></pre>
+<p>Now, some of the most important change to <code>food_manager.gd</code> is to get an actual random valid position:</p>
+<pre><code class="language-gdscript">func _get_random_pos() -&gt; Array:
+ var found_valid_loc: bool = false
+ var index: int
+ var location: Vector2
+
+ while not found_valid_loc:
+ index = randi() % possible_food_locations.size()
+ location = possible_food_locations[index]
+ if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1:
+ found_valid_loc = true
+
+ return [world_generator.get_centered_world_position(location), location]
+</code></pre>
+<p>Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra &ldquo;special points&rdquo; property is set). Some of the signals that I used that might be important: <code>food_placing_new_food(type)</code>, <code>food_placed_new_food(type, location)</code> and <code>food_eaten(type, location)</code>.</p>
+<h2 id="stats-clas-and-loadingsaving-data">Stats clas and loading/saving data</h2>
+<p>I got the idea of saving the current stats (points, max body segments, etc.) in a separate <em>Stats</em> class for easier load/save data. This option I went with didn&rsquo;t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions&hellip; so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving <code>tres</code> files).</p>
+<h3 id="stats-class">Stats class</h3>
+<p>The <em>Stats</em> &ldquo;class&rdquo; is just a script that extends from <em>Node</em> called <code>stats.gd</code>. It needs to define the <code>class_name</code> as <code>Stats</code>. The main content:</p>
+<pre><code class="language-gdscript"># main
+var points: int = 0
+var segments: int = 0
+
+# track of trait points
+var dash_points: int = 0
+var slow_points: int = 0
+var jump_points: int = 0
+
+# times trait achieved
+var dash_segments: int = 0
+var slow_segments: int = 0
+var jump_segments: int = 0
+
+# trait properties
+var dash_percentage: float = 0.0
+var slow_percentage: float = 0.0
+var jump_lenght: float = 0.0
+
+# trait active
+var trait_dash: bool = false
+var trait_slow: bool = false
+var trait_jump: bool = false
+</code></pre>
+<p>And with the ugliest functions:</p>
+<pre><code class="language-gdscript">func get_stats() -&gt; Dictionary:
+ return {
+ &quot;points&quot;: points,
+ &quot;segments&quot;: segments,
+ &quot;dash_points&quot;: dash_points,
+ &quot;dash_segments&quot;: dash_segments,
+ &quot;dash_percentage&quot;: dash_percentage,
+ &quot;slow_points&quot;: slow_points,
+ &quot;slow_segments&quot;: slow_segments,
+ &quot;slow_percentage&quot;: slow_percentage,
+ &quot;jump_points&quot;: jump_points,
+ &quot;jump_segments&quot;: jump_segments,
+ &quot;jump_lenght&quot;: jump_lenght,
+ &quot;trait_dash&quot;: trait_dash,
+ &quot;trait_slow&quot;: trait_slow,
+ &quot;trait_jump&quot;: trait_jump
+ }
+
+
+func set_stats(stats: Dictionary) -&gt; void:
+ points = stats[&quot;points&quot;]
+ segments = stats[&quot;segments&quot;]
+ dash_points = stats[&quot;dash_points&quot;]
+ slow_points = stats[&quot;slow_points&quot;]
+ jump_points = stats[&quot;jump_points&quot;]
+ dash_segments = stats[&quot;dash_segments&quot;]
+ slow_segments = stats[&quot;slow_segments&quot;]
+ jump_segments = stats[&quot;jump_segments&quot;]
+ dash_percentage = stats[&quot;dash_percentage&quot;]
+ slow_percentage = stats[&quot;slow_percentage&quot;]
+ jump_lenght = stats[&quot;jump_lenght&quot;]
+ trait_dash = stats[&quot;trait_dash&quot;]
+ trait_slow = stats[&quot;trait_slow&quot;]
+ trait_jump = stats[&quot;trait_jump&quot;]
+</code></pre>
+<p>And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.</p>
+<h3 id="loadsave-data">Load/save data</h3>
+<p>The load/save function is pretty standard. It&rsquo;s a singleton/autoload called <em>SavedData</em> with a script that extends from <em>Node</em> called <code>save_data.gd</code>:</p>
+<pre><code class="language-gdscript">const DATA_PATH: String = &quot;user://data.save&quot;
+
+var _stats: Stats
+
+
+func _ready() -&gt; void:
+ _load_data()
+
+
+# called when setting &quot;stats&quot; and thus saving
+func save_data(stats: Stats) -&gt; void:
+ _stats = stats
+ var file: File = File.new()
+ file.open(DATA_PATH, File.WRITE)
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+
+
+func get_stats() -&gt; Stats:
+ return _stats
+
+
+func _load_data() -&gt; void:
+ # create an empty file if not present to avoid error while loading settings
+ _handle_new_file()
+
+ var file = File.new()
+ file.open(DATA_PATH, File.READ)
+ _stats = Stats.new()
+ _stats.set_stats(parse_json(file.get_line()))
+ file.close()
+
+
+func _handle_new_file() -&gt; void:
+ var file: File = File.new()
+ if not file.file_exists(DATA_PATH):
+ file.open(DATA_PATH, File.WRITE)
+ _stats = Stats.new()
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+</code></pre>
+<p>It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (<em>Stats</em> class related issues).</p>
+<h2 id="scoring">Scoring</h2>
+<p>For this I created a scoring mechanisms and just called it <em>ScoreManager</em> (<code>score_manager.gd</code>) which just basically listens to <code>food_eaten</code> signal and adds points accordingly to the current <em>Stats</em> object loaded. The main function is:</p>
+<pre><code class="language-gdscript">func _on_food_eaten(properties: Dictionary) -&gt; void:
+ var is_special: bool = properties[&quot;special&quot;]
+ var type: int = properties[&quot;type&quot;]
+ var points: int = properties[&quot;points&quot;]
+ var special_points: int = properties[&quot;special_points&quot;]
+ var location: Vector2 = properties[&quot;global_position&quot;]
+ var amount_to_grow: int
+ var special_amount_to_grow: int
+
+ amount_to_grow = _process_points(points)
+ _spawn_added_score_text(points, location)
+ _spawn_added_segment_text(amount_to_grow)
+
+ if is_special:
+ special_amount_to_grow = _process_special_points(special_points, type)
+ # _spawn_added_score_text(points, location)
+ _spawn_added_special_segment_text(special_amount_to_grow, type)
+ _check_if_unlocked(type)
+</code></pre>
+<p>Where the most important function is:</p>
+<pre><code class="language-gdscript">func _process_points(points: int) -&gt; int:
+ var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
+ var amount_to_grow: int = 0
+ var growth_progress: int
+ stats.points += points
+ if points &gt;= score_to_grow:
+ amount_to_grow += 1
+ points -= score_to_grow
+ # maybe be careful with this
+ amount_to_grow += points / Global.POINTS_TO_GROW
+ stats.segments += amount_to_grow
+ Event.emit_signal(&quot;snake_add_new_segment&quot;, amount_to_grow)
+
+ growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
+ Event.emit_signal(&quot;snake_growth_progress&quot;, growth_progress)
+ return amount_to_grow
+</code></pre>
+<p>Which will add the necessary points to <code>Stats.points</code> and return the amount of new snake segments to grow. After this <code>_spawn_added_score_segment</code> and <code>_spawn_added_segment_text</code> just spawn a <em>Label</em> with the info on the points/segments gained; this is custom UI I created, nothing fancy.</p>
+<p>Last thing is taht in <code>_process_points</code> there is a check at the end, where if the food eaten is &ldquo;special&rdquo; then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.</p>
+<p>This <em>ScoreManager</em> also handles the calculation for the <code>game_over</code> signal, to calculte progress, set necessary <em>Stats</em> values and save the data:</p>
+<pre><code class="language-gdscript">func _on_game_over() -&gt; void:
+ var max_stats: Stats = _get_max_stats()
+ SaveData.save_data(max_stats)
+ Event.emit_signal(&quot;display_stats&quot;, initial_stats, stats, mutation_stats)
+
+
+func _get_max_stats() -&gt; Stats:
+ var old_stats_dict: Dictionary = initial_stats.get_stats()
+ var new_stats_dict: Dictionary = stats.get_stats()
+ var max_stats: Stats = Stats.new()
+ var max_stats_dict: Dictionary = max_stats.get_stats()
+ var bool_stats: Array = [
+ &quot;trait_dash&quot;,
+ &quot;trait_slow&quot;,
+ &quot;trait_jump&quot;
+ ]
+
+ for i in old_stats_dict:
+ if bool_stats.has(i):
+ max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
+ else:
+ max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
+ max_stats.set_stats(max_stats_dict)
+ return max_stats
+</code></pre>
+<p>Then this sends a signal <code>display_stats</code> to activate UI elements that shows the progression.</p>
+<p>Naturally, the saved <em>Stats</em> are loaded whenever needed. For example, for the <em>Snake</em>, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we&rsquo;re saving the new <em>Stats</em> at the end, then on restart we load the updated one.</p>
+<h2 id="snake-redesigned-with-the-state-machine-pattern">Snake redesigned with the state machine pattern</h2>
+<p>I redesigned the snake code (the head, actually) to use the state machine pattern by following <a href="https://gdscript.com/solutions/godot-state-machine/">this guide</a> which is definitely a great guide, straight to the point and easy to implement.</p>
+<p>Other than what is shown in the guide, I implemented some important functions in the <code>state_machine.gd</code> script itself, to be used by each of the states as needed:</p>
+<pre><code class="language-gdscript">func rotate_on_input() -&gt; void:
+ if Input.is_action_pressed(&quot;move_left&quot;):
+ player.rotate_to(player.LEFT)
+ if Input.is_action_pressed(&quot;move_right&quot;):
+ player.rotate_to(player.RIGHT)
+
+
+func slow_down_on_collisions(speed_backup: float):
+ if player.get_last_slide_collision():
+ Global.SNAKE_SPEED = player.velocity.length()
+ else:
+ Global.SNAKE_SPEED = speed_backup
+
+
+func handle_slow_speeds() -&gt; void:
+ if Global.SNAKE_SPEED &lt;= Global.SNAKE_SPEED_BACKUP / 4.0:
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ Event.emit_signal(&quot;game_over&quot;)
+</code></pre>
+<p>And then in the <em>StateMachine</em>&lsquo;s <code>_process</code>:</p>
+<pre><code class="language-gdscript">func _physics_process(delta: float) -&gt; void:
+ # state specific code, move_and_slide is called here
+ if state.has_method(&quot;physics_process&quot;):
+ state.physics_process(delta)
+
+ handle_slow_speeds()
+ player.handle_time_elapsed(delta)
+</code></pre>
+<p>And now it&rsquo;s just a matter of implementing the necessary states. I used 4: <code>normal_stage.gd</code>, <code>slow_state.gd</code>, <code>dash_state.gd</code> and <code>jump_state.gd</code>.</p>
+<p>The <code>normal_state.gd</code> contains what the original <code>head.gd</code> code contained:</p>
+<pre><code class="language-gdscript">func physics_process(delta: float) -&gt; void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
+
+
+func input(event: InputEvent) -&gt; void:
+ if fsm.player.can_dash and event.is_action_pressed(&quot;dash&quot;):
+ exit(&quot;DashState&quot;)
+ if fsm.player.can_slow and event.is_action_pressed(&quot;slow&quot;):
+ exit(&quot;SlowState&quot;)
+ if fsm.player.can_jump and event.is_action_pressed(&quot;jump&quot;):
+ exit(&quot;JumpState&quot;)
+</code></pre>
+<p>Here, the <code>exit</code> method is basically to change to the next state. And lastly, I&rsquo;m only gonna show the <code>dash_state.gd</code> as the other ones are pretty similar:</p>
+<pre><code class="language-gdscript">func enter():
+ if fsm.DEBUG:
+ print(&quot;Got inside %s.&quot; % name)
+ Event.emit_signal(&quot;snake_started_dash&quot;)
+ Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), &quot;timeout&quot;)
+ exit()
+
+
+func exit():
+ Event.emit_signal(&quot;snake_finished_dash&quot;)
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -&gt; void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
+</code></pre>
+<p>Where the important parts happen in the <code>enter</code> and <code>exit</code> functions. We need to change the <code>Global.SNAKE_SPEED</code> with the <code>Global.SNAKE_DASH_SPEED</code> on <code>start</code>and start the timer for how long should the dash last. And on the <code>exit</code> we reset the <code>Global.SNAKE_SPEED</code> back to normal. There is probably a better way of updating the <code>Global.SNAKE_SPEED</code> but this works just fine.</p>
+<p>For the other ones is the same. Only difference with the <code>jump_state.gd</code> is that the collision from head to body is disabled, and no rotation is allowed (by not calling the <code>rotate_on_input</code> function).</p>
+<h2 id="other-minor-stuff">Other minor stuff</h2>
+<p>Not as important but worth mentioning:</p>
+<ul>
+<li>Added restartability function.</li>
+<li>Added signals for game control: <code>game_over</code> and <code>game_start</code>, but ended not using them.</li>
+<li>Fixed issue where the <em>Curve2D</em> stayed the same even when restarting by just setting an empty curve on starting the node.</li>
+<li>Added a debug mode for drawing of the <em>Curve2D</em> instead of always drawing.</li>
+<li>Tweaked the tracking of the snake size.</li>
+<li>Tweaked the food system to contain more attributes and use a base food node.</li>
+<li>Added a HUD with mini snake sprites.</li>
+<li>Added a HUD for growth progress on snake body segments and abilities.</li>
+<li>Refactored the nodes to make it work with <code>change_scene_to</code>, and added a main menu.</li>
+<li>Added GUI for dead screen, showing the progress.</li>
+</ul>
+<h2 id="final-notes">Final notes</h2>
+<p>I actually didn&rsquo;t finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.</p>
+<p>For exporting and everything else, I went with what I did for my <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting">FlappyBird Godot clone</a></p>]]></content:encoded>
+ </item>
+ <item>
<title>Creating a FlappyBird clone in Godot 3.5 devlog 1</title>
<link>https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html</link>
<guid isPermaLink="true">https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html</guid>
@@ -51,35 +656,35 @@
<h3 id="config">Config</h3>
<h4 id="default-import-settings">Default import settings</h4>
<p>Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don&rsquo;t look blurry. Go to <em>Project -&gt; Project settings&hellip; -&gt; Import defaults</em> and on the drop down select <code>Texture</code>, untick everything and make sure <em>Compress/Mode</em> is set to <code>Lossless</code>.</p>
-<figure id="__yafg-figure-4">
+<figure id="__yafg-figure-13">
<img alt="Project settings - Import defaults - Texture settings" src="images/g/flappybird_godot/project_settings_import_texture.png" title="Project settings - Import defaults - Texture settings">
<figcaption>Project settings - Import defaults - Texture settings</figcaption>
</figure>
<h4 id="general-settings">General settings</h4>
<p>It&rsquo;s also a good idea to setup some config variables project-wide. To do so, go to <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Application/config</em> and add a new property (there is a text box at the top of the project settings window) for game scale: <code>application/config/game_scale</code> for the type use <code>float</code> and then click on add; configure the new property to <code>3.0</code>; On the same window, also add <code>application/config/version</code> as a <code>string</code>, and make it <code>1.0.0</code> (or whatever number you want).</p>
-<figure id="__yafg-figure-5">
+<figure id="__yafg-figure-14">
<img alt="Project settings - General - Game scale and version properties" src="images/g/flappybird_godot/project_settings_config_properties.png" title="Project settings - General - Game scale and version properties">
<figcaption>Project settings - General - Game scale and version properties</figcaption>
</figure>
<p>For my personal preferences, also disable some of the <em>GDScript</em> debug warnings that are annoying, this is done at <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Debug/GDScript</em> and toggle off &ldquo;Unused arguments&rdquo;, &ldquo;Unused signal&rdquo; and &ldquo;Return value discarded&rdquo;, and any other that might come up too often and don&rsquo;t want to see.</p>
-<figure id="__yafg-figure-6">
+<figure id="__yafg-figure-15">
<img alt="Project settings - General - GDScript debug warnings" src="images/g/flappybird_godot/project_settings_debug_gdscript.png" title="Project settings - General - GDScript debug warnings">
<figcaption>Project settings - General - GDScript debug warnings</figcaption>
</figure>
<p>Finally, set the initial window size in <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Display/Window</em> and set <em>Size/Width</em> and <em>Size/Height</em> to <code>600</code> and <code>800</code>, respectively. As well as the <em>Stretch/Mode</em> to &ldquo;viewport&rdquo;, and <em>Stretch/Aspect</em> to &ldquo;keep&rdquo;:</p>
-<figure id="__yafg-figure-7">
+<figure id="__yafg-figure-16">
<img alt="Project settings - General - Initial window size" src="images/g/flappybird_godot/project_settings_window_settings.png" title="Project settings - General - Initial window size">
<figcaption>Project settings - General - Initial window size</figcaption>
</figure>
<h4 id="keybindings">Keybindings</h4>
<p>I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the <code>Input.something()</code> API can be used), go to <em>Project -&gt; Project settings&hellip; -&gt; Input Map</em> and on the text box write &ldquo;jump&rdquo; and click add, then it will be added to the list and it&rsquo;s just a matter of clicking the <code>+</code> sign to add a &ldquo;Physical key&rdquo;, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.</p>
-<figure id="__yafg-figure-8">
+<figure id="__yafg-figure-17">
<img alt="Project settings - Input Map - Adding necessary keybindings" src="images/g/flappybird_godot/project_settings_input_map.png" title="Project settings - Input Map - Adding necessary keybindings">
<figcaption>Project settings - Input Map - Adding necessary keybindings</figcaption>
</figure>
<h4 id="layers">Layers</h4>
<p>Finally, rename the physics layers so we don&rsquo;t lose track of which layer is which. Go to <em>Project -&gt; Layer Names -&gt; 2d Physics</em> and change the first 5 layer names to (in order): &ldquo;player&rdquo;, &ldquo;ground&rdquo;, &ldquo;pipe&rdquo;, &ldquo;ceiling&rdquo; and &ldquo;score&rdquo;.</p>
-<figure id="__yafg-figure-9">
+<figure id="__yafg-figure-18">
<img alt="Project settings - Layer Names - 2D Physics" src="images/g/flappybird_godot/project_settings_layer_names_2d_physics.png" title="Project settings - Layer Names - 2D Physics">
<figcaption>Project settings - Layer Names - 2D Physics</figcaption>
</figure>
@@ -87,12 +692,12 @@
<p>For the assets I found out about a pack that contains just what I need: <a href="https://megacrash.itch.io/flappy-bird-assets">flappy-bird-assets</a> by <a href="https://megacrash.itch.io/">MegaCrash</a>; I just did some minor modifications on the naming of the files. For the font I used <a href="https://poppyworks.itch.io/silver">Silver</a>, and for the sound the resources from <a href="https://github.com/meeq/FlappyBird-N64">FlappyBird-N64</a> (which seems to be taken from <a href="https://www.101soundboards.com/boards/10178-flappy-bird-sounds">101soundboards.com</a> which the orignal copyright holder is <a href="https://dotgears.com/">.Gears</a> anyways).</p>
<h3 id="importing">Importing</h3>
<p>Create the necessary directories to hold the respective assets and it&rsquo;s just a matter of dragging and dropping, I used directories: <code>res://entities/actors/player/sprites/</code>, <code>res://fonts/</code>, <code>res://levels/world/background/sprites/</code>, <code>res://levels/world/ground/sprites/</code>, <code>res://levels/world/pipe/sprites/</code>, <code>res://sfx/</code>. For the player sprites, the &ldquo;FileSystem&rdquo; window looks like this (<code>entities/actor</code> directories are really not necessary):</p>
-<figure id="__yafg-figure-10">
+<figure id="__yafg-figure-19">
<img alt="FileSystem - Player sprite imports" src="images/g/flappybird_godot/player_sprite_imports.png" title="FileSystem - Player sprite imports">
<figcaption>FileSystem - Player sprite imports</figcaption>
</figure>
<p>It should look similar for other directories, except maybe for the file extensions. For example, for the sfx:</p>
-<figure id="__yafg-figure-11">
+<figure id="__yafg-figure-20">
<img alt="FileSystem - SFX imports" src="images/g/flappybird_godot/sfx_imports.png" title="FileSystem - SFX imports">
<figcaption>FileSystem - SFX imports</figcaption>
</figure>
@@ -100,72 +705,72 @@
<p>Now it&rsquo;s time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the <em>TileMaps</em>, so that goes first.</p>
<h3 id="tilemaps">TileMaps</h3>
<p>I&rsquo;m using a scene called &ldquo;WorldTiles&rdquo; with a <em>Node2D</em> node as root called the same. With 2 different <em>TileMap</em> nodes as children named &ldquo;GroundTileMap&rdquo; and &ldquo;PipeTileMap&rdquo; (these are their own scene); yes 2 different <em>TileMaps</em> because we need 2 different physics colliders (In Godot 4.0 you can have a single <em>TileMap</em> with different physics colliders in it). Each node has its own script. It should look something like this:</p>
-<figure id="__yafg-figure-12">
+<figure id="__yafg-figure-21">
<img alt="Scene - WorldTiles (TileMaps)" src="images/g/flappybird_godot/scene_world_tiles.png" title="Scene - WorldTiles (TileMaps)">
<figcaption>Scene - WorldTiles (TileMaps)</figcaption>
</figure>
<p>I used the following directory structure:</p>
-<figure id="__yafg-figure-13">
+<figure id="__yafg-figure-22">
<img alt="Scene - WorldTiles - Directory structure" src="images/g/flappybird_godot/scene_world_tiles_directory_structure.png" title="Scene - WorldTiles - Directory structure">
<figcaption>Scene - WorldTiles - Directory structure</figcaption>
</figure>
<p>To configure the GroundTileMap, select the node and click on &ldquo;(empty)&rdquo; on the <em>TileMap/Tile set</em> property and then click on &ldquo;New TileSet&rdquo;, then click where the &ldquo;(empty)&rdquo; used to be, a new window should open on the bottom:</p>
-<figure id="__yafg-figure-14">
+<figure id="__yafg-figure-23">
<img alt="TileSet - Configuration window" src="images/g/flappybird_godot/tile_set_config_window.png" title="TileSet - Configuration window">
<figcaption>TileSet - Configuration window</figcaption>
</figure>
<p>Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow &ldquo;+ New Single Tile&rdquo;, activate the grid and select any of the tiles. Should look like this:</p>
-<figure id="__yafg-figure-15">
+<figure id="__yafg-figure-24">
<img alt="TileSet - New single tile" src="images/g/flappybird_godot/tile_set_new_single_tile.png" title="TileSet - New single tile">
<figcaption>TileSet - New single tile</figcaption>
</figure>
<p>We need to do this because for some reason we can&rsquo;t change the snap options before selecting a tile. After selecting a random tile, set up the <em>Snap Options/Step</em> (in the <em>Inspector</em>) and set it to 16x16 (or if using a different tile set, to it&rsquo;s tile size):</p>
-<figure id="__yafg-figure-16">
+<figure id="__yafg-figure-25">
<img alt="TileSet - Tile - Step snap options" src="images/g/flappybird_godot/tile_set_tile_step_snap_options.png" title="TileSet - Tile - Step snap options">
<figcaption>TileSet - Tile - Step snap options</figcaption>
</figure>
<p>Now you can select the actual single tile. Once selected click on &ldquo;Collision&rdquo;, use the rectangle tool and draw the rectangle corresponding to that tile&rsquo;s collision:</p>
-<figure id="__yafg-figure-17">
+<figure id="__yafg-figure-26">
<img alt="TileSet - Tile - Selection and collision" src="images/g/flappybird_godot/tile_set_tile_selection_collision.png" title="TileSet - Tile - Selection and collision">
<figcaption>TileSet - Tile - Selection and collision</figcaption>
</figure>
<p>Do the same for the other 3 tiles. If you select the <em>TileMap</em> itself again, it should look like this on the right (on default layout it&rsquo;s on the left of the <em>Inspector</em>):</p>
-<figure id="__yafg-figure-18">
+<figure id="__yafg-figure-27">
<img alt="TileSet - Available tiles" src="images/g/flappybird_godot/tile_set_available_tiles.png" title="TileSet - Available tiles">
<figcaption>TileSet - Available tiles</figcaption>
</figure>
<p>The ordering is important only for the &ldquo;underground tile&rdquo;, which is the filler ground, it should be at the end (index 3); if this is not the case, repeat the process (it&rsquo;s possible to rearrange them but it&rsquo;s hard to explain as it&rsquo;s pretty weird).</p>
<p>At this point the tilemap doesn&rsquo;t have any physics and the cell size is wrong. Select the &ldquo;GroundTileMap&rdquo;, set the <em>TileMap/Cell/Size</em> to 16x16, the <em>TileMap/Collision/Layer</em> set to <code>bit 2</code> only (ground layer) and disable any <em>TileMap/Collision/Mask</em> bits. Should look something like this:</p>
-<figure id="__yafg-figure-19">
+<figure id="__yafg-figure-28">
<img alt="TileMap - Cell size and collision configuration" src="images/g/flappybird_godot/tile_map_cell_collision_configuration.png" title="TileMap - Cell size and collision configuration">
<figcaption>TileMap - Cell size and collision configuration</figcaption>
</figure>
<p>Now it&rsquo;s just a matter of repeating the same for the pipes (&ldquo;PipeTileMap&rdquo;), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the <em>Snap Options/Step</em> to 32x16, for example, just keep the cell size to 16x16.</p>
<h4 id="default-ground-tiles">Default ground tiles</h4>
<p>I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the &ldquo;WorldTiles&rdquo; scene, while selecting the &ldquo;GroundTileMap&rdquo;, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from <code>(-8, 7)</code> to <code>(10, 7)</code> as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):</p>
-<figure id="__yafg-figure-20">
+<figure id="__yafg-figure-29">
<img alt="Scene - WorldTiles - Default ground tiles" src="images/g/flappybird_godot/world_tiles_default_tiles.png" title="Scene - WorldTiles - Default ground tiles">
<figcaption>Scene - WorldTiles - Default ground tiles</figcaption>
</figure>
<h3 id="player">Player</h3>
<p>On a new scene called &ldquo;Player&rdquo; with a <em>KinematicBody2D</em> node named &ldquo;Player&rdquo; as the root of the scene, then for the children: <em>AnimatedSprite</em> as &ldquo;Sprite&rdquo;, <em>CollisionShape2D</em> as &ldquo;Collision&rdquo; (with a circle shape) and 3 <em>AudioStreamPlayers</em> for &ldquo;JumpSound&rdquo;, &ldquo;DeadSound&rdquo; and &ldquo;HitSound&rdquo;. Not sure if it&rsquo;s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the &ldquo;Player&rdquo; node and then it should look like this:</p>
-<figure id="__yafg-figure-21">
+<figure id="__yafg-figure-30">
<img alt="Scene - Player - Node setup" src="images/g/flappybird_godot/scene_player_node_setup.png" title="Scene - Player - Node setup">
<figcaption>Scene - Player - Node setup</figcaption>
</figure>
<p>Select the &ldquo;Player&rdquo; node and set the <em>CollisionShape2D/Collision/Layer</em> to 1 and the <em>CollisionObject2D/Collision/Mask</em> to 2 and 3 (ground and pipe).</p>
<p>For the &ldquo;Sprite&rdquo; node, when selecting it click on the &ldquo;(empty)&rdquo; for the <em>AnimatedSprite/Frames</em> property and click &ldquo;New SpriteFrames&rdquo;, click again where the &ldquo;(empty)&rdquo; used to be and ane window should open on the bottom:</p>
-<figure id="__yafg-figure-22">
+<figure id="__yafg-figure-31">
<img alt="Scene - Player - SpriteFrames window" src="images/g/flappybird_godot/scene_player_spriteframes_window.png" title="Scene - Player - SpriteFrames window">
<figcaption>Scene - Player - SpriteFrames window</figcaption>
</figure>
<p>Right off the bat, set the &ldquo;Speed&rdquo; to <code>10 FPS</code> (bottom left) and rename &ldquo;default&rdquo; to &ldquo;bird_1&rdquo;. With the &ldquo;bird_1&rdquo; selected, click on the &ldquo;Add frames from a Sprite Sheet&rdquo;, which is the second button under &ldquo;Animation Frames:&rdquo; which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the &ldquo;Select Frames&rdquo; window, change the &ldquo;Vertical&rdquo; to 1, and then select all 4 frames (<em>Ctrl + Scroll</em> wheel to zoom in):</p>
-<figure id="__yafg-figure-23">
+<figure id="__yafg-figure-32">
<img alt="Scene - Player - Sprite sheet importer" src="images/g/flappybird_godot/scene_player_sprite_sheet_importer.png" title="Scene - Player - Sprite sheet importer">
<figcaption>Scene - Player - Sprite sheet importer</figcaption>
</figure>
<p>After that, the <em>SpriteFrames</em> window should look like this:</p>
-<figure id="__yafg-figure-24">
+<figure id="__yafg-figure-33">
<img alt="Scene - Player - SpriteFrames window with sprite sheet configured" src="images/g/flappybird_godot/scene_player_spriteframes_window_with_sprite_sheet.png" title="Scene - Player - SpriteFrames window with sprite sheet configured">
<figcaption>Scene - Player - SpriteFrames window with sprite sheet configured</figcaption>
</figure>
@@ -184,12 +789,12 @@
</ul>
<h3 id="game">Game</h3>
<p>This is the actual &ldquo;Game&rdquo; scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a <em>Node2D</em> and also has an attached script. Also need to add 2 additional <em>AudioStreamPlayers</em> for the &ldquo;start&rdquo; and &ldquo;score&rdquo; sounds, as well as a <em>Sprite</em> for the background (<em>Sprite/Offset/Offset</em> set to <code>(0, 10)</code>) and a <em>Camera2D</em> (<em>Camera2D/Current</em> set to true (checked)). It should look something like this:</p>
-<figure id="__yafg-figure-25">
+<figure id="__yafg-figure-34">
<img alt="Scene - Game - Node setup" src="images/g/flappybird_godot/scene_game_node_setup.png" title="Scene - Game - Node setup">
<figcaption>Scene - Game - Node setup</figcaption>
</figure>
<p>The scene viewport should look something like the following:</p>
-<figure id="__yafg-figure-26">
+<figure id="__yafg-figure-35">
<img alt="Scene - Game - Viewport" src="images/g/flappybird_godot/scene_game_viewport.png" title="Scene - Game - Viewport">
<figcaption>Scene - Game - Viewport</figcaption>
</figure>
@@ -197,12 +802,12 @@
<h4 id="fonts">Fonts</h4>
<p>We need some font &ldquo;Resources&rdquo; to style the <em>Label</em> fonts. Under the <em>FileSystem</em> window, right click on the fonts directory (create one if needed) and click on &ldquo;New Resource&hellip;&rdquo; and select <em>DynamicFontData</em>, save it in the &ldquo;fonts&rdquo; directory as &ldquo;SilverDynamicFontData.tres&rdquo; (&ldquo;Silver&rdquo; as it is the font I&rsquo;m using) then double click the just created resource and set the <em>DynamicFontData/Font Path</em> to the actual &ldquo;Silver.ttf&rdquo; font (or whatever you want).</p>
<p>Then create a new resource and this time select <em>DynamicFont</em>, name it &ldquo;SilverDynamicFont.tres&rdquo;, then double click to edit and add the &ldquo;SilverDynamicFontData.tres&rdquo; to the <em>DynamicFont/Font/Font Data</em> property (and I personally toggled off the <em>DynamicFont/Font/Antialiased</em> property), now just set the <em>DynamicFont/Settings/(Size, Outline Size, Outline Color)</em> to 32, 1 and black, respectively (or any other values you want). It should look something like this:</p>
-<figure id="__yafg-figure-27">
+<figure id="__yafg-figure-36">
<img alt="Resource - DynamicFont - Default font" src="images/g/flappybird_godot/resource_dynamic_font.png" title="Resource - DynamicFont - Default font">
<figcaption>Resource - DynamicFont - Default font</figcaption>
</figure>
<p>Do the same for another <em>DynamicFont</em> which will be used for the score label, named &ldquo;SilverScoreDynamicFont.tres&rdquo;. Only changes are <em>Dynamic/Settings/(Size, Outline Size)</em> which are set to 128 and 2, respectively. The final files for the fonts should look something like this:</p>
-<figure id="__yafg-figure-28">
+<figure id="__yafg-figure-37">
<img alt="Resource - Dynamicfont - Directory structure" src="images/g/flappybird_godot/resource_dynamic_font_directory_structure.png" title="Resource - Dynamicfont - Directory structure">
<figcaption>Resource - Dynamicfont - Directory structure</figcaption>
</figure>
@@ -231,7 +836,7 @@
</li>
</ul>
<p>The scene ends up looking like this:</p>
-<figure id="__yafg-figure-29">
+<figure id="__yafg-figure-38">
<img alt="Scene - UI - Node setup" src="images/g/flappybird_godot/scene_ui.png" title="Scene - UI - Node setup">
<figcaption>Scene - UI - Node setup</figcaption>
</figure>
@@ -365,7 +970,7 @@ func _remove_first_ground() -&gt; void:
<p>Where you might notice that the <code>_initial_new_tile_x</code> is <code>11</code>, instead of <code>10</code>, refer to <a href="#default-ground-tiles">Default ground tiles</a> where we placed tiles from <code>-8</code> to <code>10</code>, so the next empty one is <code>11</code>. These <code>_place_new_ground</code> and <code>_remove_first_ground</code> functions are called upon receiving the signal.</p>
<h4 id="pipetilemap">PipeTileMap</h4>
<p>This is really similar to the &ldquo;GroundTileMap&rdquo; code, instead of defining an <code>enum</code> for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):</p>
-<figure id="__yafg-figure-30">
+<figure id="__yafg-figure-39">
<img alt="PipeTileMap - Tile set indexes" src="images/g/flappybird_godot/tile_set_pipes_indexes.png" title="PipeTileMap - Tile set indexes">
<figcaption>PipeTileMap - Tile set indexes</figcaption>
</figure>
@@ -467,7 +1072,7 @@ func get_high_score() -&gt; int:
save_data()
</code></pre>
<p>Now, this script in particular will need to be a <a href="https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html">Singleton (AutoLoad)</a>, which means that there will be only one instance and will be available across all scripts. To do so, go to <em>Project -&gt; Project settings&hellip; -&gt; AutoLoad</em> and select this script in the &ldquo;Path:&rdquo; and add a &ldquo;Node Name:&rdquo; (I used &ldquo;SavedData&rdquo;, if you use something else, be careful while following this devlog) which will be the name we&rsquo;ll use to access the singleton. Toggle on &ldquo;Enable&rdquo; if needed, it should look like this:</p>
-<figure id="__yafg-figure-31">
+<figure id="__yafg-figure-40">
<img alt="Project settings - AutoLoad - SavedData singleton" src="images/g/flappybird_godot/project_settings_autoload_saved_data.png" title="Project settings - AutoLoad - SavedData singleton">
<figcaption>Project settings - AutoLoad - SavedData singleton</figcaption>
</figure>
diff --git a/blog/dst/sitemap.xml b/blog/dst/sitemap.xml
index fa0347b..8426222 100644
--- a/blog/dst/sitemap.xml
+++ b/blog/dst/sitemap.xml
@@ -3,6 +3,12 @@
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.sitemaps.org/schemas/sitemap/0.9 http://www.sitemaps.org/schemas/sitemap/0.9/sitemap.xsd">
<url>
+ <loc>https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html</loc>
+ <lastmod>2022-06-10</lastmod>
+ <changefreq>weekly</changefreq>
+ <priority>1.0</priority>
+ </url>
+ <url>
<loc>https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html</loc>
<lastmod>2022-05-29</lastmod>
<changefreq>weekly</changefreq>
@@ -113,61 +119,67 @@
<url>
<loc>https://blog.luevano.xyz/tag/@english.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@gamedev.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
+ <changefreq>daily</changefreq>
+ <priority>0.5</priority>
+ </url>
+ <url>
+ <loc>https://blog.luevano.xyz/tag/@gamejam.html</loc>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@godot.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@rant.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@server.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@short.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@spanish.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@tools.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@tutorial.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://blog.luevano.xyz/tag/@update.html</loc>
- <lastmod>2022-05-29</lastmod>
+ <lastmod>2022-06-10</lastmod>
<changefreq>daily</changefreq>
<priority>0.5</priority>
</url>
diff --git a/blog/dst/tag/@english.html b/blog/dst/tag/@english.html
index e7c0c92..e7fa19d 100644
--- a/blog/dst/tag/@english.html
+++ b/blog/dst/tag/@english.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 08 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 10 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/tag/@gamedev.html b/blog/dst/tag/@gamedev.html
index e7e7b4d..009ad3b 100644
--- a/blog/dst/tag/@gamedev.html
+++ b/blog/dst/tag/@gamedev.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 08 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 10 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/tag/@gamejam.html b/blog/dst/tag/@gamejam.html
index 424284e..4e7d4b1 100644
--- a/blog/dst/tag/@gamejam.html
+++ b/blog/dst/tag/@gamejam.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 08 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 10 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</a></li>
</ul>
diff --git a/blog/dst/tag/@godot.html b/blog/dst/tag/@godot.html
index a200266..31d93bf 100644
--- a/blog/dst/tag/@godot.html
+++ b/blog/dst/tag/@godot.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 08 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 10 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
</ul>
diff --git a/blog/src/.files b/blog/src/.files
index 73aadf8..590ef53 100644
--- a/blog/src/.files
+++ b/blog/src/.files
@@ -16,3 +16,4 @@ a/password_manager_authenticator_setup.md 1652654434.4686146 1653179084.149559 c
g/starting_gamedev_blogging.md 1652764794.9016073 1653179221.26956 2d6665cebea06ff376dbde9643a893c4 english,gamedev,short,update
g/godot_project_structure.md 1653182170.4395845 1653366918.4756405 a7b153df43631f17864cd8ab67aca60f english,gamedev,short
g/flappybird_godot_devlog_1.md 1653795523.5988536 1653795876.8388574 8a4f723fbb20718ad5238fd28aaf28e2 english,gamedev,godot
+g/gogodot_jam3_devlog_1.md 1654852625.58801 0.0 f8767cd4023a7a7c0ccf5388cdef049b english,gamedev,gamejam,godot
diff --git a/blog/src/g/gogodot_jam3_devlog_1.md b/blog/src/g/gogodot_jam3_devlog_1.md
index 6d6d13a..9e836b1 100644
--- a/blog/src/g/gogodot_jam3_devlog_1.md
+++ b/blog/src/g/gogodot_jam3_devlog_1.md
@@ -1,4 +1,4 @@
-title: Creating my Go Godot Jam 3 entry devlog 1
+title: Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1
author: David Luévano
lang: en
summary: Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution.
@@ -7,8 +7,6 @@ tags: gamedev
gamejam
english
-**IF YOU'RE SEEING THIS, THIS IS A WIP**
-
The jam's theme is Evolution and all the details are listed [here](https://itch.io/jam/go-godot-jam-3). ~~This time I'm logging as I go, so there might be some changes to the script or scenes along the way~~ ^^I couldn't actually do this, as I was running out of time.^^. Note that I'm not going to go into much details, the obvious will be ommitted.
I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and add something to it. The features include:
@@ -18,6 +16,14 @@ I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and
- Depending on the food you eat, you'll gain new mutations/abilities ~~and the more you eat the more that mutation develops.~~ ^^didn't have time to add this feature, sad.^^
- Procedural map creation.
+I created this game using *Godot 3.5-rc3*. You can find the source code in my GitHub [here](https://github.com/luevano/gogodot_jam3) which at the time of writing this it doesn't contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:
+
+<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
+
+You can also find the jam entry [here](https://itch.io/jam/go-godot-jam-3/rate/1562701).
+
+Similarly with the my FlappyBird clone, I plan to update this to a better state.
+
## Initial setup
Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I developed, I'm using the directory structure I wrote about on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) with slight modifications to test things out. Also using similar *Project settings* as those from the *FlappyBird* clone like the pixel art texture imports, keybindings, layers, etc..
@@ -398,13 +404,303 @@ func _get_random_pos() -> Array:
Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra "special points" property is set). Some of the signals that I used that might be important: `food_placing_new_food(type)`, `food_placed_new_food(type, location)` and `food_eaten(type, location)`.
-## TODO
+## Stats clas and loading/saving data
+
+I got the idea of saving the current stats (points, max body segments, etc.) in a separate *Stats* class for easier load/save data. This option I went with didn't work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions... so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving `tres` files).
+
+### Stats class
+
+The *Stats* "class" is just a script that extends from *Node* called `stats.gd`. It needs to define the `class_name` as `Stats`. The main content:
+
+```gdscript
+# main
+var points: int = 0
+var segments: int = 0
+
+# track of trait points
+var dash_points: int = 0
+var slow_points: int = 0
+var jump_points: int = 0
+
+# times trait achieved
+var dash_segments: int = 0
+var slow_segments: int = 0
+var jump_segments: int = 0
+
+# trait properties
+var dash_percentage: float = 0.0
+var slow_percentage: float = 0.0
+var jump_lenght: float = 0.0
+
+# trait active
+var trait_dash: bool = false
+var trait_slow: bool = false
+var trait_jump: bool = false
+```
+
+And with the ugliest functions:
+
+```gdscript
+func get_stats() -> Dictionary:
+ return {
+ "points": points,
+ "segments": segments,
+ "dash_points": dash_points,
+ "dash_segments": dash_segments,
+ "dash_percentage": dash_percentage,
+ "slow_points": slow_points,
+ "slow_segments": slow_segments,
+ "slow_percentage": slow_percentage,
+ "jump_points": jump_points,
+ "jump_segments": jump_segments,
+ "jump_lenght": jump_lenght,
+ "trait_dash": trait_dash,
+ "trait_slow": trait_slow,
+ "trait_jump": trait_jump
+ }
+
+
+func set_stats(stats: Dictionary) -> void:
+ points = stats["points"]
+ segments = stats["segments"]
+ dash_points = stats["dash_points"]
+ slow_points = stats["slow_points"]
+ jump_points = stats["jump_points"]
+ dash_segments = stats["dash_segments"]
+ slow_segments = stats["slow_segments"]
+ jump_segments = stats["jump_segments"]
+ dash_percentage = stats["dash_percentage"]
+ slow_percentage = stats["slow_percentage"]
+ jump_lenght = stats["jump_lenght"]
+ trait_dash = stats["trait_dash"]
+ trait_slow = stats["trait_slow"]
+ trait_jump = stats["trait_jump"]
+```
+
+And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.
+
+### Load/save data
+
+The load/save function is pretty standard. It's a singleton/autoload called *SavedData* with a script that extends from *Node* called `save_data.gd`:
+
+```gdscript
+const DATA_PATH: String = "user://data.save"
+
+var _stats: Stats
+
+
+func _ready() -> void:
+ _load_data()
+
+
+# called when setting "stats" and thus saving
+func save_data(stats: Stats) -> void:
+ _stats = stats
+ var file: File = File.new()
+ file.open(DATA_PATH, File.WRITE)
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+
+
+func get_stats() -> Stats:
+ return _stats
+
+
+func _load_data() -> void:
+ # create an empty file if not present to avoid error while loading settings
+ _handle_new_file()
+
+ var file = File.new()
+ file.open(DATA_PATH, File.READ)
+ _stats = Stats.new()
+ _stats.set_stats(parse_json(file.get_line()))
+ file.close()
+
+
+func _handle_new_file() -> void:
+ var file: File = File.new()
+ if not file.file_exists(DATA_PATH):
+ file.open(DATA_PATH, File.WRITE)
+ _stats = Stats.new()
+ file.store_line(to_json(_stats.get_stats()))
+ file.close()
+```
+
+It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (*Stats* class related issues).
+
+## Scoring
+
+For this I created a scoring mechanisms and just called it *ScoreManager* (`score_manager.gd`) which just basically listens to `food_eaten` signal and adds points accordingly to the current *Stats* object loaded. The main function is:
+
+```gdscript
+func _on_food_eaten(properties: Dictionary) -> void:
+ var is_special: bool = properties["special"]
+ var type: int = properties["type"]
+ var points: int = properties["points"]
+ var special_points: int = properties["special_points"]
+ var location: Vector2 = properties["global_position"]
+ var amount_to_grow: int
+ var special_amount_to_grow: int
+
+ amount_to_grow = _process_points(points)
+ _spawn_added_score_text(points, location)
+ _spawn_added_segment_text(amount_to_grow)
+
+ if is_special:
+ special_amount_to_grow = _process_special_points(special_points, type)
+ # _spawn_added_score_text(points, location)
+ _spawn_added_special_segment_text(special_amount_to_grow, type)
+ _check_if_unlocked(type)
+```
+
+Where the most important function is:
+
+```gdscript
+func _process_points(points: int) -> int:
+ var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
+ var amount_to_grow: int = 0
+ var growth_progress: int
+ stats.points += points
+ if points >= score_to_grow:
+ amount_to_grow += 1
+ points -= score_to_grow
+ # maybe be careful with this
+ amount_to_grow += points / Global.POINTS_TO_GROW
+ stats.segments += amount_to_grow
+ Event.emit_signal("snake_add_new_segment", amount_to_grow)
+
+ growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
+ Event.emit_signal("snake_growth_progress", growth_progress)
+ return amount_to_grow
+```
+
+Which will add the necessary points to `Stats.points` and return the amount of new snake segments to grow. After this `_spawn_added_score_segment` and `_spawn_added_segment_text` just spawn a *Label* with the info on the points/segments gained; this is custom UI I created, nothing fancy.
+
+Last thing is taht in `_process_points` there is a check at the end, where if the food eaten is "special" then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.
-Add notes on:
+This *ScoreManager* also handles the calculation for the `game_over` signal, to calculte progress, set necessary *Stats* values and save the data:
-- Score manager stuff.
-- Saved data and `Stats` class.
-- State machine for player regarding abilities.
+```gdscript
+func _on_game_over() -> void:
+ var max_stats: Stats = _get_max_stats()
+ SaveData.save_data(max_stats)
+ Event.emit_signal("display_stats", initial_stats, stats, mutation_stats)
+
+
+func _get_max_stats() -> Stats:
+ var old_stats_dict: Dictionary = initial_stats.get_stats()
+ var new_stats_dict: Dictionary = stats.get_stats()
+ var max_stats: Stats = Stats.new()
+ var max_stats_dict: Dictionary = max_stats.get_stats()
+ var bool_stats: Array = [
+ "trait_dash",
+ "trait_slow",
+ "trait_jump"
+ ]
+
+ for i in old_stats_dict:
+ if bool_stats.has(i):
+ max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
+ else:
+ max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
+ max_stats.set_stats(max_stats_dict)
+ return max_stats
+```
+
+Then this sends a signal `display_stats` to activate UI elements that shows the progression.
+
+Naturally, the saved *Stats* are loaded whenever needed. For example, for the *Snake*, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we're saving the new *Stats* at the end, then on restart we load the updated one.
+
+## Snake redesigned with the state machine pattern
+
+I redesigned the snake code (the head, actually) to use the state machine pattern by following [this guide](https://gdscript.com/solutions/godot-state-machine/) which is definitely a great guide, straight to the point and easy to implement.
+
+Other than what is shown in the guide, I implemented some important functions in the `state_machine.gd` script itself, to be used by each of the states as needed:
+
+```gdscript
+func rotate_on_input() -> void:
+ if Input.is_action_pressed("move_left"):
+ player.rotate_to(player.LEFT)
+ if Input.is_action_pressed("move_right"):
+ player.rotate_to(player.RIGHT)
+
+
+func slow_down_on_collisions(speed_backup: float):
+ if player.get_last_slide_collision():
+ Global.SNAKE_SPEED = player.velocity.length()
+ else:
+ Global.SNAKE_SPEED = speed_backup
+
+
+func handle_slow_speeds() -> void:
+ if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0:
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ Event.emit_signal("game_over")
+```
+
+And then in the *StateMachine*'s `_process`:
+
+```gdscript
+func _physics_process(delta: float) -> void:
+ # state specific code, move_and_slide is called here
+ if state.has_method("physics_process"):
+ state.physics_process(delta)
+
+ handle_slow_speeds()
+ player.handle_time_elapsed(delta)
+```
+
+And now it's just a matter of implementing the necessary states. I used 4: `normal_stage.gd`, `slow_state.gd`, `dash_state.gd` and `jump_state.gd`.
+
+The `normal_state.gd` contains what the original `head.gd` code contained:
+
+```gdscript
+func physics_process(delta: float) -> void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
+
+
+func input(event: InputEvent) -> void:
+ if fsm.player.can_dash and event.is_action_pressed("dash"):
+ exit("DashState")
+ if fsm.player.can_slow and event.is_action_pressed("slow"):
+ exit("SlowState")
+ if fsm.player.can_jump and event.is_action_pressed("jump"):
+ exit("JumpState")
+```
+
+Here, the `exit` method is basically to change to the next state. And lastly, I'm only gonna show the `dash_state.gd` as the other ones are pretty similar:
+
+```gdscript
+func enter():
+ if fsm.DEBUG:
+ print("Got inside %s." % name)
+ Event.emit_signal("snake_started_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+ yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout")
+ exit()
+
+
+func exit():
+ Event.emit_signal("snake_finished_dash")
+ Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+ fsm.back()
+
+
+func physics_process(delta: float) -> void:
+ fsm.rotate_on_input()
+ fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
+ fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
+
+ fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
+```
+
+Where the important parts happen in the `enter` and `exit` functions. We need to change the `Global.SNAKE_SPEED` with the `Global.SNAKE_DASH_SPEED` on `start`and start the timer for how long should the dash last. And on the `exit` we reset the `Global.SNAKE_SPEED` back to normal. There is probably a better way of updating the `Global.SNAKE_SPEED` but this works just fine.
+
+For the other ones is the same. Only difference with the `jump_state.gd` is that the collision from head to body is disabled, and no rotation is allowed (by not calling the `rotate_on_input` function).
## Other minor stuff
@@ -420,3 +716,9 @@ Not as important but worth mentioning:
- Added a HUD for growth progress on snake body segments and abilities.
- Refactored the nodes to make it work with `change_scene_to`, and added a main menu.
- Added GUI for dead screen, showing the progress.
+
+## Final notes
+
+I actually didn't finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.
+
+For exporting and everything else, I went with what I did for my [FlappyBird Godot clone](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting) \ No newline at end of file