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authorDavid Luevano Alvarado <david@luevano.xyz>2022-06-01 03:26:27 -0600
committerDavid Luevano Alvarado <david@luevano.xyz>2022-06-01 03:26:27 -0600
commit683f41b6e0873581a039cc4b2740b74745710461 (patch)
tree8747ae33b4e842c2cefc3d9730fe254b1983d10a
parent22a34469c099597d9f5d012e589a8c3388d36db4 (diff)
finish writing about the basic snake movement, still wip
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+ <h1>Creating my Go Godot Jam 3 entry 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>. This time I&rsquo;m logging as I go, so there might be some changes to the script or scenes along the way. 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 and the more you eat the more that mutation develops.</li>
+<li>Procedural map creation.</li>
+</ul>
+<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.</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>
+<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_add_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.</p>
+<h2 id="brainstormto-do">Brainstorm/To-do</h2>
+<ul>
+<li>
+<p>Snake clone with evolution.</p>
+<ul>
+<li>Evolution on the snake itself?<ul>
+<li>Evolve after eating X amount?</li>
+<li>Evolve after eating X type of food?<ul>
+<li>Similar to Contra, where you can switch the food (not sure if this counts as evolution)</li>
+</ul>
+</li>
+</ul>
+</li>
+<li>Evolution on the world?<ul>
+<li>Start with a small procedural generated map, then expand it?</li>
+</ul>
+</li>
+<li>When snake dies, it passes the genes it collected by eating some food to the next snakes?<ul>
+<li>Or similar to the Rogue Legacy system?</li>
+</ul>
+</li>
+</ul>
+</li>
+<li>
+<p>Snake clone</p>
+<ul>
+<li>Each snake has several attributes<ul>
+<li>Health</li>
+<li>Time to live (before getting food?)</li>
+</ul>
+</li>
+<li>Special food will unlock new attributes for subsequent snakes<ul>
+<li>Jumping ability (need to level it up by eating more of the same food or by using it)</li>
+<li>Crawl up walls?</li>
+</ul>
+</li>
+</ul>
+</li>
+</ul>
+<h2 id="resources">Resources</h2>
+<ul>
+<li><a href="https://www.youtube.com/watch?v=ppP2Doq3p7s">Nuclear Throne Like Map Generation In Godot</a></li>
+</ul>
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+ <div class="article-info">
+ <p>By David Luévano</p>
+ <p>Created: Wed, Jun 01, 2022 @ 09:21 UTC</p>
+ <div class="article-tags">
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+<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>
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diff --git a/blog/dst/index.html b/blog/dst/index.html
index 26f08ca..e2c0d33 100644
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+++ b/blog/dst/index.html
@@ -88,13 +88,15 @@
<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/@godot.html">godot</a>, <a href="https://blog.luevano.xyz/tag/@rant.html">rant</a>, <a href="https://blog.luevano.xyz/tag/@server.html">server</a>, <a href="https://blog.luevano.xyz/tag/@short.html">short</a>, <a href="https://blog.luevano.xyz/tag/@spanish.html">spanish</a>, <a href="https://blog.luevano.xyz/tag/@tools.html">tools</a>, <a href="https://blog.luevano.xyz/tag/@tutorial.html">tutorial</a>, <a href="https://blog.luevano.xyz/tag/@update.html">update</a> </p>
+<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>, <a href="https://blog.luevano.xyz/tag/@rant.html">rant</a>, <a href="https://blog.luevano.xyz/tag/@server.html">server</a>, <a href="https://blog.luevano.xyz/tag/@short.html">short</a>, <a href="https://blog.luevano.xyz/tag/@spanish.html">spanish</a>, <a href="https://blog.luevano.xyz/tag/@tools.html">tools</a>, <a href="https://blog.luevano.xyz/tag/@tutorial.html">tutorial</a>, <a href="https://blog.luevano.xyz/tag/@update.html">update</a> </p>
</div>
<h2>Articles</h2>
<ul class="page-list">
- <h3>May 2022</h3>
+ <h3>June 2022</h3>
+ <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry 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>
<li>May 17 - <a href="https://blog.luevano.xyz/g/starting_gamedev_blogging.html">Will start blogging about gamedev</a></li>
diff --git a/blog/dst/tag/@english.html b/blog/dst/tag/@english.html
index 2b43051..c250639 100644
--- a/blog/dst/tag/@english.html
+++ b/blog/dst/tag/@english.html
@@ -80,7 +80,9 @@
<h2>Articles</h2>
<ul class="page-list">
- <h3>May 2022</h3>
+ <h3>June 2022</h3>
+ <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry 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>
<li>May 17 - <a href="https://blog.luevano.xyz/g/starting_gamedev_blogging.html">Will start blogging about gamedev</a></li>
diff --git a/blog/dst/tag/@gamedev.html b/blog/dst/tag/@gamedev.html
index 86c9c13..b8640e4 100644
--- a/blog/dst/tag/@gamedev.html
+++ b/blog/dst/tag/@gamedev.html
@@ -80,7 +80,9 @@
<h2>Articles</h2>
<ul class="page-list">
- <h3>May 2022</h3>
+ <h3>June 2022</h3>
+ <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry 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>
<li>May 17 - <a href="https://blog.luevano.xyz/g/starting_gamedev_blogging.html">Will start blogging about gamedev</a></li>
diff --git a/blog/dst/tag/@gamejam.html b/blog/dst/tag/@gamejam.html
new file mode 100644
index 0000000..7638ffb
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+++ b/blog/dst/tag/@gamejam.html
@@ -0,0 +1,118 @@
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+ <h1>Posts filtered by gamejam</h1>
+
+ <h2>Articles</h2>
+ <ul class="page-list">
+ <h3>June 2022</h3>
+ <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
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diff --git a/blog/dst/tag/@godot.html b/blog/dst/tag/@godot.html
index 481beb8..70023e4 100644
--- a/blog/dst/tag/@godot.html
+++ b/blog/dst/tag/@godot.html
@@ -80,7 +80,9 @@
<h2>Articles</h2>
<ul class="page-list">
- <h3>May 2022</h3>
+ <h3>June 2022</h3>
+ <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry 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/g/gogodot_jam3_devlog_1.md b/blog/src/g/gogodot_jam3_devlog_1.md
index b106851..edd4868 100644
--- a/blog/src/g/gogodot_jam3_devlog_1.md
+++ b/blog/src/g/gogodot_jam3_devlog_1.md
@@ -20,7 +20,7 @@ I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and
## Initial setup
-Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I developed, I'm using the 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..
+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..
I've also setup [GifMaker](https://github.com/bram-dingelstad/godot-gifmaker), with slight modifications as the *AssetLib* doesn't install it correctly and contains unnecessry stuff: moved necessary files to the `res://addons` directory, deleted test scenes and files in general, and copied the license to the `res://docs` directory. Setting this up was a bit annoying because the tutorial it's bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn't find it anywhere other than by inspecting some of the code/scenes.
@@ -77,7 +77,7 @@ After tunning all the necessary parameters you should get something like this:
To move other snake parts by following the snake head the only solution I found was to use the *Path2D* and *PathFollow2D* nodes. *Path2D* basically just handles the curve/path that *PathFollow2D* will use to move its child node; and I say "child node" in singular... as *PathFollow2D* 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's path/curve.
-Added `signal new_curve_point(coordinates)` to the *Event* singleton and then add the following to `head.gd`:
+Added the signal `snake_path_new_point(coordinates)` to the *Event* singleton and then add the following to `head.gd`:
```gdscript
var _time_elapsed: float = 0.0
@@ -85,7 +85,7 @@ var _time_elapsed: float = 0.0
# using a timer is not recommended for < 0.01
func _handle_time_elapsed(delta: float) -> void:
if _time_elapsed >= Global.SNAKE_POSITION_UPDATE_INTERVAL:
- Event.emit_signal("new_curve_point", global_position)
+ Event.emit_signal("snake_path_new_point", global_position)
_time_elapsed = 0.0
_time_elapsed += delta
```
@@ -99,7 +99,7 @@ extends Node2D
onready var path: Path2D = $Path
func _ready():
- Event.connect("new_curve_point", self, "_on_Head_new_curve_point")
+ Event.connect("snake_path_new_point", self, "_on_Head_snake_path_new_point")
func _draw() -> void:
@@ -107,14 +107,10 @@ func _draw() -> void:
draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true)
-func add_point_to_curve(coordinates: Vector2) -> void:
+func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
path.curve.add_point(coordinates)
# update call is to draw curve as there are new points to the path's curve
update()
-
-
-func _on_Head_new_curve_point(coordinates: Vector2) -> void:
- add_point_to_curve(coordinates)
```
With this, we're now populating the *Path2D* curve points with the position of the snake head. You should be able to see it because of the `_draw` call. If you run it you should see something like this:
@@ -139,9 +135,9 @@ func _physics_process(delta: float) -> void:
And this can be attached to the *Body*'s root node (*PathFollow2D*), no extra setup needed. Repeat the same steps for creating the `Tail.tscn` scene and when attaching the `generic_segment.gd` script just configure the `Type` parameter to `tail` in the GUI (by selecting the node with the script attached and editing in the *Inspector*).
-### Creating body parts on the fly
+### Adding body parts
-Now it's just a matter of handling when to add new body parts in the `snake.gd` script. For now I've only setup the initial lenght of the snake. The extra code needed is the following:
+Now it's just a matter of handling when to add new body parts in the `snake.gd` script. For now I've only setup for adding body parts to fulfill the initial length of the snake (this doesn't include the head or tail). The extra code needed is the following:
```gdscript
export(PackedScene) var BODY_SEGMENT_NP: PackedScene
@@ -149,31 +145,83 @@ export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
var current_body_segments: int = 0
var max_body_segments: int = 1
-var body_segment_size: float = 16.0
-func add_point_to_curve(coordinates: Vector2) -> void:
+func _add_initial_segment(type: PackedScene) -> void:
+ if path.curve.get_baked_length() >= (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) -> 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 < max_body_segments:
- add_snake_segment(BODY_SEGMENT_NP)
+ _add_initial_segment(BODY_SEGMENT_NP)
elif current_body_segments == max_body_segments:
- add_snake_segment(TAIL_SEGMENT_NP)
+ _add_initial_segment(TAIL_SEGMENT_NP)
+```
+Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something like this:
-func add_snake_segment(type: PackedScene) -> void:
- if path.curve.get_baked_length() >= (current_body_segments + 1.0) * body_segment_size:
- var _temp_body_segment: PathFollow2D = type.instance()
+![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts")
+
+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: `snake_add_new_segment(type)`, `snake_added_new_segment(type)`, `snake_added_initial_segments` and use them when makes sense. Now we need to add the following:
+
+```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
+```
+
+As well as updating `_add_initial_segment` with the following so it adds the new segment on the specific variable:
+
+```gdscript
+if _temp_body_segment.TYPE == "body":
+ body_segment_stack.append(_temp_body_segment)
+else:
+ tail_segment = _temp_body_segment
+```
+
+Now that it'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's a good distance to place the segment on. These two things can be achieved with the following code:
+
+```gdscript
+# this will be called in _physics_process
+func _add_new_segment() -> void:
+ var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE
+ if path.curve.get_baked_length() >= _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() -> 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)
```
-Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something like this:
+With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a keystroke), it should look like this:
-![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts")
+![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments")
+
+For now, this should be enough, I'll add more stuff as needed as I go.
## Brainstorm/To-do
diff --git a/static/images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif b/static/images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif
new file mode 100755
index 0000000..dbe43eb
--- /dev/null
+++ b/static/images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif
Binary files differ