diff options
author | David Luevano Alvarado <david@luevano.xyz> | 2023-05-02 01:33:25 -0600 |
---|---|---|
committer | David Luevano Alvarado <david@luevano.xyz> | 2023-05-02 01:33:25 -0600 |
commit | ec2aa74d36670d74c153aa0022ab22e79502a061 (patch) | |
tree | b6e6eda5f8ae90f23e371d8e8a097e4c7efaab96 /live/blog/g | |
parent | 81d0d609e47d5cdfab3d5db2eff6ec91b5d2773b (diff) |
update to new version of pyssg
Diffstat (limited to 'live/blog/g')
-rw-r--r-- | live/blog/g/flappybird_godot_devlog_1.html | 81 | ||||
-rw-r--r-- | live/blog/g/godot_project_structure.html | 17 | ||||
-rw-r--r-- | live/blog/g/gogodot_jam3_devlog_1.html | 53 | ||||
-rw-r--r-- | live/blog/g/starting_gamedev_blogging.html | 17 |
4 files changed, 82 insertions, 86 deletions
diff --git a/live/blog/g/flappybird_godot_devlog_1.html b/live/blog/g/flappybird_godot_devlog_1.html index 558e16b..6f37a66 100644 --- a/live/blog/g/flappybird_godot_devlog_1.html +++ b/live/blog/g/flappybird_godot_devlog_1.html @@ -3,27 +3,26 @@ " prefix="og: https://ogp.me/ns#"> <head> - <base href="https://static.luevano.xyz"> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> - <link rel="icon" href="images/icons/favicon.ico"> + <link rel="icon" href="https://static.luevano.xyz/images/icons/favicon.ico"> <title>Creating a FlappyBird clone in Godot 3.5 devlog 1 -- Luevano's Blog</title> <meta name="description" content="Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. This shows as "devlog 1" just in case I want to include more parts for extra stuff."/> <link rel="alternate" type="application/rss+xml" href="https://blog.luevano.xyz/rss.xml" title="Luevano's Blog RSS"> <!-- general style --> - <link rel="stylesheet" type="text/css" href="css/style.css"> - <link rel="stylesheet" type="text/css" href="fork-awesome/css/fork-awesome.min.css"> - <link rel="stylesheet" type="text/css" href="font-awesome/css/all.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/style.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/fork-awesome/css/fork-awesome.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/font-awesome/css/all.min.css"> <!-- theme related --> - <script type="text/javascript" src="scripts/theme.js"></script> - <link id="theme-css" rel="stylesheet" type="text/css" href="css/theme.css"> + <script type="text/javascript" src="https://static.luevano.xyz/scripts/theme.js"></script> + <link id="theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/theme.css"> <!-- extra --> <!-- highlight support for code blocks --> -<script type="text/javascript" src="hl/highlight.min.js"></script> +<script type="text/javascript" src="https://static.luevano.xyz/hl/highlight.min.js"></script> <script type="text/javascript"> hljs.initHighlightingOnLoad(); </script> -<link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css"> +<link id="code-theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/hl/styles/nord.min.css"> <!-- og meta --> <meta property="og:title" content="Creating a FlappyBird clone in Godot 3.5 devlog 1 -- Luevano's Blog"/> @@ -89,17 +88,17 @@ <p>The source code can be found in my GitHub <a href="https://github.com/luevano/flappybird_godot">here</a>, it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I’m too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it’s playable in the browser:</p> <p style="text-align:center"><iframe src="https://itch.io/embed/1551015?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/flappybirdgodot">FlappyBirdGodot by Lorentzeus</a></iframe></p> -<h2 id="initial-project-setup">Initial project setup</h2> -<h3 id="directory-structure">Directory structure</h3> +<h3 id="initial-project-setup">Initial project setup<a class="headerlink" href="#initial-project-setup" title="Permanent link">¶</a></h3> +<h4 id="directory-structure">Directory structure<a class="headerlink" href="#directory-structure" title="Permanent link">¶</a></h4> <p>I’m basically going with what I wrote on <a href="https://blog.luevano.xyz/g/godot_project_structure.html">Godot project structure</a> recently, and probably with minor changes depending on the situation.</p> -<h3 id="config">Config</h3> -<h4 id="default-import-settings">Default import settings</h4> +<h4 id="config">Config<a class="headerlink" href="#config" title="Permanent link">¶</a></h4> +<h5 id="default-import-settings">Default import settings<a class="headerlink" href="#default-import-settings" title="Permanent link">¶</a></h5> <p>Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don’t look blurry. Go to <em>Project -> Project settings… -> 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"> <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> +<h5 id="general-settings">General settings<a class="headerlink" href="#general-settings" title="Permanent link">¶</a></h5> <p>It’s also a good idea to setup some config variables project-wide. To do so, go to <em>Project -> Project settings… -> 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"> <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"> @@ -115,21 +114,21 @@ <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> +<h5 id="keybindings">Keybindings<a class="headerlink" href="#keybindings" title="Permanent link">¶</a></h5> <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 -> Project settings… -> Input Map</em> and on the text box write “jump” and click add, then it will be added to the list and it’s just a matter of clicking the <code>+</code> sign to add a “Physical key”, 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"> <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> +<h5 id="layers">Layers<a class="headerlink" href="#layers" title="Permanent link">¶</a></h5> <p>Finally, rename the physics layers so we don’t lose track of which layer is which. Go to <em>Project -> Layer Names -> 2d Physics</em> and change the first 5 layer names to (in order): “player”, “ground”, “pipe”, “ceiling” and “score”.</p> <figure id="__yafg-figure-9"> <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> -<h2 id="assets">Assets</h2> +<h3 id="assets">Assets<a class="headerlink" href="#assets" title="Permanent link">¶</a></h3> <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> +<h4 id="importing">Importing<a class="headerlink" href="#importing" title="Permanent link">¶</a></h4> <p>Create the necessary directories to hold the respective assets and it’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 “FileSystem” window looks like this (<code>entities/actor</code> directories are really not necessary):</p> <figure id="__yafg-figure-10"> <img alt="FileSystem - Player sprite imports" src="images/g/flappybird_godot/player_sprite_imports.png" title="FileSystem - Player sprite imports"> @@ -140,9 +139,9 @@ <img alt="FileSystem - SFX imports" src="images/g/flappybird_godot/sfx_imports.png" title="FileSystem - SFX imports"> <figcaption>FileSystem - SFX imports</figcaption> </figure> -<h2 id="scenes">Scenes</h2> +<h3 id="scenes">Scenes<a class="headerlink" href="#scenes" title="Permanent link">¶</a></h3> <p>Now it’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> +<h4 id="tilemaps">TileMaps<a class="headerlink" href="#tilemaps" title="Permanent link">¶</a></h4> <p>I’m using a scene called “WorldTiles” with a <em>Node2D</em> node as root called the same. With 2 different <em>TileMap</em> nodes as children named “GroundTileMap” and “PipeTileMap” (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"> <img alt="Scene - WorldTiles (TileMaps)" src="images/g/flappybird_godot/scene_world_tiles.png" title="Scene - WorldTiles (TileMaps)"> @@ -185,13 +184,13 @@ <figcaption>TileMap - Cell size and collision configuration</figcaption> </figure> <p>Now it’s just a matter of repeating the same for the pipes (“PipeTileMap”), 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> +<h5 id="default-ground-tiles">Default ground tiles<a class="headerlink" href="#default-ground-tiles" title="Permanent link">¶</a></h5> <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 “WorldTiles” scene, while selecting the “GroundTileMap”, 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"> <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> +<h4 id="player">Player<a class="headerlink" href="#player" title="Permanent link">¶</a></h4> <p>On a new scene called “Player” with a <em>KinematicBody2D</em> node named “Player” as the root of the scene, then for the children: <em>AnimatedSprite</em> as “Sprite”, <em>CollisionShape2D</em> as “Collision” (with a circle shape) and 3 <em>AudioStreamPlayers</em> for “JumpSound”, “DeadSound” and “HitSound”. Not sure if it’s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the “Player” node and then it should look like this:</p> <figure id="__yafg-figure-21"> <img alt="Scene - Player - Node setup" src="images/g/flappybird_godot/scene_player_node_setup.png" title="Scene - Player - Node setup"> @@ -214,7 +213,7 @@ <figcaption>Scene - Player - SpriteFrames window with sprite sheet configured</figcaption> </figure> <p>Finally, make sure the “Sprite” node has the <em>AnimatedSprite/Animation</em> is set to “bird_1” and that the “Collision” node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding <em>AudioStreamPlayer</em> (into the <em>AudioStreamPlayer/Stream</em> property).</p> -<h3 id="other">Other</h3> +<h4 id="other">Other<a class="headerlink" href="#other" title="Permanent link">¶</a></h4> <p>These are really simple scenes that don’t require much setup:</p> <ul> <li>“CeilingDetector”: just an <em>Area2D</em> node with a <em>CollisionShape2D</em> in the form of a rectangle (<em>CollisionShape2D/Shape/extents</em> to <code>(120, 10)</code>), stretched horizontally so it fits the whole screen. <em>CollisionObject2D/Collision/Layer</em> set to <code>bit 4</code> (ceiling) and <em>CollisionObject2D/Collision/Mask</em> set to bit 1 (player).</li> @@ -226,7 +225,7 @@ </ul> </li> </ul> -<h3 id="game">Game</h3> +<h4 id="game">Game<a class="headerlink" href="#game" title="Permanent link">¶</a></h4> <p>This is the actual “Game” 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 “start” and “score” 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"> <img alt="Scene - Game - Node setup" src="images/g/flappybird_godot/scene_game_node_setup.png" title="Scene - Game - Node setup"> @@ -237,8 +236,8 @@ <img alt="Scene - Game - Viewport" src="images/g/flappybird_godot/scene_game_viewport.png" title="Scene - Game - Viewport"> <figcaption>Scene - Game - Viewport</figcaption> </figure> -<h3 id="ui">UI</h3> -<h4 id="fonts">Fonts</h4> +<h4 id="ui">UI<a class="headerlink" href="#ui" title="Permanent link">¶</a></h4> +<h5 id="fonts">Fonts<a class="headerlink" href="#fonts" title="Permanent link">¶</a></h5> <p>We need some font “Resources” 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 “New Resource…” and select <em>DynamicFontData</em>, save it in the “fonts” directory as “SilverDynamicFontData.tres” (“Silver” as it is the font I’m using) then double click the just created resource and set the <em>DynamicFontData/Font Path</em> to the actual “Silver.ttf” font (or whatever you want).</p> <p>Then create a new resource and this time select <em>DynamicFont</em>, name it “SilverDynamicFont.tres”, then double click to edit and add the “SilverDynamicFontData.tres” 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"> @@ -250,7 +249,7 @@ <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> -<h4 id="scene-setup">Scene setup</h4> +<h5 id="scene-setup">Scene setup<a class="headerlink" href="#scene-setup" title="Permanent link">¶</a></h5> <p>This has a bunch of nested nodes, so I’ll try to be concise here. The root node is a <em>CanvasLayer</em> named “UI” with its own script attached, and for the children:</p> <ul> <li>“MarginContainer”: <em>MarginContainer</em> with <em>Control/Margin/(Left, Top)</em> set to <code>10</code> and <em>Control/Margin/(Right, Bottom)</em> set to <code>-10</code>.<ul> @@ -279,13 +278,13 @@ <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> -<h3 id="main">Main</h3> +<h4 id="main">Main<a class="headerlink" href="#main" title="Permanent link">¶</a></h4> <p>This is the final scene where we connect the Game and the UI. It’s made of a <em>Node2D</em> with it’s own script attached and an instance of “Game” and “UI” as it’s children.</p> <p>This is a good time to set the default scene when we run the game by going to <em>Project -> Project settings… -> General</em> and in <em>Application/Run</em> set the <em>Main Scene</em> to the “Main.tscn” scene.</p> -<h2 id="scripting">Scripting</h2> +<h3 id="scripting">Scripting<a class="headerlink" href="#scripting" title="Permanent link">¶</a></h3> <p>I’m going to keep this scripting part to the most basic code blocks, as it’s too much code, for a complete view you can head to the <a href="https://github.com/luevano/flappybird_godot">source code</a>.</p> <p>As of now, the game itself doesn’t do anything if we hit play. The first thing to do so we have something going on is to do the minimal player scripting.</p> -<h3 id="player_1">Player</h3> +<h4 id="player_1">Player<a class="headerlink" href="#player_1" title="Permanent link">¶</a></h4> <p>The most basic code needed so the bird goes up and down is to just detect “jump” key presses and add a negative jump velocity so it goes up (<code>y</code> coordinate is reversed in godot…), we also check the velocity sign of the <code>y</code> coordinate to decide if the animation is playing or not.</p> <pre><code class="language-gdscript">class_name Player extends KinematicBody2D @@ -335,7 +334,7 @@ func _physics_process(delta: float) -> void: dead_sound.play() </code></pre> <p>Finally need to add the actual checks for when the player dies (like collision with ground or pipe) as well as a function that listens to a signal for when the player goes to the ceiling.</p> -<h3 id="worlddetector">WorldDetector</h3> +<h4 id="worlddetector">WorldDetector<a class="headerlink" href="#worlddetector" title="Permanent link">¶</a></h4> <p>The code is pretty simple, we just need a way of detecting if we ran out of ground and send a signal, as well as sending as signal when we start detecting ground/pipes behind us (to remove it) because the world is being generated as we move. The most basic functions needed are:</p> <pre><code class="language-gdscript">func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool: if detector.is_colliding(): @@ -354,7 +353,7 @@ func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> return false </code></pre> <p>We need to keep track of 3 “flags”: <code>ground_was_colliding</code>, <code>ground_now_colliding</code> and <code>pipe_now_colliding</code> (and their respective signals), which are going to be used to do the checks inside <code>_physics_process</code>. For example for checking for new ground: <code>ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")</code>.</p> -<h3 id="worldtiles">WorldTiles</h3> +<h4 id="worldtiles">WorldTiles<a class="headerlink" href="#worldtiles" title="Permanent link">¶</a></h4> <p>This script is what handles the “GroundTileMap” as well as the “PipeTileMap” and just basically functions as a “Signal bus” connecting a bunch of signals from the “WorldDetector” with the <em>TileMaps</em> and just tracking how many pipes have been placed:</p> <pre><code class="language-gdscript">export(int, 2, 20, 2) var PIPE_SEP: int = 6 var tiles_since_last_pipe: int = PIPE_SEP - 1 @@ -376,7 +375,7 @@ func _on_WorldDetector_ground_started_colliding() -> void: func _on_WorldDetector_pipe_started_colliding() -> void: emit_signal("remove_pipe") </code></pre> -<h4 id="groundtilemap">GroundTileMap</h4> +<h5 id="groundtilemap">GroundTileMap<a class="headerlink" href="#groundtilemap" title="Permanent link">¶</a></h5> <p>This is the node that actually places the ground tiles upong receiving a signal. In general, what you want is to keep track of the newest tile that you need to place (empty spot) as well as the last tile that is in the tilemap (technically the first one if you count from left to right). I was experimenting with <code>enum</code>s so I used them to define the possible <code>Ground</code> tiles:</p> <pre><code class="language-gdscript">enum Ground { TILE_1, @@ -407,7 +406,7 @@ func _remove_first_ground() -> void: old_tile_position += Vector2.RIGHT </code></pre> <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> +<h5 id="pipetilemap">PipeTileMap<a class="headerlink" href="#pipetilemap" title="Permanent link">¶</a></h5> <p>This is really similar to the “GroundTileMap” 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"> <img alt="PipeTileMap - Tile set indexes" src="images/g/flappybird_godot/tile_set_pipes_indexes.png" title="PipeTileMap - Tile set indexes"> @@ -469,7 +468,7 @@ var detector_stack: Array detector.queue_free() </code></pre> <p>These functions are called when receiving the signal to place/remove pipes.</p> -<h3 id="saved-data">Saved data</h3> +<h4 id="saved-data">Saved data<a class="headerlink" href="#saved-data" title="Permanent link">¶</a></h4> <p>Before proceeding, we require a way to save/load data (for the high scores). We’re going to use the <em>ConfigFile</em> node that uses a custom version of the “ini” file format. Need to define where to save the data:</p> <pre><code class="language-gdscript">const DATA_PATH: String = "user://data.cfg" const SCORE_SECTION: String = "score" @@ -515,7 +514,7 @@ func get_high_score() -> int: <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> -<h3 id="game_1">Game</h3> +<h4 id="game_1">Game<a class="headerlink" href="#game_1" title="Permanent link">¶</a></h4> <p>The game script it’s also like a “Signal bus” in the sense that it connects all its childs’ signals together, and also has the job of starting/stopping the <code>_process</code> and <code>_physics_process</code> methods from the childs as needed. First, we need to define the signals and and references to all child nodes:</p> <pre><code class="language-gdscript">signal game_started signal game_over @@ -586,7 +585,7 @@ func _on_ScoreDetector_body_entered(body: Node2D) -> void: score_sound.play() </code></pre> <p>When the <code>player</code> dies, we set all processing to <code>false</code>, except for the player itself (so it can drop all the way to the ground). Also, when receiving a “scoring” signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the <code>high_score</code> at the beginning by calling <code>SavedData.get_high_score()</code>. This signal we emit will be received by the UI so it updates accordingly.</p> -<h3 id="ui_1">UI</h3> +<h4 id="ui_1">UI<a class="headerlink" href="#ui_1" title="Permanent link">¶</a></h4> <p>First thing is to get a reference to all the child <em>Labels</em>, an initial reference to the high score as well as the version defined in the project settings:</p> <pre><code class="language-gdscript">onready var fps_label: Label = $MarginContainer/DebugContainer/FPS onready var version_label: Label = $MarginContainer/VersionContainer/Version @@ -630,7 +629,7 @@ func _on_Game_new_score(score: int, high_score: int) -> void: score_label.set_text(String(score)) high_score_label.set_text("High score: %s" % high_score) </code></pre> -<h3 id="main_1">Main</h3> +<h4 id="main_1">Main<a class="headerlink" href="#main_1" title="Permanent link">¶</a></h4> <p>This is the shortest script, it just connects the signals between the “Game” and the “UI”:</p> <pre><code class="language-gdscript">onready var game: Game = $Game onready var ui: UI = $UI @@ -643,11 +642,11 @@ func _ready() -> void: game.connect("game_over", ui, "_on_Game_game_over") game.connect("new_score", ui, "_on_Game_new_score") </code></pre> -<h2 id="final-notes-and-exporting">Final notes and exporting</h2> +<h3 id="final-notes-and-exporting">Final notes and exporting<a class="headerlink" href="#final-notes-and-exporting" title="Permanent link">¶</a></h3> <p>At this point the game should be fully playable (if any detail missing feel free to look into the source code linked at the beginning). Only thing missing is an icon for the game; I did one pretty quicly with the assets I had.</p> -<h3 id="preparing-the-files">Preparing the files</h3> +<h4 id="preparing-the-files">Preparing the files<a class="headerlink" href="#preparing-the-files" title="Permanent link">¶</a></h4> <p>If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows <code>ico</code> format (if exporting to Windows, else ignore this part). For this you need <a href="https://imagemagick.org/index.php">ImageMagick</a> or some other program that can transform <code>png</code> (or whatever file format you used for the icon) to <code>ico</code>. I used [Chocolatey][https://chocolatey.org/] to install <code>imagemagick</code>, then to convert the icon itself used: <code>magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico</code> as detailed in <em>Godot</em>‘s <a href="https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html">Changing application icon for Windows</a>.</p> -<h3 id="exporting">Exporting</h3> +<h4 id="exporting">Exporting<a class="headerlink" href="#exporting" title="Permanent link">¶</a></h4> <p>You need to download the templates for exporting as detailed in <em>Godot</em>‘s <a href="https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html">Exporting projects</a>. Basically you go to <em>Editor -> Manage Export Templates…</em> and download the latest one specific to your <em>Godot</em> version by clicking on “Download and Install”.</p> <p>If exporting for Windows then you also need to download <code>rcedit</code> from <a href="https://github.com/electron/rcedit/releases/latest">here</a>. Just place it wherever you want (I put it next to the <em>Godot</em> executable).</p> <p>Then go to <em>Project -> Export…</em> and the Window should be empty, add a new template by clicking on “Add…” at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the “Export Path” for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like “Company Name”, “Product Name”, “File/Product Version”, etc..</p> diff --git a/live/blog/g/godot_project_structure.html b/live/blog/g/godot_project_structure.html index 3727da0..a45692f 100644 --- a/live/blog/g/godot_project_structure.html +++ b/live/blog/g/godot_project_structure.html @@ -3,27 +3,26 @@ " prefix="og: https://ogp.me/ns#"> <head> - <base href="https://static.luevano.xyz"> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> - <link rel="icon" href="images/icons/favicon.ico"> + <link rel="icon" href="https://static.luevano.xyz/images/icons/favicon.ico"> <title>General Godot project structure -- Luevano's Blog</title> <meta name="description" content="Details on the project structure I'm using for Godot, based on preference and some research I did."/> <link rel="alternate" type="application/rss+xml" href="https://blog.luevano.xyz/rss.xml" title="Luevano's Blog RSS"> <!-- general style --> - <link rel="stylesheet" type="text/css" href="css/style.css"> - <link rel="stylesheet" type="text/css" href="fork-awesome/css/fork-awesome.min.css"> - <link rel="stylesheet" type="text/css" href="font-awesome/css/all.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/style.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/fork-awesome/css/fork-awesome.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/font-awesome/css/all.min.css"> <!-- theme related --> - <script type="text/javascript" src="scripts/theme.js"></script> - <link id="theme-css" rel="stylesheet" type="text/css" href="css/theme.css"> + <script type="text/javascript" src="https://static.luevano.xyz/scripts/theme.js"></script> + <link id="theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/theme.css"> <!-- extra --> <!-- highlight support for code blocks --> -<script type="text/javascript" src="hl/highlight.min.js"></script> +<script type="text/javascript" src="https://static.luevano.xyz/hl/highlight.min.js"></script> <script type="text/javascript"> hljs.initHighlightingOnLoad(); </script> -<link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css"> +<link id="code-theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/hl/styles/nord.min.css"> <!-- og meta --> <meta property="og:title" content="General Godot project structure -- Luevano's Blog"/> diff --git a/live/blog/g/gogodot_jam3_devlog_1.html b/live/blog/g/gogodot_jam3_devlog_1.html index 7f43ced..31060cb 100644 --- a/live/blog/g/gogodot_jam3_devlog_1.html +++ b/live/blog/g/gogodot_jam3_devlog_1.html @@ -3,27 +3,26 @@ " prefix="og: https://ogp.me/ns#"> <head> - <base href="https://static.luevano.xyz"> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> - <link rel="icon" href="images/icons/favicon.ico"> + <link rel="icon" href="https://static.luevano.xyz/images/icons/favicon.ico"> <title>Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -- Luevano'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="Luevano's Blog RSS"> <!-- general style --> - <link rel="stylesheet" type="text/css" href="css/style.css"> - <link rel="stylesheet" type="text/css" href="fork-awesome/css/fork-awesome.min.css"> - <link rel="stylesheet" type="text/css" href="font-awesome/css/all.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/style.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/fork-awesome/css/fork-awesome.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/font-awesome/css/all.min.css"> <!-- theme related --> - <script type="text/javascript" src="scripts/theme.js"></script> - <link id="theme-css" rel="stylesheet" type="text/css" href="css/theme.css"> + <script type="text/javascript" src="https://static.luevano.xyz/scripts/theme.js"></script> + <link id="theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/theme.css"> <!-- extra --> <!-- highlight support for code blocks --> -<script type="text/javascript" src="hl/highlight.min.js"></script> +<script type="text/javascript" src="https://static.luevano.xyz/hl/highlight.min.js"></script> <script type="text/javascript"> hljs.initHighlightingOnLoad(); </script> -<link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css"> +<link id="code-theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/hl/styles/nord.min.css"> <!-- og meta --> <meta property="og:title" content="Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -- Luevano's Blog"/> @@ -89,20 +88,20 @@ <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> +<h3 id="initial-setup">Initial setup<a class="headerlink" href="#initial-setup" title="Permanent link">¶</a></h3> <p>Again, similar to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBird</a> clone I developed, I’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’ve also setup <a href="https://github.com/bram-dingelstad/godot-gifmaker">GifMaker</a>, with slight modifications as the <em>AssetLib</em> doesn’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’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.<ins>I ended up not leaving this enabled in the game as it lagged the game out, but it’s an option I’ll end up researching more.</ins></p> <p>This time I’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’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’t have to do as many cross references between nodes/scenes.</p> -<h2 id="assets">Assets</h2> +<h3 id="assets">Assets<a class="headerlink" href="#assets" title="Permanent link">¶</a></h3> <p>This time I’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 & 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> +<h3 id="the-snake">The snake<a class="headerlink" href="#the-snake" title="Permanent link">¶</a></h3> <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’s kinda hard. I tried with like 4-5 options and the one I’m detailing here is the only one that worked as I wanted for me. This time the directory structure I’m using is the following:</p> <figure id="__yafg-figure-32"> <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> +<h4 id="basic-movement">Basic movement<a class="headerlink" href="#basic-movement" title="Permanent link">¶</a></h4> <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’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 @@ -136,7 +135,7 @@ func _rotate_to(direction: int) -> void: <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> +<h4 id="setting-up-path-following">Setting up path following<a class="headerlink" href="#setting-up-path-following" title="Permanent link">¶</a></h4> <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 “child node” in singular… 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’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 @@ -173,7 +172,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: <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> +<h4 id="define-body-parts-for-the-snake">Define body parts for the snake<a class="headerlink" href="#define-body-parts-for-the-snake" title="Permanent link">¶</a></h4> <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’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 @@ -185,7 +184,7 @@ func _physics_process(delta: float) -> void: offset += Global.SNAKE_SPEED * delta </code></pre> <p>And this can be attached to the <em>Body</em>‘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> +<h4 id="adding-body-parts">Adding body parts<a class="headerlink" href="#adding-body-parts" title="Permanent link">¶</a></h4> <p>Now it’s just a matter of handling when to add new body parts in the <code>snake.gd</code> 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:</p> <pre><code class="language-gdscript">export(PackedScene) var BODY_SEGMENT_NP: PackedScene export(PackedScene) var TAIL_SEGMENT_NP: PackedScene @@ -269,13 +268,13 @@ func _add_segment_to_queue() -> void: _snake.propagate_call("set_process_input", [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> +<h4 id="fix-on-body-segments-following-head">Fix on body segments following head<a class="headerlink" href="#fix-on-body-segments-following-head" title="Permanent link">¶</a></h4> <p>After a while of testing and developing, I noticed that sometimes the head “detaches” 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() -> 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> +<h3 id="the-food">The food<a class="headerlink" href="#the-food" title="Permanent link">¶</a></h3> <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 “food manager” 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 @@ -323,7 +322,7 @@ func _on_body_entered(body: Node) -> void: <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> +<h3 id="za-warudo-the-world">Za warudo! (The world)<a class="headerlink" href="#za-warudo-the-world" title="Permanent link">¶</a></h3> <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’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-38"> <img alt="World map generator - Random map 1" src="images/g/gogodot_jam3/world_generator_1.png" title="World map generator - Random map 1"> @@ -351,7 +350,7 @@ func get_centered_world_position(location: Vector2) -> Vector2: </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> +<h4 id="food-placement">Food placement<a class="headerlink" href="#food-placement" title="Permanent link">¶</a></h4> <p>The last food algorithm doesn’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() -> void: @@ -401,9 +400,9 @@ 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 “special points” 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> +<h3 id="stats-clas-and-loadingsaving-data">Stats clas and loading/saving data<a class="headerlink" href="#stats-clas-and-loadingsaving-data" title="Permanent link">¶</a></h3> <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’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 <code>tres</code> files).</p> -<h3 id="stats-class">Stats class</h3> +<h4 id="stats-class">Stats class<a class="headerlink" href="#stats-class" title="Permanent link">¶</a></h4> <p>The <em>Stats</em> “class” 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 @@ -466,7 +465,7 @@ func set_stats(stats: Dictionary) -> void: trait_jump = stats["trait_jump"] </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> +<h4 id="loadsave-data">Load/save data<a class="headerlink" href="#loadsave-data" title="Permanent link">¶</a></h4> <p>The load/save function is pretty standard. It’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 = "user://data.save" @@ -510,7 +509,7 @@ func _handle_new_file() -> void: 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> +<h3 id="scoring">Scoring<a class="headerlink" href="#scoring" title="Permanent link">¶</a></h3> <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) -> void: var is_special: bool = properties["special"] @@ -579,7 +578,7 @@ func _get_max_stats() -> 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’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> +<h3 id="snake-redesigned-with-the-state-machine-pattern">Snake redesigned with the state machine pattern<a class="headerlink" href="#snake-redesigned-with-the-state-machine-pattern" title="Permanent link">¶</a></h3> <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() -> void: @@ -653,7 +652,7 @@ func physics_process(delta: float) -> void: </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> +<h3 id="other-minor-stuff">Other minor stuff<a class="headerlink" href="#other-minor-stuff" title="Permanent link">¶</a></h3> <p>Not as important but worth mentioning:</p> <ul> <li>Added restartability function.</li> @@ -667,7 +666,7 @@ func physics_process(delta: float) -> void: <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> +<h3 id="final-notes">Final notes<a class="headerlink" href="#final-notes" title="Permanent link">¶</a></h3> <p>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.</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> diff --git a/live/blog/g/starting_gamedev_blogging.html b/live/blog/g/starting_gamedev_blogging.html index 770be0f..20fc5ce 100644 --- a/live/blog/g/starting_gamedev_blogging.html +++ b/live/blog/g/starting_gamedev_blogging.html @@ -3,27 +3,26 @@ " prefix="og: https://ogp.me/ns#"> <head> - <base href="https://static.luevano.xyz"> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> - <link rel="icon" href="images/icons/favicon.ico"> + <link rel="icon" href="https://static.luevano.xyz/images/icons/favicon.ico"> <title>Will start blogging about gamedev -- Luevano's Blog</title> <meta name="description" content="Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent."/> <link rel="alternate" type="application/rss+xml" href="https://blog.luevano.xyz/rss.xml" title="Luevano's Blog RSS"> <!-- general style --> - <link rel="stylesheet" type="text/css" href="css/style.css"> - <link rel="stylesheet" type="text/css" href="fork-awesome/css/fork-awesome.min.css"> - <link rel="stylesheet" type="text/css" href="font-awesome/css/all.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/style.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/fork-awesome/css/fork-awesome.min.css"> + <link rel="stylesheet" type="text/css" href="https://static.luevano.xyz/font-awesome/css/all.min.css"> <!-- theme related --> - <script type="text/javascript" src="scripts/theme.js"></script> - <link id="theme-css" rel="stylesheet" type="text/css" href="css/theme.css"> + <script type="text/javascript" src="https://static.luevano.xyz/scripts/theme.js"></script> + <link id="theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/css/theme.css"> <!-- extra --> <!-- highlight support for code blocks --> -<script type="text/javascript" src="hl/highlight.min.js"></script> +<script type="text/javascript" src="https://static.luevano.xyz/hl/highlight.min.js"></script> <script type="text/javascript"> hljs.initHighlightingOnLoad(); </script> -<link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css"> +<link id="code-theme-css" rel="stylesheet" type="text/css" href="https://static.luevano.xyz/hl/styles/nord.min.css"> <!-- og meta --> <meta property="og:title" content="Will start blogging about gamedev -- Luevano's Blog"/> |