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author | David Luevano Alvarado <david@luevano.xyz> | 2023-05-05 03:16:06 -0600 |
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committer | David Luevano Alvarado <david@luevano.xyz> | 2023-05-05 03:16:06 -0600 |
commit | 70e783628b1bf863da45cc8879b06288a498840b (patch) | |
tree | 6a61d3134fbb100f0fc04e9e96782d29e24bb5ed /src/blog/g | |
parent | ec2aa74d36670d74c153aa0022ab22e79502a061 (diff) |
update css, make articles more uniform, add toc and add functionality to scroll to the top
Diffstat (limited to 'src/blog/g')
-rw-r--r-- | src/blog/g/flappybird_godot_devlog_1.md | 242 | ||||
-rw-r--r-- | src/blog/g/godot_project_structure.md | 1 | ||||
-rw-r--r-- | src/blog/g/gogodot_jam3_devlog_1.md | 93 | ||||
-rw-r--r-- | src/blog/g/starting_gamedev_blogging.md | 7 |
4 files changed, 179 insertions, 164 deletions
diff --git a/src/blog/g/flappybird_godot_devlog_1.md b/src/blog/g/flappybird_godot_devlog_1.md index 44a5f36..ad54393 100644 --- a/src/blog/g/flappybird_godot_devlog_1.md +++ b/src/blog/g/flappybird_godot_devlog_1.md @@ -4,9 +4,10 @@ lang: en summary: 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. tags: gamedev godot + gdscript english -I just have a bit of experience with Godot and with gamedev in general, so I started with this game as it is pretty straight forward. On a high level the main characteristics of the game are: +I just have a bit of experience with *Godot* and with gamedev in general, so I started with this game as it is pretty straight forward. On a high level the main characteristics of the game are: - Literally just one sprite going up and down. - Constant horizontal move of the world/player. @@ -19,203 +20,208 @@ Not going to specify all the details, only the needed parts and what could be co One thing to note, is that I started writing this when I finished the game, so it's hard to go part by part, and it will be hard to test individual parts when going through this as everything is depending on each other. For the next devlog, I'll do it as I go and it will include all the changes to the nodes/scripts as I was finding them, probably better idea and easier to follow. -The source code can be found in my GitHub [here](https://github.com/luevano/flappybird_godot), 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: +The source code can be found in my GitHub [here](https://github.com/luevano/flappybird_godot), 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](https://lorentzeus.itch.io/flappybirdgodot) page I setup where it's playable in the browser: -<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> +<p style="text-align:center"><iframe src="https://itch.io/embed/1551015?dark=true" width="208" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/flappybirdgodot">FlappyBirdGodot by Lorentzeus</a></iframe></p> -## Initial project setup +# Table of contents -### Directory structure +[TOC] + +# Initial setup + +## Directory structure I'm basically going with what I wrote on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) recently, and probably with minor changes depending on the situation. -### Config +## Config -#### Default import settings +### Default import settings Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don't look blurry. Go to *Project -> Project settings... -> Import defaults* and on the drop down select `Texture`, untick everything and make sure *Compress/Mode* is set to `Lossless`. -![Project settings - Import defaults - Texture settings](images/g/flappybird_godot/project_settings_import_texture.png "Project settings - Import defaults - Texture settings") +![Project settings - Import defaults - Texture settings](${SURL}/images/g/flappybird_godot/project_settings_import_texture.png "Project settings - Import defaults - Texture settings") -#### General settings +### General settings It's also a good idea to setup some config variables project-wide. To do so, go to *Project -> Project settings... -> General*, select *Application/config* and add a new property (there is a text box at the top of the project settings window) for game scale: `application/config/game_scale` for the type use `float` and then click on add; configure the new property to `3.0`; On the same window, also add `application/config/version` as a `string`, and make it `1.0.0` (or whatever number you want). -![Project settings - General - Game scale and version properties](images/g/flappybird_godot/project_settings_config_properties.png "Project settings - General - Game scale and version properties") +![Project settings - General - Game scale and version properties](${SURL}/images/g/flappybird_godot/project_settings_config_properties.png "Project settings - General - Game scale and version properties") -For my personal preferences, also disable some of the *GDScript* debug warnings that are annoying, this is done at *Project -> Project settings... -> General*, select *Debug/GDScript* and toggle off "Unused arguments", "Unused signal" and "Return value discarded", and any other that might come up too often and don't want to see. +For my personal preferences, also disable some of the *GDScript* debug warnings that are annoying, this is done at *Project -> Project settings... -> General*, select *Debug/GDScript* and toggle off `Unused arguments`, `Unused signal` and `Return value discarded`, and any other that might come up too often and don't want to see. -![Project settings - General - GDScript debug warnings](images/g/flappybird_godot/project_settings_debug_gdscript.png "Project settings - General - GDScript debug warnings") +![Project settings - General - GDScript debug warnings](${SURL}/images/g/flappybird_godot/project_settings_debug_gdscript.png "Project settings - General - GDScript debug warnings") -Finally, set the initial window size in *Project -> Project settings... -> General*, select *Display/Window* and set *Size/Width* and *Size/Height* to `600` and `800`, respectively. As well as the *Stretch/Mode* to "viewport", and *Stretch/Aspect* to "keep": +Finally, set the initial window size in *Project -> Project settings... -> General*, select *Display/Window* and set *Size/Width* and *Size/Height* to `600` and `800`, respectively. As well as the *Stretch/Mode* to `viewport` , and *Stretch/Aspect* to `keep`: -![Project settings - General - Initial window size](images/g/flappybird_godot/project_settings_window_settings.png "Project settings - General - Initial window size") +![Project settings - General - Initial window size](${SURL}/images/g/flappybird_godot/project_settings_window_settings.png "Project settings - General - Initial window size") -#### Keybindings +### Keybindings -I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the `Input.something()` API can be used), go to *Project -> Project settings... -> Input Map* 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 `+` 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. +I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the `Input.something()` API can be used), go to *Project -> Project settings... -> Input Map* 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 `+` 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. -![Project settings - Input Map - Adding necessary keybindings](images/g/flappybird_godot/project_settings_input_map.png "Project settings - Input Map - Adding necessary keybindings") +![Project settings - Input Map - Adding necessary keybindings](${SURL}/images/g/flappybird_godot/project_settings_input_map.png "Project settings - Input Map - Adding necessary keybindings") -#### Layers +### Layers -Finally, rename the physics layers so we don't lose track of which layer is which. Go to *Project -> Layer Names -> 2d Physics* and change the first 5 layer names to (in order): "player", "ground", "pipe", "ceiling" and "score". +Finally, rename the physics layers so we don't lose track of which layer is which. Go to *Project -> Layer Names -> 2d Physics* and change the first 5 layer names to (in order): `player`, `ground`, `pipe`, `ceiling` and `score`. -![Project settings - Layer Names - 2D Physics](images/g/flappybird_godot/project_settings_layer_names_2d_physics.png "Project settings - Layer Names - 2D Physics") +![Project settings - Layer Names - 2D Physics](${SURL}/images/g/flappybird_godot/project_settings_layer_names_2d_physics.png "Project settings - Layer Names - 2D Physics") -## Assets +# Assets For the assets I found out about a pack that contains just what I need: [flappy-bird-assets](https://megacrash.itch.io/flappy-bird-assets) by [MegaCrash](https://megacrash.itch.io/); I just did some minor modifications on the naming of the files. For the font I used [Silver](https://poppyworks.itch.io/silver), and for the sound the resources from [FlappyBird-N64](https://github.com/meeq/FlappyBird-N64) (which seems to be taken from [101soundboards.com](https://www.101soundboards.com/boards/10178-flappy-bird-sounds) which the orignal copyright holder is [.Gears](https://dotgears.com/) anyways). -### Importing +## Importing -Create the necessary directories to hold the respective assets and it's just a matter of dragging and dropping, I used directories: `res://entities/actors/player/sprites/`, `res://fonts/`, `res://levels/world/background/sprites/`, `res://levels/world/ground/sprites/`, `res://levels/world/pipe/sprites/`, `res://sfx/`. For the player sprites, the "FileSystem" window looks like this (`entities/actor` directories are really not necessary): +Create the necessary directories to hold the respective assets and it's just a matter of dragging and dropping, I used directories: `res://entities/actors/player/sprites/`, `res://fonts/`, `res://levels/world/background/sprites/`, `res://levels/world/ground/sprites/`, `res://levels/world/pipe/sprites/`, `res://sfx/`. For the player sprites, the +*FileSystem* window looks like this (`entities/actor` directories are really not necessary): -![FileSystem - Player sprite imports](images/g/flappybird_godot/player_sprite_imports.png "FileSystem - Player sprite imports") +![FileSystem - Player sprite imports](${SURL}/images/g/flappybird_godot/player_sprite_imports.png "FileSystem - Player sprite imports") It should look similar for other directories, except maybe for the file extensions. For example, for the sfx: -![FileSystem - SFX imports](images/g/flappybird_godot/sfx_imports.png "FileSystem - SFX imports") +![FileSystem - SFX imports](${SURL}/images/g/flappybird_godot/sfx_imports.png "FileSystem - SFX imports") -## Scenes +# Scenes 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 *TileMaps*, so that goes first. -### TileMaps +## TileMaps -I'm using a scene called "WorldTiles" with a *Node2D* node as root called the same. With 2 different *TileMap* nodes as children named "GroundTileMap" and "PipeTileMap" (these are their own scene); yes 2 different *TileMaps* because we need 2 different physics colliders (In Godot 4.0 you can have a single *TileMap* with different physics colliders in it). Each node has its own script. It should look something like this: +I'm using a scene called `WorldTiles` with a *Node2D* node as root called the same. With 2 different *TileMap* nodes as children named `GroundTileMap` and `PipeTileMap` (these are their own scene); yes 2 different *TileMaps* because we need 2 different physics colliders (in *Godot 4.0* you can have a single *TileMap* with different physics colliders in it). Each node has its own script. It should look something like this: -![Scene - WorldTiles (TileMaps)](images/g/flappybird_godot/scene_world_tiles.png "Scene - WorldTiles (TileMaps)") +![Scene - WorldTiles (TileMaps)](${SURL}/images/g/flappybird_godot/scene_world_tiles.png "Scene - WorldTiles (TileMaps)") I used the following directory structure: -![Scene - WorldTiles - Directory structure](images/g/flappybird_godot/scene_world_tiles_directory_structure.png "Scene - WorldTiles - Directory structure") +![Scene - WorldTiles - Directory structure](${SURL}/images/g/flappybird_godot/scene_world_tiles_directory_structure.png "Scene - WorldTiles - Directory structure") -To configure the GroundTileMap, select the node and click on "(empty)" on the *TileMap/Tile set* property and then click on "New TileSet", then click where the "(empty)" used to be, a new window should open on the bottom: +To configure the `GroundTileMap`, select the node and click on `(empty)` on the *TileMap/Tile set* property and then click on `New TileSet`, then click where the `(empty)` used to be, a new window should open on the bottom: -![TileSet - Configuration window](images/g/flappybird_godot/tile_set_config_window.png "TileSet - Configuration window") +![TileSet - Configuration window](${SURL}/images/g/flappybird_godot/tile_set_config_window.png "TileSet - Configuration window") -Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow "+ New Single Tile", activate the grid and select any of the tiles. Should look like this: +Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow `+ New Single Tile`, activate the grid and select any of the tiles. Should look like this: -![TileSet - New single tile](images/g/flappybird_godot/tile_set_new_single_tile.png "TileSet - New single tile") +![TileSet - New single tile](${SURL}/images/g/flappybird_godot/tile_set_new_single_tile.png "TileSet - New single tile") -We need to do this because for some reason we can't change the snap options before selecting a tile. After selecting a random tile, set up the *Snap Options/Step* (in the *Inspector*) and set it to 16x16 (or if using a different tile set, to it's tile size): +We need to do this because for some reason we can't change the snap options before selecting a tile. After selecting a random tile, set up the *Snap Options/Step* (in the *Inspector*) and set it to `16x16` (or if using a different tile set, to it's tile size): -![TileSet - Tile - Step snap options](images/g/flappybird_godot/tile_set_tile_step_snap_options.png "TileSet - Tile - Step snap options") +![TileSet - Tile - Step snap options](${SURL}/images/g/flappybird_godot/tile_set_tile_step_snap_options.png "TileSet - Tile - Step snap options") -Now you can select the actual single tile. Once selected click on "Collision", use the rectangle tool and draw the rectangle corresponding to that tile's collision: +Now you can select the actual single tile. Once selected click on `Collision`, use the rectangle tool and draw the rectangle corresponding to that tile's collision: -![TileSet - Tile - Selection and collision](images/g/flappybird_godot/tile_set_tile_selection_collision.png "TileSet - Tile - Selection and collision") +![TileSet - Tile - Selection and collision](${SURL}/images/g/flappybird_godot/tile_set_tile_selection_collision.png "TileSet - Tile - Selection and collision") Do the same for the other 3 tiles. If you select the *TileMap* itself again, it should look like this on the right (on default layout it's on the left of the *Inspector*): -![TileSet - Available tiles](images/g/flappybird_godot/tile_set_available_tiles.png "TileSet - Available tiles") +![TileSet - Available tiles](${SURL}/images/g/flappybird_godot/tile_set_available_tiles.png "TileSet - Available tiles") The ordering is important only for the "underground tile", which is the filler ground, it should be at the end (index 3); if this is not the case, repeat the process (it's possible to rearrange them but it's hard to explain as it's pretty weird). -At this point the tilemap doesn't have any physics and the cell size is wrong. Select the "GroundTileMap", set the *TileMap/Cell/Size* to 16x16, the *TileMap/Collision/Layer* set to `bit 2` only (ground layer) and disable any *TileMap/Collision/Mask* bits. Should look something like this: +At this point the tilemap doesn't have any physics and the cell size is wrong. Select the `GroundTileMap`, set the *TileMap/Cell/Size* to `16x16`, the *TileMap/Collision/Layer* set to `bit 2` only (ground layer) and disable any *TileMap/Collision/Mask* bits. Should look something like this: -![TileMap - Cell size and collision configuration](images/g/flappybird_godot/tile_map_cell_collision_configuration.png "TileMap - Cell size and collision configuration") +![TileMap - Cell size and collision configuration](${SURL}/images/g/flappybird_godot/tile_map_cell_collision_configuration.png "TileMap - Cell size and collision configuration") -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 *Snap Options/Step* to 32x16, for example, just keep the cell size to 16x16. +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 *Snap Options/Step* to `32x16`, for example, just keep the cell size to `16x16`. -#### Default ground tiles +### Default ground tiles -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 `(-8, 7)` to `(10, 7)` as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below): +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 `(-8, 7)` to `(10, 7)` as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below): -![Scene - WorldTiles - Default ground tiles](images/g/flappybird_godot/world_tiles_default_tiles.png "Scene - WorldTiles - Default ground tiles") +![Scene - WorldTiles - Default ground tiles](${SURL}/images/g/flappybird_godot/world_tiles_default_tiles.png "Scene - WorldTiles - Default ground tiles") -### Player +## Player -On a new scene called "Player" with a *KinematicBody2D* node named "Player" as the root of the scene, then for the children: *AnimatedSprite* as "Sprite", *CollisionShape2D* as "Collision" (with a circle shape) and 3 *AudioStreamPlayers* for "JumpSound", "DeadSound" and "HitSound". Not sure if it's a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the "Player" node and then it should look like this: +On a new scene called `Player` with a *KinematicBody2D* node named `Player` as the root of the scene, then for the children: *AnimatedSprite* as `Sprite`, *CollisionShape2D* as `Collision` (with a circle shape) and 3 *AudioStreamPlayers* for `JumpSound`, `DeadSound` and `HitSound`. Not sure if it's a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the `Player` node and then it should look like this: -![Scene - Player - Node setup](images/g/flappybird_godot/scene_player_node_setup.png "Scene - Player - Node setup") +![Scene - Player - Node setup](${SURL}/images/g/flappybird_godot/scene_player_node_setup.png "Scene - Player - Node setup") -Select the "Player" node and set the *CollisionShape2D/Collision/Layer* to 1 and the *CollisionObject2D/Collision/Mask* to 2 and 3 (ground and pipe). +Select the `Player` node and set the *CollisionShape2D/Collision/Layer* to `1` and the *CollisionObject2D/Collision/Mask* to `2` and `3` (ground and pipe). -For the "Sprite" node, when selecting it click on the "(empty)" for the *AnimatedSprite/Frames* property and click "New SpriteFrames", click again where the "(empty)" used to be and ane window should open on the bottom: +For the `Sprite` node, when selecting it click on the `(empty)` for the *AnimatedSprite/Frames* property and click `New SpriteFrames`, click again where the `(empty)` used to be and ane window should open on the bottom: -![Scene - Player - SpriteFrames window](images/g/flappybird_godot/scene_player_spriteframes_window.png "Scene - Player - SpriteFrames window") +![Scene - Player - SpriteFrames window](${SURL}/images/g/flappybird_godot/scene_player_spriteframes_window.png "Scene - Player - SpriteFrames window") -Right off the bat, set the "Speed" to `10 FPS` (bottom left) and rename "default" to "bird_1". With the "bird_1" selected, click on the "Add frames from a Sprite Sheet", which is the second button under "Animation Frames:" which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the "Select Frames" window, change the "Vertical" to 1, and then select all 4 frames (*Ctrl + Scroll* wheel to zoom in): +Right off the bat, set the `Speed` to `10 FPS` (bottom left) and rename `default` to `bird_1`. With the `bird_1` selected, click on the `Add frames from a Sprite Sheet`, which is the second button under `Animation Frames:` which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the `Select Frames` window, change the `Vertical` to `1`, and then select all 4 frames (*Ctrl + Scroll* wheel to zoom in): -![Scene - Player - Sprite sheet importer](images/g/flappybird_godot/scene_player_sprite_sheet_importer.png "Scene - Player - Sprite sheet importer") +![Scene - Player - Sprite sheet importer](${SURL}/images/g/flappybird_godot/scene_player_sprite_sheet_importer.png "Scene - Player - Sprite sheet importer") After that, the *SpriteFrames* window should look like this: -![Scene - Player - SpriteFrames window with sprite sheet configured](images/g/flappybird_godot/scene_player_spriteframes_window_with_sprite_sheet.png "Scene - Player - SpriteFrames window with sprite sheet configured") +![Scene - Player - SpriteFrames window with sprite sheet configured](${SURL}/images/g/flappybird_godot/scene_player_spriteframes_window_with_sprite_sheet.png "Scene - Player - SpriteFrames window with sprite sheet configured") -Finally, make sure the "Sprite" node has the *AnimatedSprite/Animation* 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 *AudioStreamPlayer* (into the *AudioStreamPlayer/Stream* property). +Finally, make sure the `Sprite` node has the *AnimatedSprite/Animation* 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 *AudioStreamPlayer* (into the *AudioStreamPlayer/Stream* property). -### Other +## Other These are really simple scenes that don't require much setup: -- "CeilingDetector": just an *Area2D* node with a *CollisionShape2D* in the form of a rectangle (*CollisionShape2D/Shape/extents* to `(120, 10)`), stretched horizontally so it fits the whole screen. *CollisionObject2D/Collision/Layer* set to `bit 4` (ceiling) and *CollisionObject2D/Collision/Mask* set to bit 1 (player). -- "ScoreDetector": similar to the "CeilingDetector", but vertical (*CollisionShape2D/Shape/extents* to `(2.5, 128)`) and *CollisionObject2D/Collision/Layer* set to `bit 1` (player). -- "WorldDetector": *Node2D* with a script attached, and 3 *RayCast2D* as children: - - "NewTile": *Raycast2D/Enabled* to true (checked), *Raycast2D/Cast To* `(0, 400)`, *Raycast2D/Collision Mask* to `bit 2` (ground) and *Node2D/Transform/Position* to `(152, -200)` - - "OldTile": same as "NewTile", except for the *Node2D/Transform/Position*, set it to `(-152, -200)`. - - "OldPipe": same as "OldTile", except for the *Raycast2D/Collision Mask*, set it to `bit 3` (pipe). +- `CeilingDetector`: just an *Area2D* node with a *CollisionShape2D* in the form of a rectangle (*CollisionShape2D/Shape/extents* to `(120, 10)`), stretched horizontally so it fits the whole screen. *CollisionObject2D/Collision/Layer* set to `bit 4` (ceiling) and *CollisionObject2D/Collision/Mask* set to `bit 1` (player). +- `ScoreDetector`: similar to the `CeilingDetector`, but vertical (*CollisionShape2D/Shape/extents* to `(2.5, 128)`) and *CollisionObject2D/Collision/Layer* set to `bit 1` (player). +- `WorldDetector`: *Node2D* with a script attached, and 3 *RayCast2D* as children: + - `NewTile`: *Raycast2D/Enabled* to true (checked), *Raycast2D/Cast To* `(0, 400)`, *Raycast2D/Collision Mask* to `bit 2` (ground) and *Node2D/Transform/Position* to `(152, -200)` + - `OldTile`: same as "NewTile", except for the *Node2D/Transform/Position*, set it to `(-152, -200)`. + - `OldPipe`: same as "OldTile", except for the *Raycast2D/Collision Mask*, set it to `bit 3` (pipe). -### Game +## Game -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 *Node2D* and also has an attached script. Also need to add 2 additional *AudioStreamPlayers* for the "start" and "score" sounds, as well as a *Sprite* for the background (*Sprite/Offset/Offset* set to `(0, 10)`) and a *Camera2D* (*Camera2D/Current* set to true (checked)). It should look something like this: +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 *Node2D* and also has an attached script. Also need to add 2 additional *AudioStreamPlayers* for the "start" and "score" sounds, as well as a *Sprite* for the background (*Sprite/Offset/Offset* set to `(0, 10)`) and a *Camera2D* (*Camera2D/Current* set to true (checked)). It should look something like this: -![Scene - Game - Node setup](images/g/flappybird_godot/scene_game_node_setup.png "Scene - Game - Node setup") +![Scene - Game - Node setup](${SURL}/images/g/flappybird_godot/scene_game_node_setup.png "Scene - Game - Node setup") The scene viewport should look something like the following: -![Scene - Game - Viewport](images/g/flappybird_godot/scene_game_viewport.png "Scene - Game - Viewport") +![Scene - Game - Viewport](${SURL}/images/g/flappybird_godot/scene_game_viewport.png "Scene - Game - Viewport") -### UI +## UI -#### Fonts +### Fonts -We need some font "Resources" to style the *Label* fonts. Under the *FileSystem* window, right click on the fonts directory (create one if needed) and click on "New Resource..." and select *DynamicFontData*, 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 *DynamicFontData/Font Path* to the actual "Silver.ttf" font (or whatever you want). +We need some font `Resources` to style the *Label* fonts. Under the *FileSystem* window, right click on the fonts directory (create one if needed) and click on `New Resource...` and select *DynamicFontData*, 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 *DynamicFontData/Font Path* to the actual `Silver.ttf` font (or whatever you want). -Then create a new resource and this time select *DynamicFont*, name it "SilverDynamicFont.tres", then double click to edit and add the "SilverDynamicFontData.tres" to the *DynamicFont/Font/Font Data* property (and I personally toggled off the *DynamicFont/Font/Antialiased* property), now just set the *DynamicFont/Settings/(Size, Outline Size, Outline Color)* to 32, 1 and black, respectively (or any other values you want). It should look something like this: +Then create a new resource and this time select *DynamicFont*, name it `SilverDynamicFont.tres`, then double click to edit and add the `SilverDynamicFontData.tres` to the *DynamicFont/Font/Font Data* property (and I personally toggled off the *DynamicFont/Font/Antialiased* property), now just set the *DynamicFont/Settings/(Size, Outline Size, Outline Color)* to `32`, `1` and `black`, respectively (or any other values you want). It should look something like this: -![Resource - DynamicFont - Default font](images/g/flappybird_godot/resource_dynamic_font.png "Resource - DynamicFont - Default font") +![Resource - DynamicFont - Default font](${SURL}/images/g/flappybird_godot/resource_dynamic_font.png "Resource - DynamicFont - Default font") -Do the same for another *DynamicFont* which will be used for the score label, named "SilverScoreDynamicFont.tres". Only changes are *Dynamic/Settings/(Size, Outline Size)* which are set to 128 and 2, respectively. The final files for the fonts should look something like this: +Do the same for another *DynamicFont* which will be used for the score label, named `SilverScoreDynamicFont.tres`. Only changes are *Dynamic/Settings/(Size, Outline Size)* which are set to `128` and `2`, respectively. The final files for the fonts should look something like this: -![Resource - Dynamicfont - Directory structure](images/g/flappybird_godot/resource_dynamic_font_directory_structure.png "Resource - Dynamicfont - Directory structure") +![Resource - Dynamicfont - Directory structure](${SURL}/images/g/flappybird_godot/resource_dynamic_font_directory_structure.png "Resource - Dynamicfont - Directory structure") -#### Scene setup +### Scene setup -This has a bunch of nested nodes, so I'll try to be concise here. The root node is a *CanvasLayer* named "UI" with its own script attached, and for the children: +This has a bunch of nested nodes, so I'll try to be concise here. The root node is a *CanvasLayer* named `UI` with its own script attached, and for the children: -- "MarginContainer": *MarginContainer* with *Control/Margin/(Left, Top)* set to `10` and *Control/Margin/(Right, Bottom)* set to `-10`. - - "InfoContainer": *VBoxContainer* with *Control/Theme Overrides/Constants/Separation* set to `250`. - - "ScoreContainer": *VBoxContainer*. - - "Score": *Label* with *Label/Align* set to "Center", *Control/Theme Overrides/Fonts/Font* to the "SilverScoreDynamicFont.tres", if needed adjust the *DynamicFont* settings. - - "HighScore: same as "Score", escept for the *Control/Theme Overrides/Fonts/Font* which is set to "SilverDynamicFont.tres". - - "StartGame": Same as "HighScore". - - "DebugContainer": *VBoxContainer*. - - "FPS": *Label*. - - "VersionContainer": *VBoxContainer* with *BoxContainer/Alignment* set to "Begin". - - "Version": *Label* with *Label/Align* set to "Right". +- `MarginContainer`: *MarginContainer* with *Control/Margin/(Left, Top)* set to `10` and *Control/Margin/(Right, Bottom)* set to `-10`. + - `InfoContainer`: *VBoxContainer* with *Control/Theme Overrides/Constants/Separation* set to `250`. + - `ScoreContainer`: *VBoxContainer*. + - `Score`: *Label* with *Label/Align* set to `Center`, *Control/Theme Overrides/Fonts/Font* to the `SilverScoreDynamicFont.tres`, if needed adjust the *DynamicFont* settings. + - `HighScore`: same as `Score`, escept for the *Control/Theme Overrides/Fonts/Font* which is set to `SilverDynamicFont.tres`. + - `StartGame`: Same as `HighScore`. + - `DebugContainer`: *VBoxContainer*. + - `FPS`: *Label*. + - `VersionContainer`: *VBoxContainer* with *BoxContainer/Alignment* set to `Begin`. + - `Version`: *Label* with *Label/Align* set to `Right`. The scene ends up looking like this: -![Scene - UI - Node setup](images/g/flappybird_godot/scene_ui.png "Scene - UI - Node setup") +![Scene - UI - Node setup](${SURL}/images/g/flappybird_godot/scene_ui.png "Scene - UI - Node setup") -### Main +## Main -This is the final scene where we connect the Game and the UI. It's made of a *Node2D* with it's own script attached and an instance of "Game" and "UI" as it's children. +This is the final scene where we connect the `Game` and the `UI`. It's made of a *Node2D* with it's own script attached and an instance of `Game` and `UI` as it's children. -This is a good time to set the default scene when we run the game by going to *Project -> Project settings... -> General* and in *Application/Run* set the *Main Scene* to the "Main.tscn" scene. +This is a good time to set the default scene when we run the game by going to *Project -> Project settings... -> General* and in *Application/Run* set the *Main Scene* to the `Main.tscn` scene. -## Scripting +# Scripting 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 [source code](https://github.com/luevano/flappybird_godot). 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. -### Player +## Player -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 (`y` coordinate is reversed in godot...), we also check the velocity sign of the `y` coordinate to decide if the animation is playing or not. +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 (`y` coordinate is reversed in godot...), we also check the velocity sign of the `y` coordinate to decide if the animation is playing or not. ```gdscript class_name Player @@ -275,7 +281,7 @@ func _emit_player_died() -> void: 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. -### WorldDetector +## WorldDetector 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: @@ -299,9 +305,9 @@ func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> boo We need to keep track of 3 "flags": `ground_was_colliding`, `ground_now_colliding` and `pipe_now_colliding` (and their respective signals), which are going to be used to do the checks inside `_physics_process`. For example for checking for new ground: `ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")`. -### WorldTiles +## WorldTiles -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 *TileMaps* and just tracking how many pipes have been placed: +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 *TileMaps* and just tracking how many pipes have been placed: ```gdscript export(int, 2, 20, 2) var PIPE_SEP: int = 6 @@ -325,7 +331,7 @@ func _on_WorldDetector_pipe_started_colliding() -> void: emit_signal("remove_pipe") ``` -#### GroundTileMap +### GroundTileMap 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 `enum`s so I used them to define the possible `Ground` tiles: @@ -364,11 +370,11 @@ func _remove_first_ground() -> void: Where you might notice that the `_initial_new_tile_x` is `11`, instead of `10`, refer to [Default ground tiles](#default-ground-tiles) where we placed tiles from `-8` to `10`, so the next empty one is `11`. These `_place_new_ground` and `_remove_first_ground` functions are called upon receiving the signal. -#### PipeTileMap +### PipeTileMap -This is really similar to the "GroundTileMap" code, instead of defining an `enum` 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): +This is really similar to the `GroundTileMap` code, instead of defining an `enum` 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): -![PipeTileMap - Tile set indexes](images/g/flappybird_godot/tile_set_pipes_indexes.png "PipeTileMap - Tile set indexes") +![PipeTileMap - Tile set indexes](${SURL}/images/g/flappybird_godot/tile_set_pipes_indexes.png "PipeTileMap - Tile set indexes") Then you can use the following "pipe patterns": @@ -383,7 +389,7 @@ var pipe: Dictionary = { } ``` -Now, the pipe system requires a bit more of tracking as we need to instantiate a "ScoreDetector" here, too. I ended up keeping track of the placed pipes/detectors by using a "pipe stack" (and "detector stack") which is just an array of placed objects from which I pop the first when deleting them: +Now, the pipe system requires a bit more of tracking as we need to instantiate a `ScoreDetector` here, too. I ended up keeping track of the placed pipes/detectors by using a "pipe stack" (and "detector stack") which is just an array of placed objects from which I pop the first when deleting them: ```gdscript onready var _pipe_sep: int = get_parent().PIPE_SEP @@ -402,7 +408,7 @@ var detector_offset: Vector2 = Vector2(16.0, -(_pipe_size / 2.0) * 16.0) var detector_stack: Array ``` -The `detector_offset` is just me being picky. For placing a new pipe, we get the starting position (bottom pipe tile) and build upwards, then instantiate a new "ScoreDetector" (`detector_scene`) and set it's position to the pipe starting position plus the offset, so it's centered in the pipe, then just need to connect the "body_entered" signal from the detector with the game, so we keep track of the scoring. Finally just add the placed pipe and detector to their corresponding stacks: +The `detector_offset` is just me being picky. For placing a new pipe, we get the starting position (bottom pipe tile) and build upwards, then instantiate a new `ScoreDetector` (`detector_scene`) and set it's position to the pipe starting position plus the offset, so it's centered in the pipe, then just need to connect the `body_entered` signal from the detector with the game, so we keep track of the scoring. Finally just add the placed pipe and detector to their corresponding stacks: ```gdscript func _place_new_pipe() -> void: @@ -439,9 +445,9 @@ func _remove_old_pipe() -> void: These functions are called when receiving the signal to place/remove pipes. -### Saved data +## Saved data -Before proceeding, we require a way to save/load data (for the high scores). We're going to use the *ConfigFile* node that uses a custom version of the "ini" file format. Need to define where to save the data: +Before proceeding, we require a way to save/load data (for the high scores). We're going to use the *ConfigFile* node that uses a custom version of the `ini` file format. Need to define where to save the data: ```gdscript const DATA_PATH: String = "user://data.cfg" @@ -496,11 +502,11 @@ func _ready() -> void: save_data() ``` -Now, this script in particular will need to be a [Singleton (AutoLoad)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html), which means that there will be only one instance and will be available across all scripts. To do so, go to *Project -> Project settings... -> AutoLoad* and select this script in the "Path:" and add a "Node Name:" (I used "SavedData", if you use something else, be careful while following this devlog) which will be the name we'll use to access the singleton. Toggle on "Enable" if needed, it should look like this: +Now, this script in particular will need to be a [Singleton (AutoLoad)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html), which means that there will be only one instance and will be available across all scripts. To do so, go to *Project -> Project settings... -> AutoLoad* and select this script in the `Path:` and add a `Node Name:` (I used `SavedData`, if you use something else, be careful while following this devlog) which will be the name we'll use to access the singleton. Toggle on `Enable` if needed, it should look like this: -![Project settings - AutoLoad - SavedData singleton](images/g/flappybird_godot/project_settings_autoload_saved_data.png "Project settings - AutoLoad - SavedData singleton") +![Project settings - AutoLoad - SavedData singleton](${SURL}/images/g/flappybird_godot/project_settings_autoload_saved_data.png "Project settings - AutoLoad - SavedData singleton") -### Game +## Game 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 `_process` and `_physics_process` methods from the childs as needed. First, we need to define the signals and and references to all child nodes: @@ -519,7 +525,7 @@ onready var start_sound: AudioStreamPlayer = $StartSound onready var score_sound: AudioStreamPlayer = $ScoreSound ``` -It's important to get the actual "player speed", as we're using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the "game_scale" we setup at the beginning and compute the `player_speed`: +It's important to get the actual "player speed", as we're using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the `game_scale` we setup at the beginning and compute the `player_speed`: ```gdscript var _game_scale: float = ProjectSettings.get_setting("application/config/game_scale") @@ -532,7 +538,7 @@ func _ready() -> void: player_speed = player.SPEED / _game_scale ``` -This `player_speed` will be needed as we need to move all the nodes ("Background", "Camera", etc.) in the `x` axis as the player is moving. This is done in the `_physics_process`: +This `player_speed` will be needed as we need to move all the nodes (`Background`, `Camera`, etc.) in the `x` axis as the player is moving. This is done in the `_physics_process`: ```gdscript func _physics_process(delta: float) -> void: @@ -589,9 +595,9 @@ func _on_ScoreDetector_body_entered(body: Node2D) -> void: score_sound.play() ``` -When the `player` dies, we set all processing to `false`, 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 `high_score` at the beginning by calling `SavedData.get_high_score()`. This signal we emit will be received by the UI so it updates accordingly. +When the `player` dies, we set all processing to `false`, 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 `high_score` at the beginning by calling `SavedData.get_high_score()`. This signal we emit will be received by the `UI` so it updates accordingly. -### UI +## UI First thing is to get a reference to all the child *Labels*, an initial reference to the high score as well as the version defined in the project settings: @@ -648,9 +654,9 @@ func _on_Game_new_score(score: int, high_score: int) -> void: high_score_label.set_text("High score: %s" % high_score) ``` -### Main +## Main -This is the shortest script, it just connects the signals between the "Game" and the "UI": +This is the shortest script, it just connects the signals between the `Game` and the `UI`: ```gdscript onready var game: Game = $Game @@ -665,20 +671,20 @@ func _ready() -> void: game.connect("new_score", ui, "_on_Game_new_score") ``` -## Final notes and exporting +# Final notes and exporting 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. -### Preparing the files +## Preparing the files If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows `ico` format (if exporting to Windows, else ignore this part). For this you need [ImageMagick](https://imagemagick.org/index.php) or some other program that can transform `png` (or whatever file format you used for the icon) to `ico`. I used [Chocolatey][https://chocolatey.org/] to install `imagemagick`, then to convert the icon itself used: `magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico` as detailed in *Godot*'s [Changing application icon for Windows](https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html). -### Exporting +## Exporting -You need to download the templates for exporting as detailed in *Godot*'s [Exporting projects](https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html). Basically you go to *Editor -> Manage Export Templates...* and download the latest one specific to your *Godot* version by clicking on "Download and Install". +You need to download the templates for exporting as detailed in *Godot*'s [Exporting projects](https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html). Basically you go to *Editor -> Manage Export Templates...* and download the latest one specific to your *Godot* version by clicking on `Download and Install`. If exporting for Windows then you also need to download `rcedit` from [here](https://github.com/electron/rcedit/releases/latest). Just place it wherever you want (I put it next to the *Godot* executable). -Then go to *Project -> Export...* 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.. +Then go to *Project -> Export...* 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.. -Once the templates are setup, select any and click on "Export Project" at the bottom, and make sure to untoggle "Export With Debug" in the window that pops up, this checkbox should be at the bottom of the new window. +Once the templates are setup, select any and click on `Export Project` at the bottom, and make sure to untoggle `Export With Debug` in the window that pops up, this checkbox should be at the bottom of the new window. diff --git a/src/blog/g/godot_project_structure.md b/src/blog/g/godot_project_structure.md index 3f013cc..b826516 100644 --- a/src/blog/g/godot_project_structure.md +++ b/src/blog/g/godot_project_structure.md @@ -3,6 +3,7 @@ author: David Luévano lang: en summary: Details on the project structure I'm using for Godot, based on preference and some research I did. tags: gamedev + godot short english diff --git a/src/blog/g/gogodot_jam3_devlog_1.md b/src/blog/g/gogodot_jam3_devlog_1.md index 9e836b1..749356b 100644 --- a/src/blog/g/gogodot_jam3_devlog_1.md +++ b/src/blog/g/gogodot_jam3_devlog_1.md @@ -4,47 +4,52 @@ lang: en summary: Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution. tags: gamedev godot + gdscript gamejam english -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. +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: - Snakes will pass their stats in some form to the next snakes. - Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction. -- 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.^^ +- 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: +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](https://lorentzeus.itch.io/snake-tronic), 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> +<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="208" 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 +# Table of contents -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.. +[TOC] -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.^^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.^^ +# Initial setup + +Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I created, 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. ^^I ended up leaving this disabled in the game as it hit the performance by a lot, but it's an option I'll end up researching more^^. This time I'm also going to be using an [Event bus](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/) singleton (which I'm going to just call *Event*) as managing signals was pretty annoying on my last project; as well as a *Global* singleton for essential stuff so I don't have to do as many cross references between nodes/scenes. -## Assets +# Assets This time I'll be creating my own assets in [Aseprite](https://www.aseprite.org/), wont be that good, but enough to prototype and get things going. Other than that I used few key sprites from [vryell](https://vryell.itch.io/): [Controller & Keyboard Icons](https://vryell.itch.io/controller-keyboard-icons) and a font from [datagoblin](https://datagoblin.itch.io/): [Monogram](https://datagoblin.itch.io/monogram). -## The snake +# The snake 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: -![FileSystem - Snake dir structure](images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure") +![FileSystem - Snake dir structure](${SURL}/images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure") -### Basic movement +## Basic movement The most basic thing is to move the head, this is what we have control of. Create a scene called `Head.tscn` and setup the basic *KinematicBody2D* with it's own *Sprite* and *CollisionShape2D* (I used a small circle for the tip of the head), and set the *Collision Layer/Mask* accordingly, for now just `layer = bit 1`. 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 `head.gd` attached to the root (*KinematicBody2D*) and added: @@ -79,9 +84,9 @@ func _rotate_to(direction: int) -> void: After tunning all the necessary parameters you should get something like this: -![Snake - Basic movement (left and right controls)](images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)") +![Snake - Basic movement (left and right controls)](${SURL}/images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)") -### Setting up path following +## Setting up path following To move other snake parts by following the snake head the only solution I found was to use the *Path2D* and *PathFollow2D* nodes. *Path2D* basically just handles the curve/path that *PathFollow2D* will use to move its child node; and I say "child node" in singular... as *PathFollow2D* can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake's path/curve. @@ -123,9 +128,9 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: With this, we're now populating the *Path2D* curve points with the position of the snake head. You should be able to see it because of the `_draw` call. If you run it you should see something like this: -![Snake - Basic movement with path](images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path") +![Snake - Basic movement with path](${SURL}/images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path") -### Define body parts for the snake +## Define body parts for the snake 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 *PathFollow2D* to use the live-generating *Path2D*, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, *thanks documentation*). @@ -143,7 +148,7 @@ 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*). -### Adding body parts +## 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 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: @@ -176,7 +181,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something 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 all body parts](${SURL}/images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts") Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: `snake_adding_new_segment(type)`, `snake_added_new_segment(type)`, `snake_added_initial_segments` and use them when makes sense. Now we need to add the following: @@ -225,9 +230,9 @@ func _add_segment_to_queue() -> void: body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE) ``` -With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a keystroke), it should look like this: +With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a key press), it should look like this: -![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments") +![Snake - Basic movement with dynamic addition of new segments](${SURL}/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. 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 `snake_segment_body_entered(body)`) in a `main.gd` script that is the entry point for the game: @@ -242,7 +247,7 @@ func _snake_disabled(on_off: bool) -> void: Which will stop the snake node and all children. -### Fix on body segments following head +## Fix on body segments following head 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 *Curve2D* is. To do this I just send a signal (`snake_rotated`) whenever the snake rotates and make a small correction (in `generic_segment.gd`): @@ -253,7 +258,7 @@ func _on_snake_rotated() -> void: This is completely random, I tweaked it manually after a lot of iterations. -## The food +# The food 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: `food_placing_new_food(type)`, `food_placed_new_food(type)` and `food_eaten(type)`. @@ -310,17 +315,17 @@ func _place_new_food() -> void: And this is used in `_process` 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: -![Snake - Food basic interaction](images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction") +![Snake - Food basic interaction](${SURL}/images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction") -## Za warudo! (The world) +# Za warudo! (The world) It just happend that I saw a video to create random maps by using a method called [random walks](https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm), this video was made by [NAD LABS](https://www.youtube.com/c/NADLABS): [Nuclear Throne Like Map Generation In Godot](https://www.youtube.com/watch?v=ppP2Doq3p7s). It's a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites): -![World map generator - Random map 1](images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1") +![World map generator - Random map 1](${SURL}/images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1") -![World map generator - Random map 2](images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2") +![World map generator - Random map 2](${SURL}/images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2") -![World map generator - Random map 3](images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3") +![World map generator - Random map 3](${SURL}/images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3") 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 *NAD LABS*' 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 "main" script with the following important functions: @@ -341,7 +346,7 @@ Where `get_cells_around` is just a function that gets the safe cells around the Some signals I used for the world gen: `world_gen_walker_started(id)`, `world_gen_walker_finished(id)`, `world_gen_walker_died(id)` and `world_gen_spawn_walker_unit(location)`. -### Food placement +## Food placement 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. @@ -404,13 +409,13 @@ 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)`. -## Stats clas and loading/saving data +# 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). +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 +## 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: +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 @@ -479,9 +484,9 @@ func set_stats(stats: Dictionary) -> void: 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 +## 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`: +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" @@ -526,11 +531,11 @@ func _handle_new_file() -> void: 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). +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 +# 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: +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: @@ -578,7 +583,7 @@ Which will add the necessary points to `Stats.points` and return the amount of n 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. -This *ScoreManager* also handles the calculation for the `game_over` signal, to calculte progress, set necessary *Stats* values and save the data: +This `ScoreManager` also handles the calculation for the `game_over` signal, to calculte progress, set necessary `Stats` values and save the data: ```gdscript func _on_game_over() -> void: @@ -609,9 +614,9 @@ func _get_max_stats() -> 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. +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 +# 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. @@ -638,7 +643,7 @@ func handle_slow_speeds() -> void: Event.emit_signal("game_over") ``` -And then in the *StateMachine*'s `_process`: +And then in the `StateMachine`'s `_process`: ```gdscript func _physics_process(delta: float) -> void: @@ -702,7 +707,7 @@ Where the important parts happen in the `enter` and `exit` functions. We need to 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 +# Other minor stuff Not as important but worth mentioning: @@ -717,8 +722,8 @@ Not as important but worth mentioning: - 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 +# 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. +I actually didn't finish this game (as how I visualized it), but I got it in a *semi-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 +For exporting and everything else, I went with what I did for my [FlappyBird Godot clone: final notes and exporting](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting) diff --git a/src/blog/g/starting_gamedev_blogging.md b/src/blog/g/starting_gamedev_blogging.md index 6fc518c..a5c7a37 100644 --- a/src/blog/g/starting_gamedev_blogging.md +++ b/src/blog/g/starting_gamedev_blogging.md @@ -3,12 +3,15 @@ author: David Luévano lang: en summary: Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. tags: gamedev + godot update short english -I've been wanting to get into gamedev for a while now, but it's always a pain to stay consistent. I just recently started to get into gamedev again, and this time I'm trying to actually do stuff. +I've been wanting to get into gamedev for a while now, but it's always a pain to stay consistent. I just recently started to get into it again, and this time I'm trying to actually do stuff. So, the plan is to blog about my progress and clone some simple games just to get started. I'm thinking on sticking with [Godot](https://godotengine.org/) just because I like that it's open source, it's getting better and better overtime (big rewrite happening right now) and I already like how the engine works. ~~Specifically I'll start using *Godot 4* even though it's not done yet, to get used to the new features, specifically pumped for [GDScript 2.0](https://godotengine.org/article/gdscript-progress-report-feature-complete-40).~~ ^^Actually... (for the small clones/ripoffs) I'll need to use *Godot 3.X* (probably 3.5), as *Godot 4* doesn't have support to export to webassembly (HTML5) yet, and I want that to publish to [itch.io](https://itch.io/) and my website. I'll continue to use *Godot 4* for bigger projects, as they will take longer and I hope that by the time I need to publish, there's no issues to export.^^ -For a moment I almost started a new subdomain just for gamedev stuff, but decided to just use a different directory for subtleness; this directory and use of tags should be enough. I'll be posting the entry about the first rip-off I'm *developing* (FlappyBird L O L) shortly.
\ No newline at end of file +For a moment I almost started a new subdomain just for gamedev stuff, but decided to just use a different directory for subtleness; this directory and use of tags should be enough. I'll be posting the entry about the first rip-off I'm *developing* (FlappyBird L O L) shortly. + +**Update**: [Godot 4](https://godotengine.org/article/godot-4-0-sets-sail/) already released and it now has HTML5 support, so back to the original plan. |