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author | David Luevano Alvarado <david@luevano.xyz> | 2024-03-01 04:13:22 -0600 |
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committer | David Luevano Alvarado <david@luevano.xyz> | 2024-03-01 04:13:22 -0600 |
commit | ab5cc111d51a8975f5f82e5a0b497b5f752acc5d (patch) | |
tree | a722ea0636b4d35b9c47120b877de32e96fdfc74 /src/blog/g | |
parent | e6df5eecddf5443824aba28d09563df8c725debd (diff) |
add final flappybird godot devlog entry
Diffstat (limited to 'src/blog/g')
-rw-r--r-- | src/blog/g/flappybird_godot_devlog_3.md | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/src/blog/g/flappybird_godot_devlog_3.md b/src/blog/g/flappybird_godot_devlog_3.md new file mode 100644 index 0000000..e9bca3e --- /dev/null +++ b/src/blog/g/flappybird_godot_devlog_3.md @@ -0,0 +1,170 @@ +title: Final improvements to the FlappyBird clone and Android support devlog 3 +author: David Luévano +lang: en +summary: Notes on the final improvements to my FlappyBird clone made in Godot 4.x. Also details on the support for Android. +tags: gamedev + godot + gdscript + english + +Decided to conclude my FlappyBird journey with one last set of improvements, following up on devlogs [1](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) and [2](https://blog.luevano.xyz/g/flappybird_godot_devlog_2.html). Focusing on **refactoring**, **better UI**, **sprite selection** and Android support. + +I missed some features that I really wanted to get in but I'm already tired of working on this toy project and already eager to move to another one. Most of the features I wanted to add are just *QoL* UI enhancements and extra buttons basically. + +The source code can be found at [luevano/flappybirdgodot](https://github.com/luevano/flappybirdgodot). Playable at [itch.io](https://lorentzeus.itch.io/flappybirdgodot): + +<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> + +# Table of contents + +[TOC] + +# Refactoring + +The first part for my refactor was to move everything out of the `src/` directory into the root directory of the git repository, organizing it a tiny bit better, personal preference from what I've learned so far. I also decided to place all the raw aseprite assets next to the imported one, this way its easier to make modifications and then save directly in the same directory. Also, a list of other refactoring done: + +- The way I handled the gameplay means that I needed to make the camera, background and the (ceiling and tiles) "detectors" move along with the player, while restricting their movement in the `x` axis, really hacky. Instead, I did what I should've done from the beginning... just let the tiles move backwards and keep everything static with the player only moving up an down (as how I stated at the beginning of [FlappyBirdgodot devlog 1](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) but didn't actually follow). +- Moved the `set_process` methodology to their own scripts, instead of handling everything in `main.gd` while also taking advantage of how signals work now. Instead of doing: + +```gdscript +func _ready(): + Event.game_pause.connect(_on_game_pause) + +func _on_game_pause(pause: bool): + set_process(pause) +``` + +Just connecting to `set_process` is enough: + +```gdscript +func _ready(): + Event.game_pause.connect(set_process) + # and when the signal doesn't send anything: + Event.game_start.connect(set_process.bind(true)) + Event.game_over.connect(set_process.bind(false)) +``` + +# Improvements + +## Background parallax + +First thing was to add a moving background functionality, by adding 2 of the same `Sprite2D`'s one after another and everytime the first sprite moves out of the screen, position it right after the second sprite. Some sample code to accomplish this: + +```gdscript +func _ready(): + # Sprite2D and CompressedTexture2D nodes + background_orig.texture = background_texture + texture_size = background_orig.texture.get_size() + + backgrounds.append(background_orig.duplicate()) + backgrounds.append(background_orig.duplicate()) + backgrounds[1].position = background_orig.position + Vector2(texture_size.x, 0.0) + + add_child(backgrounds[0]) + add_child(backgrounds[1]) + background_orig.visible = false + +# ifirst (index first) it's a boolean value starting with false and +# its a hacky way of tracking the first sprites +# (the one closest to the left of the screen) in the array +func _process(delta: float): + for background in backgrounds: + background.move_local_x(- SPEED * delta) + + # moves the sprite that just exited the screen to the right of the upcoming sprite + if backgrounds[int(ifirst)].position.x <= - background_orig.position.x: + backgrounds[int(ifirst)].position.x = backgrounds[int(!ifirst)].position.x + texture_size.x + ifirst = !ifirst +``` + +Then I added background parallax by separating the background sprites in two: background and "foreground" (the buildings in the original sprites). And to move them separately just applied the same logic described above with 2 different speeds. + +## Sprite switcher + +Also added a way to select between the bird sprites and the backgrounds, currently pretty primitive but functional. Accomplished this by holding textures in an exported array, then added a bit of logic to cycle between them (example for the background): + +```gdscript +func _get_new_sprite_index(index: int) -> int: + return clampi(index, 0, background_textures.size() - 1) + + +func _set_sprites_index(index: int) -> int: + var new_index: int = _get_new_sprite_index(index) + if new_index == itexture: + return new_index + for bg in backgrounds: + bg.texture = background_textures[new_index] + for fg in foregrounds: + fg.texture = foreground_textures[new_index] + itexture = new_index + return new_index +``` + +Then, in custom signals I just call `_set_sprites_index` with a `texture_index +/- 1`. + +## Save data + +Moved from manual `ConfigFile` (which is an `.ini` file basically) to `Resource` which is easier to work with and faster to implement. + +Accomplished by defining a new `data_resource.gd`: + +```gdscript +class_name DataResource +extends Resource + +@export var high_score: int +@export var volume: float +@export var mute: bool +@export var bird: int +@export var background: int + +func _init(): + high_score = 0 + volume = 0.5 + mute = false + bird = 0 + background = 0 +``` + +Where the `@export`s are not needed unless you need to manage the `.tres` resource files for testing in-editor. + +Then, the `data.gd` script needs to be changed accordingly, most notably: + +- The file extension is `.tres` instead of `.cfg`. +- No need for "config sections". +- Saving changes to: + +```gdscript +func save(): + var err: int = ResourceSaver.save(_data, DATA_PATH) + if err != OK: + print("[ERROR] Couldn't save data.") +``` + +- The loader gets simplified (mostly because the default values are set in the `_init()` function of the `data_resource.gd`) to: + +```gdscript +func _load_data(): + if ResourceLoader.exists(DATA_PATH): + _data = load(DATA_PATH) + else: + _data = DataResource.new() + save() +``` + +- The attributes/config/saved data can be retrieved directly by the `data_resource.gd` variable name, for example: instead of `_data.get_value(SCORE_SECTION, "high_score")` it's now simply `_data.high_score`. And similar for setting the values. + +Compared to the [3.x version](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#saved-data) it is a lot more simple. Though I still have setters and getters for each attribute/config (I'll se how to change this in the future). + +# Android + +I did add android support but it's been so long since I did it that I actually don't remember (this entry has been sitting in a draft for months). In general I followed the official guide for [Exporting for Android](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html), setting up Android studio and remotely debugging with my personal phone; it does take a while to setup but after that it's as simple as doing *"one click deploys"*. + +Most notably, I had to enable touch screen support and make the buttons clickable either by an actual mouse click or touch input. Some of the *Project Settings* that I remember that needs changes are: + +- *display/window/handheld/orientation* set to `Portrait`. +- *input_devices/pointing/emulate_touch_from_mouse* and *input_devices/pointing/emulate_mouse_from_touch* both set to `on`. + +# Misc + +Found a bug on the `ScoreDetector` where it would collide with the `Ceiling`. While this is really not a problem outside of me doing tests I fixed it by [applying the correct layer/mask](https://blog.luevano.xyz/g/godot_layers_and_masks_notes.html). |