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-rw-r--r--blog/dst/g/gogodot_jam3_devlog_1.html62
-rw-r--r--blog/dst/index.html2
-rw-r--r--blog/dst/tag/@english.html2
-rw-r--r--blog/dst/tag/@gamedev.html2
-rw-r--r--blog/dst/tag/@gamejam.html2
-rw-r--r--blog/dst/tag/@godot.html2
-rw-r--r--blog/src/g/gogodot_jam3_devlog_1.md74
-rwxr-xr-xstatic/images/g/gogodot_jam3/snake_food_basic_interaction.gifbin0 -> 385400 bytes
8 files changed, 136 insertions, 10 deletions
diff --git a/blog/dst/g/gogodot_jam3_devlog_1.html b/blog/dst/g/gogodot_jam3_devlog_1.html
index 9d6e945..92480c4 100644
--- a/blog/dst/g/gogodot_jam3_devlog_1.html
+++ b/blog/dst/g/gogodot_jam3_devlog_1.html
@@ -216,7 +216,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
<img alt="Snake - Basic movement with all body parts" src="images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif" title="Snake - Basic movement with all body parts">
<figcaption>Snake - Basic movement with all body parts</figcaption>
</figure>
-<p>Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: <code>snake_add_new_segment(type)</code>, <code>snake_added_new_segment(type)</code>, <code>snake_added_initial_segments</code> and use them when makes sense. Now we need to add the following:</p>
+<p>Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: <code>snake_adding_new_segment(type)</code>, <code>snake_added_new_segment(type)</code>, <code>snake_added_initial_segments</code> and use them when makes sense. Now we need to add the following:</p>
<pre><code class="language-gdscript">var body_segment_stack: Array
var tail_segment: PathFollow2D
# didn't konw how to name this, basically holds the current path lenght
@@ -259,7 +259,63 @@ func _add_segment_to_queue() -&gt; void:
<img alt="Snake - Basic movement with dynamic addition of new segments" src="images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif" title="Snake - Basic movement with dynamic addition of new segments">
<figcaption>Snake - Basic movement with dynamic addition of new segments</figcaption>
</figure>
-<p>For now, this should be enough, I&rsquo;ll add more stuff as needed as I go.</p>
+<p>For now, this should be enough, I&rsquo;ll add more stuff as needed as I go. Last thing is that after finished testing that the movement felt ok, I just added a way to stop the snake whenever it collides with itself by using the following code (and the signal <code>snake_segment_body_entered(body)</code>) in a <code>main.gd</code> script that is the entry point for the game:</p>
+<pre><code class="language-gdscript">func _snake_disabled(on_off: bool) -&gt; void:
+ _snake.propagate_call(&quot;set_process&quot;, [on_off])
+ _snake.propagate_call(&quot;set_process_internal&quot;, [on_off])
+ _snake.propagate_call(&quot;set_physics_process&quot;, [on_off])
+ _snake.propagate_call(&quot;set_physics_process_internal&quot;, [on_off])
+ _snake.propagate_call(&quot;set_process_input&quot;, [on_off])
+</code></pre>
+<p>Which will stop the snake node and all children.</p>
+<h2 id="the-food">The food</h2>
+<p>For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a &ldquo;food manager&rdquo; to spawn them, for now in totally random locations. For this I added the following signals: <code>food_placing_new_food(type)</code>, <code>food_placed_new_food(type)</code> and <code>food_eaten(type)</code>.</p>
+<p>First thing is creating the <code>Food.tscn</code> which is just an <em>Area2D</em> with its necessary children with an attached script called <code>food.gd</code>. The script is really simple:</p>
+<pre><code class="language-gdscript">class_name Food # needed to access Type enum outside of the script, this registers this script as a node
+extends Area2D
+
+enum Type {
+ APPLE
+}
+
+var _type_texture: Dictionary = {
+ Type.APPLE: preload(&quot;res://entities/food/sprites/apple.png&quot;)
+}
+
+export(Type) var TYPE
+onready var _sprite: Sprite = $Sprite
+
+
+func _ready():
+ connect(&quot;body_entered&quot;, self, &quot;_on_body_entered&quot;)
+ _sprite.texture = _type_texture[TYPE]
+
+
+func _on_body_entered(body: Node) -&gt; void:
+ Event.emit_signal(&quot;food_eaten&quot;, TYPE)
+ queue_free()
+</code></pre>
+<p>Then this <code>food_eaten</code> signal is received in <code>snake.gd</code> to add a new segment to the queue.</p>
+<p>Finally, for the food manager I just created a <code>FoodManager.tscn</code> with a <em>Node2D</em> with an attached script called <code>food_manager.gd</code>. To get a random position:</p>
+<pre><code class="language-gdscript">func _get_random_pos() -&gt; Vector2:
+ var screen_size: Vector2 = get_viewport().get_visible_rect().size
+ var temp_x: float = randf() * screen_size.x - screen_size.x / 2.0
+ var temp_y: float = randf() * screen_size.y - screen_size.y / 2.0
+
+ return Vector2(temp_x, temp_y)
+</code></pre>
+<p>Which gets the job done, but later I&rsquo;ll have to add a way to check that the position is valid. And to actually place the food:</p>
+<pre><code class="language-gdscript">func _place_new_food() -&gt; void:
+ var food: Area2D = FOOD.instance()
+ var position: Vector2 = _get_random_pos()
+ food.global_position = position
+ add_child(food)
+</code></pre>
+<p>And this is used in <code>_process</code> to place new food whenever needed. For now I added a condition to add food until 10 pieces are in place, and keep adding whenever the food is is lower than 10. After setting everything up, this is the result:</p>
+<figure id="__yafg-figure-9">
+<img alt="Snake - Food basic interaction" src="images/g/gogodot_jam3/snake_food_basic_interaction.gif" title="Snake - Food basic interaction">
+<figcaption>Snake - Food basic interaction</figcaption>
+</figure>
<h2 id="brainstormto-do">Brainstorm/To-do</h2>
<ul>
<li>
@@ -325,7 +381,7 @@ func _add_segment_to_queue() -&gt; void:
<hr>
<div class="article-info">
<p>By David Luévano</p>
- <p>Created: Wed, Jun 01, 2022 @ 09:21 UTC</p>
+ <p>Created: Thu, Jun 02, 2022 @ 08:34 UTC</p>
<div class="article-tags">
<p>Tags:
<a href="https://blog.luevano.xyz/tag/@english.html">english</a>, <a href="https://blog.luevano.xyz/tag/@gamedev.html">gamedev</a>, <a href="https://blog.luevano.xyz/tag/@gamejam.html">gamejam</a>, <a href="https://blog.luevano.xyz/tag/@godot.html">godot</a> </p>
diff --git a/blog/dst/index.html b/blog/dst/index.html
index e2c0d33..d2f2da6 100644
--- a/blog/dst/index.html
+++ b/blog/dst/index.html
@@ -95,7 +95,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 02 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/tag/@english.html b/blog/dst/tag/@english.html
index c250639..3fab489 100644
--- a/blog/dst/tag/@english.html
+++ b/blog/dst/tag/@english.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 02 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/tag/@gamedev.html b/blog/dst/tag/@gamedev.html
index b8640e4..ec5f50d 100644
--- a/blog/dst/tag/@gamedev.html
+++ b/blog/dst/tag/@gamedev.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 02 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
<li>May 22 - <a href="https://blog.luevano.xyz/g/godot_project_structure.html">General Godot project structure</a></li>
diff --git a/blog/dst/tag/@gamejam.html b/blog/dst/tag/@gamejam.html
index 7638ffb..b6a4f0d 100644
--- a/blog/dst/tag/@gamejam.html
+++ b/blog/dst/tag/@gamejam.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 02 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
</ul>
diff --git a/blog/dst/tag/@godot.html b/blog/dst/tag/@godot.html
index 70023e4..cce39be 100644
--- a/blog/dst/tag/@godot.html
+++ b/blog/dst/tag/@godot.html
@@ -81,7 +81,7 @@
<h2>Articles</h2>
<ul class="page-list">
<h3>June 2022</h3>
- <li>Jun 01 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
+ <li>Jun 02 - <a href="https://blog.luevano.xyz/g/gogodot_jam3_devlog_1.html">Creating my Go Godot Jam 3 entry devlog 1</a></li>
<h3>May 2022</h3>
<li>May 29 - <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">Creating a FlappyBird clone in Godot 3.5 devlog 1</a></li>
</ul>
diff --git a/blog/src/g/gogodot_jam3_devlog_1.md b/blog/src/g/gogodot_jam3_devlog_1.md
index edd4868..0c177c4 100644
--- a/blog/src/g/gogodot_jam3_devlog_1.md
+++ b/blog/src/g/gogodot_jam3_devlog_1.md
@@ -170,7 +170,7 @@ Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, r
![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "Snake - Basic movement with all body parts")
-Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: `snake_add_new_segment(type)`, `snake_added_new_segment(type)`, `snake_added_initial_segments` and use them when makes sense. Now we need to add the following:
+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:
```gdscript
var body_segment_stack: Array
@@ -221,7 +221,77 @@ With everything implemented and connected accordingly then we can add segments o
![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "Snake - Basic movement with dynamic addition of new segments")
-For now, this should be enough, I'll add more stuff as needed as I go.
+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:
+
+```gdscript
+func _snake_disabled(on_off: bool) -> void:
+ _snake.propagate_call("set_process", [on_off])
+ _snake.propagate_call("set_process_internal", [on_off])
+ _snake.propagate_call("set_physics_process", [on_off])
+ _snake.propagate_call("set_physics_process_internal", [on_off])
+ _snake.propagate_call("set_process_input", [on_off])
+```
+
+Which will stop the snake node and all children.
+
+## 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)`.
+
+First thing is creating the `Food.tscn` which is just an *Area2D* with its necessary children with an attached script called `food.gd`. The script is really simple:
+
+```gdscript
+class_name Food # needed to access Type enum outside of the script, this registers this script as a node
+extends Area2D
+
+enum Type {
+ APPLE
+}
+
+var _type_texture: Dictionary = {
+ Type.APPLE: preload("res://entities/food/sprites/apple.png")
+}
+
+export(Type) var TYPE
+onready var _sprite: Sprite = $Sprite
+
+
+func _ready():
+ connect("body_entered", self, "_on_body_entered")
+ _sprite.texture = _type_texture[TYPE]
+
+
+func _on_body_entered(body: Node) -> void:
+ Event.emit_signal("food_eaten", TYPE)
+ queue_free()
+```
+
+Then this `food_eaten` signal is received in `snake.gd` to add a new segment to the queue.
+
+Finally, for the food manager I just created a `FoodManager.tscn` with a *Node2D* with an attached script called `food_manager.gd`. To get a random position:
+
+```gdscript
+func _get_random_pos() -> Vector2:
+ var screen_size: Vector2 = get_viewport().get_visible_rect().size
+ var temp_x: float = randf() * screen_size.x - screen_size.x / 2.0
+ var temp_y: float = randf() * screen_size.y - screen_size.y / 2.0
+
+ return Vector2(temp_x, temp_y)
+```
+
+Which gets the job done, but later I'll have to add a way to check that the position is valid. And to actually place the food:
+
+```gdscript
+func _place_new_food() -> void:
+ var food: Area2D = FOOD.instance()
+ var position: Vector2 = _get_random_pos()
+ food.global_position = position
+ add_child(food)
+```
+
+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")
## Brainstorm/To-do
diff --git a/static/images/g/gogodot_jam3/snake_food_basic_interaction.gif b/static/images/g/gogodot_jam3/snake_food_basic_interaction.gif
new file mode 100755
index 0000000..6d7ec18
--- /dev/null
+++ b/static/images/g/gogodot_jam3/snake_food_basic_interaction.gif
Binary files differ