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-rw-r--r-- | src/blog/temp/flappybird_godot_devlog_2.md | 41 |
1 files changed, 39 insertions, 2 deletions
diff --git a/src/blog/temp/flappybird_godot_devlog_2.md b/src/blog/temp/flappybird_godot_devlog_2.md index 1701225..b860e64 100644 --- a/src/blog/temp/flappybird_godot_devlog_2.md +++ b/src/blog/temp/flappybird_godot_devlog_2.md @@ -44,6 +44,8 @@ Initially modify all conflicting code: 1. For pixel art the [default import settings](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#default-import-settings) no longer affect much, but it's worth to double check as they changed from `Texture` importer to a `Texture2D` and the imported textures could be messed up. The important parameter to change is the *Filter* for the textures in the *Inspector* of each node but since all nodes inherit parameters by default, changing on the parent nodes (or just once in the root such as `Main.tscn`) will suffice: Change *Inspector -> CanvasItem -> Texture -> Filter* from "inherit" to "Nearest". +== TODO == update this to this setting https://ask.godotengine.org/122518/how-to-import-pixel-art-in-godot-4 + # Player Now that the game at least runs, next thing is to make it "playable". I did the following changes: @@ -85,7 +87,41 @@ This will enable physics properties on the tiles when selecting them (by selecti Notice that the polygon is drawn in *Physics Layer 0*. Using the grid option to either `1` or `2` is useful when drawing the polygon, make sure the polygon closes itself or it wont be drawn. -8. For the scripting part, I basically merged all 3 scripts (`world_tiles.gd`, `pipe_tile_map.gd`, `ground_tile_map.gd`) into one (`world_tile_map.gd`) and immediatly was able to delete a lot of signal calls between those 3 scripts and redundant code. +8. == TODO == specifications on pattern creation for pipes. + +9. For the scripting part, I basically merged all 3 scripts (`world_tiles.gd`, `pipe_tile_map.gd`, `ground_tile_map.gd`) into one (`world_tile_map.gd`) and immediatly was able to delete a lot of signal calls between those 3 scripts and redundant code. + +The biggest change in the scripting side are the functions to place tiles. For *Godot 3*: + +```gdscript +# place single tile in specific cell +void set_cell(x: int, y: int, tile: int, flip_x: bool = false, flip_y: bool = false, transpose: bool = false, autotile_coord: Vector2 = Vector2( 0, 0 )) +void set_cellv(position: Vector2, tile: int, flip_x: bool = false, flip_y: bool = false, transpose: bool = false, autotile_coord: Vector2 = Vector2( 0, 0 )) +``` + +Whereas in *Godot 4*: + +```gdscript +# place single tile in specific cell +void set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0) +# erase tile at specific cell +void erase_cell(layer: int, coords: Vector2i) +# place pattern +void set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern) +``` + +So the main differences: `layer` needs to be specified, `source_id` which specifies which atlas to use (ground or pipe in our case), and instead of providing an index for a tile an `atlas_coords` is required. `alternative_tile` is used in case of tiles that have alternatives such as mirrored or rotated tile, not required in my case. Setting `source_id=-1`, `atlas_coords=Vector21(-1,-1)` or `alternative_tile=-1` will delete the tile from the `coords`. + +As for the pattern, a pattern can be obtained from calling the `get_pattern` method on the `tile_set` property of the `TileMap`. Something like: + +```gdscript +var pattern: TileMapPattern = tile_set.get_pattern(index) +``` + +For the changes needed: + +1. Change most of the `Vector2` to `Vector2i`. +2. Instead of placing a bunch of tiles for a pipe pattern use the native `set_pattern` function. # Event bus @@ -115,6 +151,7 @@ Double clicking on the `.ttf` file and disabling antialiasing and compression is # Other -1. Change `String(int)` to `int as String`. Doing `"%s" % int` should also work. +1. Change `String(int)` to `str(int)`. 2. Change `version` from `1.0.0` to `2.0.0`. +3. Update `@export` to `@export_range`. The auto conversion didn't use the correct annotation and instead used a comment. |