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diff --git a/live/blog/g/flappybird_godot_devlog_1.html b/live/blog/g/flappybird_godot_devlog_1.html
index bcfdf6e..616d75c 100644
--- a/live/blog/g/flappybird_godot_devlog_1.html
+++ b/live/blog/g/flappybird_godot_devlog_1.html
@@ -163,35 +163,35 @@
<h3 id="config">Config<a class="headerlink" href="#config" title="Permanent link">&para;</a></h3>
<h4 id="default-import-settings">Default import settings<a class="headerlink" href="#default-import-settings" title="Permanent link">&para;</a></h4>
<p>Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don&rsquo;t look blurry. Go to <em>Project -&gt; Project settings&hellip; -&gt; Import defaults</em> and on the drop down select <code>Texture</code>, untick everything and make sure <em>Compress/Mode</em> is set to <code>Lossless</code>.</p>
-<figure id="__yafg-figure-10">
+<figure id="__yafg-figure-11">
<img alt="Project settings - Import defaults - Texture settings" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_import_texture.png" title="Project settings - Import defaults - Texture settings">
<figcaption>Project settings - Import defaults - Texture settings</figcaption>
</figure>
<h4 id="general-settings">General settings<a class="headerlink" href="#general-settings" title="Permanent link">&para;</a></h4>
<p>It&rsquo;s also a good idea to setup some config variables project-wide. To do so, go to <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Application/config</em> and add a new property (there is a text box at the top of the project settings window) for game scale: <code>application/config/game_scale</code> for the type use <code>float</code> and then click on add; configure the new property to <code>3.0</code>; On the same window, also add <code>application/config/version</code> as a <code>string</code>, and make it <code>1.0.0</code> (or whatever number you want).</p>
-<figure id="__yafg-figure-11">
+<figure id="__yafg-figure-12">
<img alt="Project settings - General - Game scale and version properties" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_config_properties.png" title="Project settings - General - Game scale and version properties">
<figcaption>Project settings - General - Game scale and version properties</figcaption>
</figure>
<p>For my personal preferences, also disable some of the <em>GDScript</em> debug warnings that are annoying, this is done at <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Debug/GDScript</em> and toggle off <code>Unused arguments</code>, <code>Unused signal</code> and <code>Return value discarded</code>, and any other that might come up too often and don&rsquo;t want to see.</p>
-<figure id="__yafg-figure-12">
+<figure id="__yafg-figure-13">
<img alt="Project settings - General - GDScript debug warnings" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_debug_gdscript.png" title="Project settings - General - GDScript debug warnings">
<figcaption>Project settings - General - GDScript debug warnings</figcaption>
</figure>
<p>Finally, set the initial window size in <em>Project -&gt; Project settings&hellip; -&gt; General</em>, select <em>Display/Window</em> and set <em>Size/Width</em> and <em>Size/Height</em> to <code>600</code> and <code>800</code>, respectively. As well as the <em>Stretch/Mode</em> to <code>viewport</code> , and <em>Stretch/Aspect</em> to <code>keep</code>:</p>
-<figure id="__yafg-figure-13">
+<figure id="__yafg-figure-14">
<img alt="Project settings - General - Initial window size" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_window_settings.png" title="Project settings - General - Initial window size">
<figcaption>Project settings - General - Initial window size</figcaption>
</figure>
<h4 id="keybindings">Keybindings<a class="headerlink" href="#keybindings" title="Permanent link">&para;</a></h4>
<p>I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the <code>Input.something()</code> API can be used), go to <em>Project -&gt; Project settings&hellip; -&gt; Input Map</em> and on the text box write <code>jump</code> and click add, then it will be added to the list and it&rsquo;s just a matter of clicking the <code>+</code> sign to add a <em>Physical key</em>, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.</p>
-<figure id="__yafg-figure-14">
+<figure id="__yafg-figure-15">
<img alt="Project settings - Input Map - Adding necessary keybindings" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_input_map.png" title="Project settings - Input Map - Adding necessary keybindings">
<figcaption>Project settings - Input Map - Adding necessary keybindings</figcaption>
</figure>
<h4 id="layers">Layers<a class="headerlink" href="#layers" title="Permanent link">&para;</a></h4>
<p>Finally, rename the physics layers so we don&rsquo;t lose track of which layer is which. Go to <em>Project -&gt; Layer Names -&gt; 2d Physics</em> and change the first 5 layer names to (in order): <code>player</code>, <code>ground</code>, <code>pipe</code>, <code>ceiling</code> and <code>score</code>.</p>
-<figure id="__yafg-figure-15">
+<figure id="__yafg-figure-16">
<img alt="Project settings - Layer Names - 2D Physics" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_layer_names_2d_physics.png" title="Project settings - Layer Names - 2D Physics">
<figcaption>Project settings - Layer Names - 2D Physics</figcaption>
</figure>
@@ -200,12 +200,12 @@
<h3 id="importing">Importing<a class="headerlink" href="#importing" title="Permanent link">&para;</a></h3>
<p>Create the necessary directories to hold the respective assets and it&rsquo;s just a matter of dragging and dropping, I used directories: <code>res://entities/actors/player/sprites/</code>, <code>res://fonts/</code>, <code>res://levels/world/background/sprites/</code>, <code>res://levels/world/ground/sprites/</code>, <code>res://levels/world/pipe/sprites/</code>, <code>res://sfx/</code>. For the player sprites, the
<em>FileSystem</em> window looks like this (<code>entities/actor</code> directories are really not necessary):</p>
-<figure id="__yafg-figure-16">
+<figure id="__yafg-figure-17">
<img alt="FileSystem - Player sprite imports" src="https://static.luevano.xyz/images/g/flappybird_godot/player_sprite_imports.png" title="FileSystem - Player sprite imports">
<figcaption>FileSystem - Player sprite imports</figcaption>
</figure>
<p>It should look similar for other directories, except maybe for the file extensions. For example, for the sfx:</p>
-<figure id="__yafg-figure-17">
+<figure id="__yafg-figure-18">
<img alt="FileSystem - SFX imports" src="https://static.luevano.xyz/images/g/flappybird_godot/sfx_imports.png" title="FileSystem - SFX imports">
<figcaption>FileSystem - SFX imports</figcaption>
</figure>
@@ -213,72 +213,72 @@
<p>Now it&rsquo;s time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the <em>TileMaps</em>, so that goes first.</p>
<h3 id="tilemaps">TileMaps<a class="headerlink" href="#tilemaps" title="Permanent link">&para;</a></h3>
<p>I&rsquo;m using a scene called <code>WorldTiles</code> with a <em>Node2D</em> node as root called the same. With 2 different <em>TileMap</em> nodes as children named <code>GroundTileMap</code> and <code>PipeTileMap</code> (these are their own scene); yes 2 different <em>TileMaps</em> because we need 2 different physics colliders (in <em>Godot 4.0</em> you can have a single <em>TileMap</em> with different physics colliders in it). Each node has its own script. It should look something like this:</p>
-<figure id="__yafg-figure-18">
+<figure id="__yafg-figure-19">
<img alt="Scene - WorldTiles (TileMaps)" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_world_tiles.png" title="Scene - WorldTiles (TileMaps)">
<figcaption>Scene - WorldTiles (TileMaps)</figcaption>
</figure>
<p>I used the following directory structure:</p>
-<figure id="__yafg-figure-19">
+<figure id="__yafg-figure-20">
<img alt="Scene - WorldTiles - Directory structure" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_world_tiles_directory_structure.png" title="Scene - WorldTiles - Directory structure">
<figcaption>Scene - WorldTiles - Directory structure</figcaption>
</figure>
<p>To configure the <code>GroundTileMap</code>, select the node and click on <code>(empty)</code> on the <em>TileMap/Tile set</em> property and then click on <code>New TileSet</code>, then click where the <code>(empty)</code> used to be, a new window should open on the bottom:</p>
-<figure id="__yafg-figure-20">
+<figure id="__yafg-figure-21">
<img alt="TileSet - Configuration window" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_config_window.png" title="TileSet - Configuration window">
<figcaption>TileSet - Configuration window</figcaption>
</figure>
<p>Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow <code>+ New Single Tile</code>, activate the grid and select any of the tiles. Should look like this:</p>
-<figure id="__yafg-figure-21">
+<figure id="__yafg-figure-22">
<img alt="TileSet - New single tile" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_new_single_tile.png" title="TileSet - New single tile">
<figcaption>TileSet - New single tile</figcaption>
</figure>
<p>We need to do this because for some reason we can&rsquo;t change the snap options before selecting a tile. After selecting a random tile, set up the <em>Snap Options/Step</em> (in the <em>Inspector</em>) and set it to <code>16x16</code> (or if using a different tile set, to it&rsquo;s tile size):</p>
-<figure id="__yafg-figure-22">
+<figure id="__yafg-figure-23">
<img alt="TileSet - Tile - Step snap options" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_tile_step_snap_options.png" title="TileSet - Tile - Step snap options">
<figcaption>TileSet - Tile - Step snap options</figcaption>
</figure>
<p>Now you can select the actual single tile. Once selected click on <code>Collision</code>, use the rectangle tool and draw the rectangle corresponding to that tile&rsquo;s collision:</p>
-<figure id="__yafg-figure-23">
+<figure id="__yafg-figure-24">
<img alt="TileSet - Tile - Selection and collision" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_tile_selection_collision.png" title="TileSet - Tile - Selection and collision">
<figcaption>TileSet - Tile - Selection and collision</figcaption>
</figure>
<p>Do the same for the other 3 tiles. If you select the <em>TileMap</em> itself again, it should look like this on the right (on default layout it&rsquo;s on the left of the <em>Inspector</em>):</p>
-<figure id="__yafg-figure-24">
+<figure id="__yafg-figure-25">
<img alt="TileSet - Available tiles" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_available_tiles.png" title="TileSet - Available tiles">
<figcaption>TileSet - Available tiles</figcaption>
</figure>
<p>The ordering is important only for the &ldquo;underground tile&rdquo;, which is the filler ground, it should be at the end (index 3); if this is not the case, repeat the process (it&rsquo;s possible to rearrange them but it&rsquo;s hard to explain as it&rsquo;s pretty weird).</p>
<p>At this point the tilemap doesn&rsquo;t have any physics and the cell size is wrong. Select the <code>GroundTileMap</code>, set the <em>TileMap/Cell/Size</em> to <code>16x16</code>, the <em>TileMap/Collision/Layer</em> set to <code>bit 2</code> only (ground layer) and disable any <em>TileMap/Collision/Mask</em> bits. Should look something like this:</p>
-<figure id="__yafg-figure-25">
+<figure id="__yafg-figure-26">
<img alt="TileMap - Cell size and collision configuration" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_map_cell_collision_configuration.png" title="TileMap - Cell size and collision configuration">
<figcaption>TileMap - Cell size and collision configuration</figcaption>
</figure>
<p>Now it&rsquo;s just a matter of repeating the same for the pipes (<code>PipeTileMap</code>), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the <em>Snap Options/Step</em> to <code>32x16</code>, for example, just keep the cell size to <code>16x16</code>.</p>
<h4 id="default-ground-tiles">Default ground tiles<a class="headerlink" href="#default-ground-tiles" title="Permanent link">&para;</a></h4>
<p>I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the <code>WorldTiles</code> scene, while selecting the <code>GroundTileMap</code>, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from <code>(-8, 7)</code> to <code>(10, 7)</code> as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):</p>
-<figure id="__yafg-figure-26">
+<figure id="__yafg-figure-27">
<img alt="Scene - WorldTiles - Default ground tiles" src="https://static.luevano.xyz/images/g/flappybird_godot/world_tiles_default_tiles.png" title="Scene - WorldTiles - Default ground tiles">
<figcaption>Scene - WorldTiles - Default ground tiles</figcaption>
</figure>
<h3 id="player">Player<a class="headerlink" href="#player" title="Permanent link">&para;</a></h3>
<p>On a new scene called <code>Player</code> with a <em>KinematicBody2D</em> node named <code>Player</code> as the root of the scene, then for the children: <em>AnimatedSprite</em> as <code>Sprite</code>, <em>CollisionShape2D</em> as <code>Collision</code> (with a circle shape) and 3 <em>AudioStreamPlayers</em> for <code>JumpSound</code>, <code>DeadSound</code> and <code>HitSound</code>. Not sure if it&rsquo;s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the <code>Player</code> node and then it should look like this:</p>
-<figure id="__yafg-figure-27">
+<figure id="__yafg-figure-28">
<img alt="Scene - Player - Node setup" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_player_node_setup.png" title="Scene - Player - Node setup">
<figcaption>Scene - Player - Node setup</figcaption>
</figure>
<p>Select the <code>Player</code> node and set the <em>CollisionShape2D/Collision/Layer</em> to <code>1</code> and the <em>CollisionObject2D/Collision/Mask</em> to <code>2</code> and <code>3</code> (ground and pipe).</p>
<p>For the <code>Sprite</code> node, when selecting it click on the <code>(empty)</code> for the <em>AnimatedSprite/Frames</em> property and click <code>New SpriteFrames</code>, click again where the <code>(empty)</code> used to be and ane window should open on the bottom:</p>
-<figure id="__yafg-figure-28">
+<figure id="__yafg-figure-29">
<img alt="Scene - Player - SpriteFrames window" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_player_spriteframes_window.png" title="Scene - Player - SpriteFrames window">
<figcaption>Scene - Player - SpriteFrames window</figcaption>
</figure>
<p>Right off the bat, set the <code>Speed</code> to <code>10 FPS</code> (bottom left) and rename <code>default</code> to <code>bird_1</code>. With the <code>bird_1</code> selected, click on the <code>Add frames from a Sprite Sheet</code>, which is the second button under <code>Animation Frames:</code> 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 <code>Select Frames</code> window, change the <code>Vertical</code> to <code>1</code>, and then select all 4 frames (<em>Ctrl + Scroll</em> wheel to zoom in):</p>
-<figure id="__yafg-figure-29">
+<figure id="__yafg-figure-30">
<img alt="Scene - Player - Sprite sheet importer" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_player_sprite_sheet_importer.png" title="Scene - Player - Sprite sheet importer">
<figcaption>Scene - Player - Sprite sheet importer</figcaption>
</figure>
<p>After that, the <em>SpriteFrames</em> window should look like this:</p>
-<figure id="__yafg-figure-30">
+<figure id="__yafg-figure-31">
<img alt="Scene - Player - SpriteFrames window with sprite sheet configured" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_player_spriteframes_window_with_sprite_sheet.png" title="Scene - Player - SpriteFrames window with sprite sheet configured">
<figcaption>Scene - Player - SpriteFrames window with sprite sheet configured</figcaption>
</figure>
@@ -297,12 +297,12 @@
</ul>
<h3 id="game">Game<a class="headerlink" href="#game" title="Permanent link">&para;</a></h3>
<p>This is the actual <code>Game</code> scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a <em>Node2D</em> and also has an attached script. Also need to add 2 additional <em>AudioStreamPlayers</em> for the &ldquo;start&rdquo; and &ldquo;score&rdquo; sounds, as well as a <em>Sprite</em> for the background (<em>Sprite/Offset/Offset</em> set to <code>(0, 10)</code>) and a <em>Camera2D</em> (<em>Camera2D/Current</em> set to true (checked)). It should look something like this:</p>
-<figure id="__yafg-figure-31">
+<figure id="__yafg-figure-32">
<img alt="Scene - Game - Node setup" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_game_node_setup.png" title="Scene - Game - Node setup">
<figcaption>Scene - Game - Node setup</figcaption>
</figure>
<p>The scene viewport should look something like the following:</p>
-<figure id="__yafg-figure-32">
+<figure id="__yafg-figure-33">
<img alt="Scene - Game - Viewport" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_game_viewport.png" title="Scene - Game - Viewport">
<figcaption>Scene - Game - Viewport</figcaption>
</figure>
@@ -310,12 +310,12 @@
<h4 id="fonts">Fonts<a class="headerlink" href="#fonts" title="Permanent link">&para;</a></h4>
<p>We need some font <code>Resources</code> to style the <em>Label</em> fonts. Under the <em>FileSystem</em> window, right click on the fonts directory (create one if needed) and click on <code>New Resource...</code> and select <em>DynamicFontData</em>, save it in the &ldquo;fonts&rdquo; directory as <code>SilverDynamicFontData.tres</code> (<code>Silver</code> as it is the font I&rsquo;m using) then double click the just created resource and set the <em>DynamicFontData/Font Path</em> to the actual <code>Silver.ttf</code> font (or whatever you want).</p>
<p>Then create a new resource and this time select <em>DynamicFont</em>, name it <code>SilverDynamicFont.tres</code>, then double click to edit and add the <code>SilverDynamicFontData.tres</code> to the <em>DynamicFont/Font/Font Data</em> property (and I personally toggled off the <em>DynamicFont/Font/Antialiased</em> property), now just set the <em>DynamicFont/Settings/(Size, Outline Size, Outline Color)</em> to <code>32</code>, <code>1</code> and <code>black</code>, respectively (or any other values you want). It should look something like this:</p>
-<figure id="__yafg-figure-33">
+<figure id="__yafg-figure-34">
<img alt="Resource - DynamicFont - Default font" src="https://static.luevano.xyz/images/g/flappybird_godot/resource_dynamic_font.png" title="Resource - DynamicFont - Default font">
<figcaption>Resource - DynamicFont - Default font</figcaption>
</figure>
<p>Do the same for another <em>DynamicFont</em> which will be used for the score label, named <code>SilverScoreDynamicFont.tres</code>. Only changes are <em>Dynamic/Settings/(Size, Outline Size)</em> which are set to <code>128</code> and <code>2</code>, respectively. The final files for the fonts should look something like this:</p>
-<figure id="__yafg-figure-34">
+<figure id="__yafg-figure-35">
<img alt="Resource - Dynamicfont - Directory structure" src="https://static.luevano.xyz/images/g/flappybird_godot/resource_dynamic_font_directory_structure.png" title="Resource - Dynamicfont - Directory structure">
<figcaption>Resource - Dynamicfont - Directory structure</figcaption>
</figure>
@@ -344,7 +344,7 @@
</li>
</ul>
<p>The scene ends up looking like this:</p>
-<figure id="__yafg-figure-35">
+<figure id="__yafg-figure-36">
<img alt="Scene - UI - Node setup" src="https://static.luevano.xyz/images/g/flappybird_godot/scene_ui.png" title="Scene - UI - Node setup">
<figcaption>Scene - UI - Node setup</figcaption>
</figure>
@@ -478,7 +478,7 @@ func _remove_first_ground() -&gt; void:
<p>Where you might notice that the <code>_initial_new_tile_x</code> is <code>11</code>, instead of <code>10</code>, refer to <a href="#default-ground-tiles">Default ground tiles</a> where we placed tiles from <code>-8</code> to <code>10</code>, so the next empty one is <code>11</code>. These <code>_place_new_ground</code> and <code>_remove_first_ground</code> functions are called upon receiving the signal.</p>
<h4 id="pipetilemap">PipeTileMap<a class="headerlink" href="#pipetilemap" title="Permanent link">&para;</a></h4>
<p>This is really similar to the <code>GroundTileMap</code> code, instead of defining an <code>enum</code> for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):</p>
-<figure id="__yafg-figure-36">
+<figure id="__yafg-figure-37">
<img alt="PipeTileMap - Tile set indexes" src="https://static.luevano.xyz/images/g/flappybird_godot/tile_set_pipes_indexes.png" title="PipeTileMap - Tile set indexes">
<figcaption>PipeTileMap - Tile set indexes</figcaption>
</figure>
@@ -580,7 +580,7 @@ func get_high_score() -&gt; int:
save_data()
</code></pre>
<p>Now, this script in particular will need to be a <a href="https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html">Singleton (AutoLoad)</a>, which means that there will be only one instance and will be available across all scripts. To do so, go to <em>Project -&gt; Project settings&hellip; -&gt; AutoLoad</em> and select this script in the <code>Path:</code> and add a <code>Node Name:</code> (I used <code>SavedData</code>, if you use something else, be careful while following this devlog) which will be the name we&rsquo;ll use to access the singleton. Toggle on <code>Enable</code> if needed, it should look like this:</p>
-<figure id="__yafg-figure-37">
+<figure id="__yafg-figure-38">
<img alt="Project settings - AutoLoad - SavedData singleton" src="https://static.luevano.xyz/images/g/flappybird_godot/project_settings_autoload_saved_data.png" title="Project settings - AutoLoad - SavedData singleton">
<figcaption>Project settings - AutoLoad - SavedData singleton</figcaption>
</figure>