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- <h1>Creating a FlappyBird clone in Godot 3.5 devlog 1</h1>
-
- <p>I just have a bit of experience with <em>Godot</em> 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:</p>
-<ul>
-<li>Literally just one sprite going up and down.</li>
-<li>Constant horizontal move of the world/player.</li>
-<li>If you go through the gap in the pipes you score a point.</li>
-<li>If you touch the pipes, the ground or go past the &ldquo;ceiling&rdquo; you lose.</li>
-</ul>
-<p>The game was originally developed with <em>Godot 4.0 alpha 8</em>, but it didn&rsquo;t support HTML5 (webassembly) export&hellip; so I backported to <em>Godot 3.5 rc1</em>.</p>
-<p><ins><mark>Note:</mark> I&rsquo;ve updated the game to <em>Godot 4</em> and documented it on my <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_2.html">FlappyBird devlog 2</a> entry.</ins></p>
-<p>Not going to specify all the details, only the needed parts and what could be confusing, as the source code is available and can be inspected; also this assumes minimal knowledge of <em>Godot</em> in general. Usually when I mention that a set/change of something it usually it&rsquo;s a property and it can be found under the <em>Inspector</em> on the relevant node, unless stated otherwise; also, all scripts attached have the same name as the scenes, but in <em>snake_case</em> (scenes/nodes in <em>PascalCase</em>).</p>
-<p>One thing to note, is that I started writing this when I finished the game, so it&rsquo;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&rsquo;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.</p>
-<p>The source code can be found at <a href="https://github.com/luevano/flappybirdgodot/tree/godot-3.5">luevano/flappybirdgodot#godot-3.5</a> (<code>godot-3.5</code> branch), it also contains the exported versions for HTML5, Windows and Linux (<del>be aware that the sound might be too high and I&rsquo;m too lazy to make it configurable, it was the last thing I added</del> <ins>on the latest version this is fixed and audio level is configurable now</ins>). Playable on <a href="https://lorentzeus.itch.io/flappybirdgodot">itch.io</a> (<em>Godot 4</em> version):</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>
-
-<h2 id="table-of-contents">Table of contents<a class="headerlink" href="#table-of-contents" title="Permanent link">&para;</a></h2>
-<div class="toc">
-<ul>
-<li><a href="#table-of-contents">Table of contents</a></li>
-<li><a href="#initial-setup">Initial setup</a><ul>
-<li><a href="#directory-structure">Directory structure</a></li>
-<li><a href="#config">Config</a><ul>
-<li><a href="#default-import-settings">Default import settings</a></li>
-<li><a href="#general-settings">General settings</a></li>
-<li><a href="#keybindings">Keybindings</a></li>
-<li><a href="#layers">Layers</a></li>
-</ul>
-</li>
-</ul>
-</li>
-<li><a href="#assets">Assets</a><ul>
-<li><a href="#importing">Importing</a></li>
-</ul>
-</li>
-<li><a href="#scenes">Scenes</a><ul>
-<li><a href="#tilemaps">TileMaps</a><ul>
-<li><a href="#default-ground-tiles">Default ground tiles</a></li>
-</ul>
-</li>
-<li><a href="#player">Player</a></li>
-<li><a href="#other">Other</a></li>
-<li><a href="#game">Game</a></li>
-<li><a href="#ui">UI</a><ul>
-<li><a href="#fonts">Fonts</a></li>
-<li><a href="#scene-setup">Scene setup</a></li>
-</ul>
-</li>
-<li><a href="#main">Main</a></li>
-</ul>
-</li>
-<li><a href="#scripting">Scripting</a><ul>
-<li><a href="#player_1">Player</a></li>
-<li><a href="#worlddetector">WorldDetector</a></li>
-<li><a href="#worldtiles">WorldTiles</a><ul>
-<li><a href="#groundtilemap">GroundTileMap</a></li>
-<li><a href="#pipetilemap">PipeTileMap</a></li>
-</ul>
-</li>
-<li><a href="#saved-data">Saved data</a></li>
-<li><a href="#game_1">Game</a></li>
-<li><a href="#ui_1">UI</a></li>
-<li><a href="#main_1">Main</a></li>
-</ul>
-</li>
-<li><a href="#final-notes-and-exporting">Final notes and exporting</a><ul>
-<li><a href="#preparing-the-files">Preparing the files</a></li>
-<li><a href="#exporting">Exporting</a></li>
-</ul>
-</li>
-</ul>
-</div>
-<h2 id="initial-setup">Initial setup<a class="headerlink" href="#initial-setup" title="Permanent link">&para;</a></h2>
-<h3 id="directory-structure">Directory structure<a class="headerlink" href="#directory-structure" title="Permanent link">&para;</a></h3>
-<p>I&rsquo;m basically going with what I wrote on <a href="https://blog.luevano.xyz/g/godot_project_structure.html">Godot project structure</a> recently, and probably with minor changes depending on the situation.</p>
-<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-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-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-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-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-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-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>
-<h2 id="assets">Assets<a class="headerlink" href="#assets" title="Permanent link">&para;</a></h2>
-<p>For the assets I found out about a pack that contains just what I need: <a href="https://megacrash.itch.io/flappy-bird-assets">flappy-bird-assets</a> by <a href="https://megacrash.itch.io/">MegaCrash</a>; I just did some minor modifications on the naming of the files. For the font I used <a href="https://poppyworks.itch.io/silver">Silver</a>, and for the sound the resources from <a href="https://github.com/meeq/FlappyBird-N64">FlappyBird-N64</a> (which seems to be taken from <a href="https://www.101soundboards.com/boards/10178-flappy-bird-sounds">101soundboards.com</a> which the orignal copyright holder is <a href="https://dotgears.com/">.Gears</a> anyways).</p>
-<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-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-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>
-<h2 id="scenes">Scenes<a class="headerlink" href="#scenes" title="Permanent link">&para;</a></h2>
-<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-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-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-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-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-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-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-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-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-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-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-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-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-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>
-<p>Finally, make sure the <code>Sprite</code> node has the <em>AnimatedSprite/Animation</em> is set to <code>bird_1</code> and that the <code>Collision</code> node is configured correctly for its size and position (I just have it as a radius of <code>7</code>). As well as dropping the SFX files into the corresponding <em>AudioStreamPlayer</em> (into the <em>AudioStreamPlayer/Stream</em> property).</p>
-<h3 id="other">Other<a class="headerlink" href="#other" title="Permanent link">&para;</a></h3>
-<p>These are really simple scenes that don&rsquo;t require much setup:</p>
-<ul>
-<li><code>CeilingDetector</code>: just an <em>Area2D</em> node with a <em>CollisionShape2D</em> in the form of a rectangle (<em>CollisionShape2D/Shape/extents</em> to <code>(120, 10)</code>), stretched horizontally so it fits the whole screen. <em>CollisionObject2D/Collision/Layer</em> set to <code>bit 4</code> (ceiling) and <em>CollisionObject2D/Collision/Mask</em> set to <code>bit 1</code> (player).</li>
-<li><code>ScoreDetector</code>: similar to the <code>CeilingDetector</code>, but vertical (<em>CollisionShape2D/Shape/extents</em> to <code>(2.5, 128)</code>) and <em>CollisionObject2D/Collision/Layer</em> set to <code>bit 1</code> (player).</li>
-<li><code>WorldDetector</code>: <em>Node2D</em> with a script attached, and 3 <em>RayCast2D</em> as children:<ul>
-<li><code>NewTile</code>: <em>Raycast2D/Enabled</em> to true (checked), <em>Raycast2D/Cast To</em> <code>(0, 400)</code>, <em>Raycast2D/Collision Mask</em> to <code>bit 2</code> (ground) and <em>Node2D/Transform/Position</em> to <code>(152, -200)</code></li>
-<li><code>OldTile</code>: same as &ldquo;NewTile&rdquo;, except for the <em>Node2D/Transform/Position</em>, set it to <code>(-152, -200)</code>.</li>
-<li><code>OldPipe</code>: same as &ldquo;OldTile&rdquo;, except for the <em>Raycast2D/Collision Mask</em>, set it to <code>bit 3</code> (pipe).</li>
-</ul>
-</li>
-</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-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-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>
-<h3 id="ui">UI<a class="headerlink" href="#ui" title="Permanent link">&para;</a></h3>
-<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-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-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>
-<h4 id="scene-setup">Scene setup<a class="headerlink" href="#scene-setup" title="Permanent link">&para;</a></h4>
-<p>This has a bunch of nested nodes, so I&rsquo;ll try to be concise here. The root node is a <em>CanvasLayer</em> named <code>UI</code> with its own script attached, and for the children:</p>
-<ul>
-<li><code>MarginContainer</code>: <em>MarginContainer</em> with <em>Control/Margin/(Left, Top)</em> set to <code>10</code> and <em>Control/Margin/(Right, Bottom)</em> set to <code>-10</code>.<ul>
-<li><code>InfoContainer</code>: <em>VBoxContainer</em> with <em>Control/Theme Overrides/Constants/Separation</em> set to <code>250</code>.<ul>
-<li><code>ScoreContainer</code>: <em>VBoxContainer</em>.<ul>
-<li><code>Score</code>: <em>Label</em> with <em>Label/Align</em> set to <code>Center</code>, <em>Control/Theme Overrides/Fonts/Font</em> to the <code>SilverScoreDynamicFont.tres</code>, if needed adjust the <em>DynamicFont</em> settings.</li>
-<li><code>HighScore</code>: same as <code>Score</code>, escept for the <em>Control/Theme Overrides/Fonts/Font</em> which is set to <code>SilverDynamicFont.tres</code>.</li>
-</ul>
-</li>
-<li><code>StartGame</code>: Same as <code>HighScore</code>.</li>
-</ul>
-</li>
-<li><code>DebugContainer</code>: <em>VBoxContainer</em>.<ul>
-<li><code>FPS</code>: <em>Label</em>.</li>
-</ul>
-</li>
-<li><code>VersionContainer</code>: <em>VBoxContainer</em> with <em>BoxContainer/Alignment</em> set to <code>Begin</code>.<ul>
-<li><code>Version</code>: <em>Label</em> with <em>Label/Align</em> set to <code>Right</code>.</li>
-</ul>
-</li>
-</ul>
-</li>
-</ul>
-<p>The scene ends up looking like this:</p>
-<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>
-<h3 id="main">Main<a class="headerlink" href="#main" title="Permanent link">&para;</a></h3>
-<p>This is the final scene where we connect the <code>Game</code> and the <code>UI</code>. It&rsquo;s made of a <em>Node2D</em> with it&rsquo;s own script attached and an instance of <code>Game</code> and <code>UI</code> as it&rsquo;s children.</p>
-<p>This is a good time to set the default scene when we run the game by going to <em>Project -&gt; Project settings&hellip; -&gt; General</em> and in <em>Application/Run</em> set the <em>Main Scene</em> to the <code>Main.tscn</code> scene.</p>
-<h2 id="scripting">Scripting<a class="headerlink" href="#scripting" title="Permanent link">&para;</a></h2>
-<p>I&rsquo;m going to keep this scripting part to the most basic code blocks, as it&rsquo;s too much code, for a complete view you can head to the <a href="https://github.com/luevano/flappybird_godot/tree/godot-3.5">source code</a>.</p>
-<p>As of now, the game itself doesn&rsquo;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.</p>
-<h3 id="player_1">Player<a class="headerlink" href="#player_1" title="Permanent link">&para;</a></h3>
-<p>The most basic code needed so the bird goes up and down is to just detect <code>jump</code> key presses and add a negative jump velocity so it goes up (<code>y</code> coordinate is reversed in godot&hellip;), we also check the velocity sign of the <code>y</code> coordinate to decide if the animation is playing or not.</p>
-<pre><code class="language-gdscript">class_name Player
-extends KinematicBody2D
-
-export(float, 1.0, 1000.0, 1.0) var JUMP_VELOCITY: float = 380.0
-
-onready var sprite: AnimatedSprite = $Sprite
-
-var gravity: float = 10 * ProjectSettings.get_setting(&quot;physics/2d/default_gravity&quot;)
-var velocity: Vector2 = Vector2.ZERO
-
-
-func _physics_process(delta: float) -&gt; void:
- velocity.y += gravity * delta
-
- if Input.is_action_just_pressed(&quot;jump&quot;):
- velocity.y = -JUMP_VELOCITY
-
- if velocity.y &lt; 0.0:
- sprite.play()
- else:
- sprite.stop()
-
- velocity = move_and_slide(velocity)
-</code></pre>
-<p>You can play it now and you should be able to jump up and down, and the bird should stop on the ground (although you can keep jumping). One thing to notice is that when doing <code>sprite.stop()</code> it stays on the last frame, we can fix that using the code below (and then change <code>sprite.stop()</code> for <code>_stop_sprite()</code>):</p>
-<pre><code class="language-gdscript">func _stop_sprite() -&gt; void:
- if sprite.playing:
- sprite.stop()
- if sprite.frame != 0:
- sprite.frame = 0
-</code></pre>
-<p>Where we just check that the last frame has to be the frame 0.</p>
-<p>Now just a matter of adding other needed code for moving horizontally, add sound by getting a reference to the <em>AudioStreamPlayers</em> and doing <code>sound.play()</code> when needed, as well as handling death scenarios by adding a <code>signal died</code> at the beginning of the script and handle any type of death scenario using the below function:</p>
-<pre><code class="language-gdscript">func _emit_player_died() -&gt; void:
- # bit 2 corresponds to pipe (starts from 0)
- set_collision_mask_bit(2, false)
- dead = true
- SPEED = 0.0
- emit_signal(&quot;died&quot;)
- # play the sounds after, because yield will take a bit of time,
- # this way the camera stops when the player &quot;dies&quot;
- velocity.y = -DEATH_JUMP_VELOCITY
- velocity = move_and_slide(velocity)
- hit_sound.play()
- yield(hit_sound, &quot;finished&quot;)
- dead_sound.play()
-</code></pre>
-<p>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.</p>
-<h3 id="worlddetector">WorldDetector<a class="headerlink" href="#worlddetector" title="Permanent link">&para;</a></h3>
-<p>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:</p>
-<pre><code class="language-gdscript">func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -&gt; bool:
- if detector.is_colliding():
- return true
- if flag:
- emit_signal(signal_name)
- return false
- return true
-
-
-func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) -&gt; bool:
- if detector.is_colliding():
- if not flag:
- emit_signal(signal_name)
- return true
- return false
-</code></pre>
-<p>We need to keep track of 3 &ldquo;flags&rdquo;: <code>ground_was_colliding</code>, <code>ground_now_colliding</code> and <code>pipe_now_colliding</code> (and their respective signals), which are going to be used to do the checks inside <code>_physics_process</code>. For example for checking for new ground: <code>ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding")</code>.</p>
-<h3 id="worldtiles">WorldTiles<a class="headerlink" href="#worldtiles" title="Permanent link">&para;</a></h3>
-<p>This script is what handles the <code>GroundTileMap</code> as well as the <code>PipeTileMap</code> and just basically functions as a &ldquo;Signal bus&rdquo; connecting a bunch of signals from the <code>WorldDetector</code> with the <em>TileMaps</em> and just tracking how many pipes have been placed:</p>
-<pre><code class="language-gdscript">export(int, 2, 20, 2) var PIPE_SEP: int = 6
-var tiles_since_last_pipe: int = PIPE_SEP - 1
-
-
-func _on_WorldDetector_ground_stopped_colliding() -&gt; void:
- emit_signal(&quot;place_ground&quot;)
-
- tiles_since_last_pipe += 1
- if tiles_since_last_pipe == PIPE_SEP:
- emit_signal(&quot;place_pipe&quot;)
- tiles_since_last_pipe = 0
-
-
-func _on_WorldDetector_ground_started_colliding() -&gt; void:
- emit_signal(&quot;remove_ground&quot;)
-
-
-func _on_WorldDetector_pipe_started_colliding() -&gt; void:
- emit_signal(&quot;remove_pipe&quot;)
-</code></pre>
-<h4 id="groundtilemap">GroundTileMap<a class="headerlink" href="#groundtilemap" title="Permanent link">&para;</a></h4>
-<p>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 <code>enum</code>s so I used them to define the possible <code>Ground</code> tiles:</p>
-<pre><code class="language-gdscript">enum Ground {
- TILE_1,
- TILE_2,
- TILE_3,
- TILE_DOWN_1,
-}
-</code></pre>
-<p>This way you can just select the tile by doing <code>Ground.TILE_1</code>, which will correspond to the <code>int</code> value of <code>0</code>. So most of the code is just:</p>
-<pre><code class="language-gdscript"># old_tile is the actual first tile, whereas the new_tile_position
-# is the the next empty tile; these also correspond to the top tile
-const _ground_level: int = 7
-const _initial_old_tile_x: int = -8
-const _initial_new_tile_x: int = 11
-var old_tile_position: Vector2 = Vector2(_initial_old_tile_x, _ground_level)
-var new_tile_position: Vector2 = Vector2(_initial_new_tile_x, _ground_level)
-
-
-func _place_new_ground() -&gt; void:
- set_cellv(new_tile_position, _get_random_ground())
- set_cellv(new_tile_position + Vector2.DOWN, Ground.TILE_DOWN_1)
- new_tile_position += Vector2.RIGHT
-
-
-func _remove_first_ground() -&gt; void:
- set_cellv(old_tile_position, -1)
- set_cellv(old_tile_position + Vector2.DOWN, -1)
- old_tile_position += Vector2.RIGHT
-</code></pre>
-<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-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>
-<p>Then you can use the following &ldquo;pipe patterns&rdquo;:</p>
-<pre><code class="language-gdscript">var pipe: Dictionary = {
- PipePattern.PIPE_1: [0, 1, 2, 2, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2],
- PipePattern.PIPE_2: [0, 1, 2, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2],
- PipePattern.PIPE_3: [0, 1, 2, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2],
- PipePattern.PIPE_4: [0, 1, 2, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2],
- PipePattern.PIPE_5: [0, 1, 2, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2],
- PipePattern.PIPE_6: [0, 1, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 2]
-}
-</code></pre>
-<p>Now, the pipe system requires a bit more of tracking as we need to instantiate a <code>ScoreDetector</code> here, too. I ended up keeping track of the placed pipes/detectors by using a &ldquo;pipe stack&rdquo; (and &ldquo;detector stack&rdquo;) which is just an array of placed objects from which I pop the first when deleting them:</p>
-<pre><code class="language-gdscript">onready var _pipe_sep: int = get_parent().PIPE_SEP
-const _pipe_size: int = 16
-const _ground_level: int = 7
-const _pipe_level_y: int = _ground_level - 1
-const _initial_new_pipe_x: int = 11
-var new_pipe_starting_position: Vector2 = Vector2(_initial_new_pipe_x, _pipe_level_y)
-var pipe_stack: Array
-
-# don't specify type for game, as it results in cyclic dependency,
-# as stated here: https://godotengine.org/qa/39973/cyclic-dependency-error-between-actor-and-actor-controller
-onready var game = get_parent().get_parent()
-var detector_scene: PackedScene = preload(&quot;res://levels/detectors/score_detector/ScoreDetector.tscn&quot;)
-var detector_offset: Vector2 = Vector2(16.0, -(_pipe_size / 2.0) * 16.0)
-var detector_stack: Array
-</code></pre>
-<p>The <code>detector_offset</code> 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 <code>ScoreDetector</code> (<code>detector_scene</code>) and set it&rsquo;s position to the pipe starting position plus the offset, so it&rsquo;s centered in the pipe, then just need to connect the <code>body_entered</code> 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:</p>
-<pre><code class="language-gdscript">func _place_new_pipe() -&gt; void:
- var current_pipe: Vector2 = new_pipe_starting_position
- for tile in pipe[_get_random_pipe()]:
- set_cellv(current_pipe, tile)
- current_pipe += Vector2.UP
-
- var detector: Area2D = detector_scene.instance()
- detector.position = map_to_world(new_pipe_starting_position) + detector_offset
- detector.connect(&quot;body_entered&quot;, game, &quot;_on_ScoreDetector_body_entered&quot;)
- detector_stack.append(detector)
- add_child(detector)
-
- pipe_stack.append(new_pipe_starting_position)
- new_pipe_starting_position += _pipe_sep * Vector2.RIGHT
-</code></pre>
-<p>For removing pipes, it&rsquo;s really similar but instead of getting the position from the next tile, we pop the first element from the (pipe/detector) stack and work with that. To remove the cells we just set the index to <code>-1</code>:</p>
-<pre><code class="language-gdscript">func _remove_old_pipe() -&gt; void:
- var current_pipe: Vector2 = pipe_stack.pop_front()
- var c: int = 0
- while c &lt; _pipe_size:
- set_cellv(current_pipe, -1)
- current_pipe += Vector2.UP
- c += 1
-
- var detector: Area2D = detector_stack.pop_front()
- remove_child(detector)
- detector.queue_free()
-</code></pre>
-<p>These functions are called when receiving the signal to place/remove pipes.</p>
-<h3 id="saved-data">Saved data<a class="headerlink" href="#saved-data" title="Permanent link">&para;</a></h3>
-<p>Before proceeding, we require a way to save/load data (for the high scores). We&rsquo;re going to use the <em>ConfigFile</em> node that uses a custom version of the <code>ini</code> file format. Need to define where to save the data:</p>
-<pre><code class="language-gdscript">const DATA_PATH: String = &quot;user://data.cfg&quot;
-const SCORE_SECTION: String = &quot;score&quot;
-var _data: ConfigFile
-</code></pre>
-<p>Note that <code>user://</code> is a OS specific path in which the data can be stored on a per user basis, for more: <a href="https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html">File paths</a>. Then, a way to load the save file:</p>
-<pre><code class="language-gdscript">func _load_data() -&gt; void:
- # create an empty file if not present to avoid error while loading settings
- var file: File = File.new()
- if not file.file_exists(DATA_PATH):
- file.open(DATA_PATH, file.WRITE)
- file.close()
-
- _data = ConfigFile.new()
- var err: int = _data.load(DATA_PATH)
- if err != OK:
- print(&quot;[ERROR] Cannot load data.&quot;)
-</code></pre>
-<p>A way to save the data:</p>
-<pre><code class="language-gdscript">func save_data() -&gt; void:
- var err: int = _data.save(DATA_PATH)
- if err != OK:
- print(&quot;[ERROR] Cannot save data.&quot;)
-</code></pre>
-<p>And of course, a way to get and set the high score:</p>
-<pre><code class="language-gdscript">func set_new_high_score(high_score: int) -&gt; void:
- _data.set_value(SCORE_SECTION, &quot;high_score&quot;, high_score)
-
-
-func get_high_score() -&gt; int:
- return _data.get_value(SCORE_SECTION, &quot;high_score&quot;)
-</code></pre>
-<p>Then, whenever this script is loaded we load the data and if it&rsquo;s a new file, then add the default high score of 0:</p>
-<pre><code class="language-gdscript">func _ready() -&gt; void:
- _load_data()
-
- if not _data.has_section(SCORE_SECTION):
- set_new_high_score(0)
- 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-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>
-<h3 id="game_1">Game<a class="headerlink" href="#game_1" title="Permanent link">&para;</a></h3>
-<p>The game script it&rsquo;s also like a &ldquo;Signal bus&rdquo; in the sense that it connects all its childs&rsquo; signals together, and also has the job of starting/stopping the <code>_process</code> and <code>_physics_process</code> methods from the childs as needed. First, we need to define the signals and and references to all child nodes:</p>
-<pre><code class="language-gdscript">signal game_started
-signal game_over
-signal new_score(score, high_score)
-
-onready var player: Player = $Player
-onready var background: Sprite= $Background
-onready var world_tiles: WorldTiles = $WorldTiles
-onready var ceiling_detector: Area2D = $CeilingDetector
-onready var world_detector: Node2D = $WorldDetector
-onready var camera: Camera2D = $Camera
-onready var start_sound: AudioStreamPlayer = $StartSound
-onready var score_sound: AudioStreamPlayer = $ScoreSound
-</code></pre>
-<p>It&rsquo;s important to get the actual &ldquo;player speed&rdquo;, as we&rsquo;re using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the <code>game_scale</code> we setup at the beginning and compute the <code>player_speed</code>:</p>
-<pre><code class="language-gdscript">var _game_scale: float = ProjectSettings.get_setting(&quot;application/config/game_scale&quot;)
-var player_speed: float
-
-
-func _ready() -&gt; void:
- scale = Vector2(_game_scale, _game_scale)
- # so we move at the actual speed of the player
- player_speed = player.SPEED / _game_scale
-</code></pre>
-<p>This <code>player_speed</code> will be needed as we need to move all the nodes (<code>Background</code>, <code>Camera</code>, etc.) in the <code>x</code> axis as the player is moving. This is done in the <code>_physics_process</code>:</p>
-<pre><code class="language-gdscript">func _physics_process(delta: float) -&gt; void:
- ceiling_detector.move_local_x(player_speed * delta)
- world_detector.move_local_x(player_speed * delta)
- background.move_local_x(player_speed * delta)
- camera.move_local_x(player_speed * delta)
-</code></pre>
-<p>We also need a way to start and stop the processing of all the nodes:</p>
-<pre><code class="language-gdscript">func _set_processing_to(on_off: bool, include_player: bool = true) -&gt; void:
- set_process(on_off)
- set_physics_process(on_off)
- if include_player:
- player.set_process(on_off)
- player.set_physics_process(on_off)
- world_tiles.set_process(on_off)
- world_tiles.set_physics_process(on_off)
- ceiling_detector.set_process(on_off)
- ceiling_detector.set_physics_process(on_off)
-</code></pre>
-<p>Where the <code>player</code> is a special case, as when the player dies, it should still move (only down), else it would just freeze in place. In <code>_ready</code> we connect all the necessary signals as well as initially set the processing to <code>false</code> using the last function. To start/restart the game we need to keep a flag called <code>is_game_running</code> initially set to <code>false</code> and then handle the (re)startability in <code>_input</code>:</p>
-<pre><code class="language-gdscript">func _input(event: InputEvent) -&gt; void:
- if not is_game_running and event.is_action_pressed(&quot;jump&quot;):
- _set_processing_to(true)
- is_game_running = true
- emit_signal(&quot;game_started&quot;)
- start_sound.play()
-
- if event.is_action_pressed(&quot;restart&quot;):
- get_tree().reload_current_scene()
-</code></pre>
-<p>Then we handle two specific signals:</p>
-<pre><code class="language-gdscript">func _on_Player_died() -&gt; void:
- _set_processing_to(false, false)
- emit_signal(&quot;game_over&quot;)
-
-
-func _on_ScoreDetector_body_entered(body: Node2D) -&gt; void:
- score += 1
- if score &gt; high_score:
- high_score = score
- SavedData.set_new_high_score(high_score)
- SavedData.save_data()
- emit_signal(&quot;new_score&quot;, score, high_score)
- score_sound.play()
-</code></pre>
-<p>When the <code>player</code> dies, we set all processing to <code>false</code>, except for the player itself (so it can drop all the way to the ground). Also, when receiving a &ldquo;scoring&rdquo; signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the <code>high_score</code> at the beginning by calling <code>SavedData.get_high_score()</code>. This signal we emit will be received by the <code>UI</code> so it updates accordingly.</p>
-<h3 id="ui_1">UI<a class="headerlink" href="#ui_1" title="Permanent link">&para;</a></h3>
-<p>First thing is to get a reference to all the child <em>Labels</em>, an initial reference to the high score as well as the version defined in the project settings:</p>
-<pre><code class="language-gdscript">onready var fps_label: Label = $MarginContainer/DebugContainer/FPS
-onready var version_label: Label = $MarginContainer/VersionContainer/Version
-onready var score_label: Label = $MarginContainer/InfoContainer/ScoreContainer/Score
-onready var high_score_label: Label = $MarginContainer/InfoContainer/ScoreContainer/HighScore
-onready var start_game_label: Label = $MarginContainer/InfoContainer/StartGame
-
-onready var _initial_high_score: int = SavedData.get_high_score()
-
-var _version: String = ProjectSettings.get_setting(&quot;application/config/version&quot;)
-</code></pre>
-<p>Then set the initial <em>Label</em> values as well as making the <code>fps_label</code> invisible:</p>
-<pre><code class="language-gdscript">func _ready() -&gt; void:
- fps_label.visible = false
- version_label.set_text(&quot;v%s&quot; % _version)
- high_score_label.set_text(&quot;High score: %s&quot; % _initial_high_score)
-</code></pre>
-<p>Now we need to handle the <code>fps_label</code> update and toggle:</p>
-<pre><code class="language-gdscript">func _input(event: InputEvent) -&gt; void:
- if event.is_action_pressed(&quot;toggle_debug&quot;):
- fps_label.visible = !fps_label.visible
-
-
-func _process(delta: float) -&gt; void:
- if fps_label.visible:
- fps_label.set_text(&quot;FPS: %d&quot; % Performance.get_monitor(Performance.TIME_FPS))
-</code></pre>
-<p>Finally the signal receiver handlers which are straight forward:</p>
-<pre><code class="language-gdscript">func _on_Game_game_started() -&gt; void:
- start_game_label.visible = false
- high_score_label.visible = false
-
-
-func _on_Game_game_over() -&gt; void:
- start_game_label.set_text(&quot;Press R to restart&quot;)
- start_game_label.visible = true
- high_score_label.visible = true
-
-
-func _on_Game_new_score(score: int, high_score: int) -&gt; void:
- score_label.set_text(String(score))
- high_score_label.set_text(&quot;High score: %s&quot; % high_score)
-</code></pre>
-<h3 id="main_1">Main<a class="headerlink" href="#main_1" title="Permanent link">&para;</a></h3>
-<p>This is the shortest script, it just connects the signals between the <code>Game</code> and the <code>UI</code>:</p>
-<pre><code class="language-gdscript">onready var game: Game = $Game
-onready var ui: UI = $UI
-
-var _game_over: bool = false
-
-
-func _ready() -&gt; void:
- game.connect(&quot;game_started&quot;, ui, &quot;_on_Game_game_started&quot;)
- game.connect(&quot;game_over&quot;, ui, &quot;_on_Game_game_over&quot;)
- game.connect(&quot;new_score&quot;, ui, &quot;_on_Game_new_score&quot;)
-</code></pre>
-<h2 id="final-notes-and-exporting">Final notes and exporting<a class="headerlink" href="#final-notes-and-exporting" title="Permanent link">&para;</a></h2>
-<p>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.</p>
-<h3 id="preparing-the-files">Preparing the files<a class="headerlink" href="#preparing-the-files" title="Permanent link">&para;</a></h3>
-<p>If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows <code>ico</code> format (if exporting to Windows, else ignore this part). For this you need <a href="https://imagemagick.org/index.php">ImageMagick</a> or some other program that can transform <code>png</code> (or whatever file format you used for the icon) to <code>ico</code>. I used [Chocolatey][https://chocolatey.org/] to install <code>imagemagick</code>, then to convert the icon itself used: <code>magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico</code> as detailed in <em>Godot</em>&lsquo;s <a href="https://docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html">Changing application icon for Windows</a>.</p>
-<h3 id="exporting">Exporting<a class="headerlink" href="#exporting" title="Permanent link">&para;</a></h3>
-<p>You need to download the templates for exporting as detailed in <em>Godot</em>&lsquo;s <a href="https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html">Exporting projects</a>. Basically you go to <em>Editor -&gt; Manage Export Templates&hellip;</em> and download the latest one specific to your <em>Godot</em> version by clicking on <code>Download and Install</code>.</p>
-<p>If exporting for Windows then you also need to download <code>rcedit</code> from <a href="https://github.com/electron/rcedit/releases/latest">here</a>. Just place it wherever you want (I put it next to the <em>Godot</em> executable).</p>
-<p>Then go to <em>Project -&gt; Export&hellip;</em> and the Window should be empty, add a new template by clicking on <code>Add...</code> 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 &ldquo;Export Path&rdquo; for each template, which is te location of where the executable will be written to, and in the case of the <em>Windows Desktop</em> template you could also setup stuff like <code>Company Name</code>, <code>Product Name</code>, <code>File/Product Version</code>, etc..</p>
-<p>Once the templates are setup, select any and click on <code>Export Project</code> at the bottom, and make sure to untoggle <code>Export With Debug</code> in the window that pops up, this checkbox should be at the bottom of the new window.</p>
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- <p>By David Luévano</p>
- <p>Created: Sun, May 29, 2022 @ 03:38 UTC</p>
- <p>Modified: Sat, Aug 26, 2023 @ 04:45 UTC</p>
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- <h1>Porting the FlappyBird clone to Godot 4.1 devlog 2</h1>
-
- <p>As stated in my <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBird devlog 1</a> entry I originally started the clone in <em>Godot 4</em>, then backported back to <em>Godot 3</em> because of HTML5 support, and now I&rsquo;m porting it back again to <em>Godot 4</em> as there is support again and I want to start getting familiar with it for future projects.</p>
-<p>The source code can be found at <a href="https://github.com/luevano/flappybirdgodot">luevano/flappybirdgodot</a> (<code>main</code> branch). Playable at <a href="https://lorentzeus.itch.io/flappybirdgodot">itch.io</a>:</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>
-
-<h2 id="table-of-contents">Table of contents<a class="headerlink" href="#table-of-contents" title="Permanent link">&para;</a></h2>
-<div class="toc">
-<ul>
-<li><a href="#table-of-contents">Table of contents</a></li>
-<li><a href="#porting-to-godot-4">Porting to Godot 4</a><ul>
-<li><a href="#general-changes">General changes</a></li>
-<li><a href="#player">Player</a></li>
-<li><a href="#world">World</a><ul>
-<li><a href="#scene">Scene</a></li>
-<li><a href="#script">Script</a></li>
-</ul>
-</li>
-</ul>
-</li>
-<li><a href="#changes-and-improvements">Changes and improvements</a><ul>
-<li><a href="#audio">Audio</a></li>
-<li><a href="#event-bus">Event bus</a></li>
-<li><a href="#ui">UI</a></li>
-<li><a href="#misc">Misc</a></li>
-</ul>
-</li>
-</ul>
-</div>
-<h2 id="porting-to-godot-4">Porting to Godot 4<a class="headerlink" href="#porting-to-godot-4" title="Permanent link">&para;</a></h2>
-<p><strong>Disclaimer:</strong> I started the port back in <em>Godot 4.0</em> something and left the project for a while, then opened the project again in <em>Godot 4.1</em>, and it didn&rsquo;t ask to convert anything so probably nowadays the conversion is better. Godot&rsquo;s documentation is pretty useful, I looked at the <a href="https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html">GDScript reference</a> and <a href="https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html">GDScript exports</a> and that helped a lot.</p>
-<h3 id="general-changes">General changes<a class="headerlink" href="#general-changes" title="Permanent link">&para;</a></h3>
-<p>These include the first changes for fixing some of the conflicting code to at least make it run (no gameplay) as well as project settings adjustments.</p>
-<ul>
-<li>Changing the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#default-import-settings">default import settings</a> for pixel art no longer works (though it&rsquo;s worth to double check as they changed from <code>Texture</code> to a <code>Texture2D</code>). The important parameter to <a href="https://ask.godotengine.org/122518/how-to-import-pixel-art-in-godot-4">change is the <em>Filter</em> for the textures</a>.<ul>
-<li>Change by going to the <em>Project Settings</em> at <em>General -&gt; Rendering -&gt; Textures</em> and set the <em>Canvas Textures -&gt; Default Texture Filter</em> to &ldquo;Nearest&rdquo;.</li>
-</ul>
-</li>
-<li>Re-set the <em>InputMap</em> as the system probably changed from <em>Godot 3</em> to <em>Godot 4</em>.</li>
-<li>For <code>SavedData</code> singleton, change from <code>File</code> to <code>ConfigFile</code> and refactor. This is really not needed for making it run, but I changed this right away.</li>
-<li>Remove <code>velocity</code> property of <code>Player</code> which is already included in <code>CharacterBody2D</code>.</li>
-<li>Disable all <code>TileMap</code> related code as tile maps have changed drastically, they need more effort to covnert.</li>
-<li>Change <code>String(int)</code> to <code>str(int)</code>.</li>
-</ul>
-<h3 id="player">Player<a class="headerlink" href="#player" title="Permanent link">&para;</a></h3>
-<p>Now that the game at least runs, next thing is to make it &ldquo;playable&rdquo;:</p>
-<ul>
-<li><code>AnimatedSprite</code> changed to <code>AnimatedSprite2D</code> (with the inclusion of <code>AnimatedSprite3D</code>). This node type changed with the automatic conversion.<ul>
-<li>Instead of checking if an animation is playing with the the <code>playing</code> property, the method <code>is_playing()</code> needs to be used.</li>
-</ul>
-</li>
-<li>The <code>default_gravity</code> from the <code>ProjectSettings</code> no longer needs to be multiplied by <code>10</code> to have reasonable numbers. The default is now <code>980</code> instead of <code>98</code>. I later changed this when refactoring the code and fine-tuning the feel of the movement.</li>
-<li>The <em>Collision mask</em> can be changed programatically with the <code>set_collision_mask_value</code> (and similar with the layer). Before, the mask/layer was specified by the <code>bit</code> which started from <code>0</code>, but now it is accessed by the <code>layer_number</code> which starts from <code>1</code>.</li>
-</ul>
-<h3 id="world">World<a class="headerlink" href="#world" title="Permanent link">&para;</a></h3>
-<p>This is the most challenging part as the <code>TileMap</code> system changed drastically, it is basically a <em>from the ground up redesign</em>, luckily the <code>TileMap</code>s I use are really simple. Since this is not intuitive from the get-go, I took some notes on the steps I took to set up the world <code>TileMap</code>.</p>
-<h4 id="scene">Scene<a class="headerlink" href="#scene" title="Permanent link">&para;</a></h4>
-<p>Instead of using one scene per <code>TileMap</code> only one <code>TileMap</code> can be used with multiple <em>Atlas</em> in the <code>TileSet</code>. Multiple physics layers can now be used per <code>TileSet</code> so you can separate the physics collisions on a per <em>Atlas</em> or <em>Tile</em> basis. The inclusion of <em>Tile patterns</em> also helps when working with multiple <em>Tiles</em> for a single cell &ldquo;placement&rdquo;. How I did it:</p>
-<ol>
-<li>Created one scene with one <code>TileMap</code> node, called <code>WorldTileMap.tscn</code>, with only one <code>TileSet</code> as multiple <em>Atlas</em>&lsquo; can be used (this would be a single <code>TileSet</code> in <em>Godot 3</em>).<ul>
-<li>To add a <code>TileSet</code>, select the <code>WorldTileMap</code> and go to <em>Inspector -&gt; TileMap -&gt; TileSet</em> then click on &ldquo;<empty>&rdquo; and then &ldquo;New TileSet&rdquo; button.</li>
-<li>To manipulate a <code>TileSet</code>, it needs to be selected, either by clicking in the <em>Inspector</em> section or on the bottom of the screen (by default) to the left of <em>TileMap</em>, as shown in the image below.</li>
-</ul>
-</li>
-</ol>
-<figure id="__yafg-figure-48">
-<img alt="TileMap's TileSet selection highlighted in red, &quot;Add&quot; button in green." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_tileset_selected_add_atlas.png.png &quot;TileMap's TileSet selection highlighted in red, &quot;Add&quot; button in green&quot;.">
-<figcaption></figcaption>
-</figure>
-<ol start="2">
-<li>Add two <em>Atlas</em> to the <code>TileSet</code> (one for the ground tiles and another for the pipes) by clicking on the &ldquo;Add&rdquo; button (as shown in the image above) and then on &ldquo;Atlas&rdquo;.</li>
-<li>By selecting an atlas and having the &ldquo;Setup&rdquo; selected, change the <em>Name</em> to something recognizable like <code>ground</code> and add the texture atlas (the spritesheet) by dragging and dropping in the &ldquo;<empty>&rdquo; <em>Texture</em> field, as shown in the image below. Take a not of the <em>ID</em>, they start from <code>0</code> and increment for each atlas, but if they&rsquo;re not <code>0</code> and <code>1</code> change them.</li>
-</ol>
-<figure id="__yafg-figure-49">
-<img alt="TileSet atlas setup selection highlighted in red, atlas name and id in green." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_atlas_setup_selection.png" title="TileSet atlas setup selection highlighted in red, atlas name and id in green.">
-<figcaption>TileSet atlas setup selection highlighted in red, atlas name and id in green.</figcaption>
-</figure>
-<ol start="4">
-<li>I also like to delete unnecessary tiles (for now) by selecting the atlas &ldquo;Setup&rdquo; and the &ldquo;Eraser&rdquo; tool, as shown in the image below. Then to erase tiles just select them and they&rsquo;ll be highlighted in black, once deleted they will be grayed out. If you want to activate tiles again just deselect the &ldquo;Eraser&rdquo; tool and select wanted tiles.</li>
-</ol>
-<figure id="__yafg-figure-50">
-<img alt="Atlas setup erase tiles. &quot;Setup&quot; selection and &quot;Eraser&quot; tool highlighted in red and green, respectively." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_atlas_setup_selection.png" title="Atlas setup erase tiles. &quot;Setup&quot; selection and &quot;Eraser&quot; tool highlighted in red and green, respectively.">
-<figcaption>Atlas setup erase tiles. &ldquo;Setup&rdquo; selection and &ldquo;Eraser&rdquo; tool highlighted in red and green, respectively.</figcaption>
-</figure>
-<ol start="5">
-<li>For the pipes it is a good idea to modify the &ldquo;tile width&rdquo; for horizontal <code>1x2</code> tiles. This can be acomplished by removing all tiles except for one, then going to the &ldquo;Select&rdquo; section of the atlas, selecting a tile and extending it either graphically by using the yellow circles or by using the properties, as shown in the image below.</li>
-</ol>
-<figure id="__yafg-figure-51">
-<img alt="Atlas resize tile. &quot;Select&quot; selection and &quot;Size in Atlas&quot; highlighted in red and green, respectively." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_atlas_pipe_wide.png" title="Atlas resize tile. &quot;Select&quot; selection and &quot;Size in Atlas&quot; highlighted in red and green, respectively.">
-<figcaption>Atlas resize tile. &ldquo;Select&rdquo; selection and &ldquo;Size in Atlas&rdquo; highlighted in red and green, respectively.</figcaption>
-</figure>
-<ol start="6">
-<li>Add physics (collisions) by selecting the <code>WorldTileMap</code>&lsquo;s <code>TileSet</code> and clicking on &ldquo;Add Element&rdquo; at the <em>TileMap -&gt; TileSet -&gt; Physics Layer</em> twice, one physics layer per atlas. Then set the collision&rsquo;s layers and masks accordingly (ground on layer 2, pipe on 3). In my case, based on my already set <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#layers">layers</a>.<ul>
-<li>This will enable physics properties on the tiles when selecting them (by selecting the atlas, being in the correct &ldquo;Select&rdquo; section and selecting a tile) and start drawing a polygon with the tools provided. This part is hard to explain in text, but below is an image of how it looks once the polygon is set.</li>
-</ul>
-</li>
-</ol>
-<figure id="__yafg-figure-52">
-<img alt="Tile add physics polygon in Physics Layer 0." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_tileset_selected_add_atlas.png" title="Tile add physics polygon on physics layer 0.">
-<figcaption>Tile add physics polygon on physics layer 0.</figcaption>
-</figure>
-<pre><code>- 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.
-</code></pre>
-<ol start="8">
-<li>Create a tile pattern by drawing the tiles wanted in the editor and then going to the <em>Patterns</em> tab (to the right of <em>Tiles</em>) in the <em>TileMap</em>, selecting all tiles wanted in the pattern and dragging the tiles to the <em>Patterns</em> window. Added patterns will show in this window as shown in the image below, and assigned with IDs starting from <code>0</code>.</li>
-</ol>
-<figure id="__yafg-figure-53">
-<img alt="Tileset pattern." src="https://static.luevano.xyz/images/g/flappybird_godot4/godot4_tileset_pattern.png" title="Tileset pattern.">
-<figcaption>Tileset pattern.</figcaption>
-</figure>
-<h4 id="script">Script<a class="headerlink" href="#script" title="Permanent link">&para;</a></h4>
-<p>Basically merged all 3 scripts (<code>ground_tile_map.gd</code>, <code>pipe_tile_map.gd</code> and <code>world_tiles.gd</code>) into one (<code>world_tile_map.gd</code>) and immediatly was able to delete a lot of signal calls between those 3 scripts and redundant code.</p>
-<p>The biggest change in the scripting side are the functions to place tiles. For <em>Godot 3</em>:</p>
-<pre><code class="language-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 ))
-</code></pre>
-<p>Whereas in <em>Godot 4</em>:</p>
-<pre><code class="language-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)
-</code></pre>
-<p>How to use these functions in <em>Godot 4</em> (new properties or differences/changes):</p>
-<ul>
-<li><code>layer</code>: for my case I only use 1 layer so it is always set to <code>0</code>.</li>
-<li><code>coords</code>: would be the equivalent to <code>position</code> for <code>set_cellv</code> in <em>Godot 3</em>.</li>
-<li><code>source_id</code>: which atlas to use (ground: <code>0</code> or pipe <code>1</code>).</li>
-<li><code>atlas_coords</code>: tile to use in the atlas. This would be the equivalent to <code>tile</code> in <em>Godot 3</em>.</li>
-<li><code>alternative_tile</code>: for tiles that have alternatives such as mirrored or rotated tiles, not required in my case.</li>
-</ul>
-<p>Setting <code>source_id=-1</code>, <code>atlas_coords=Vector21(-1,-1)</code> or <code>alternative_tile=-1</code> will delete the tile at <code>coords</code>, similar to just using <code>erase_cell</code>.</p>
-<p>With the addition to <em>Tile patterns</em> (to place multiple tiles), there is a new function:</p>
-<pre><code class="language-gdscript"># place pattern
-void set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern)
-</code></pre>
-<p>Where <code>position</code> has the same meaning as <code>coords</code> in <code>set_cell</code>/<code>erase_cell</code>, not sure why it has a different name. The <code>pattern</code> can be obtained by using <code>get_pattern</code> method on the <code>tile_set</code> property of the <code>TileMap</code>. Something like:</p>
-<pre><code class="language-gdscript">var pattern: TileMapPattern = tile_set.get_pattern(index)
-</code></pre>
-<p>Other than that, <code>Vector2</code> needs to be changed to <code>Vector2i</code>.</p>
-<h2 id="changes-and-improvements">Changes and improvements<a class="headerlink" href="#changes-and-improvements" title="Permanent link">&para;</a></h2>
-<p>General changes and additions that have nothing to do with porting to <em>Godot 4</em>, things I wanted to add regardless of the version.</p>
-<h3 id="audio">Audio<a class="headerlink" href="#audio" title="Permanent link">&para;</a></h3>
-<p>The audio in the <em>Godot 3</em> version was added in the last minute and it was blasting by default with no option to decrease the volume or mute it. To deal with this:</p>
-<ol>
-<li>Refactored the code into a single scene/script to have better control.</li>
-<li>Added a volume control slider by following <a href="https://www.gdquest.com/tutorial/godot/audio/volume-slider/">this GDQuest guide</a>.</li>
-<li>Added a mute button, following the same principle as with the volume control.</li>
-</ol>
-<p>The basic code required for these features is the following:</p>
-<pre><code class="language-gdscript"># get audio bus index
-var audio_bus_name: String = &quot;Master&quot;
-var _bus: int = AudioServer.get_bus_index(audio_bus_name)
-
-# change the volume
-var linear_volume: float = 0.5 # 50%, needs to be between 0.0 and 1.0
-var db_volume: float = linear_to_db(linear_volume)
-AudioServer.set_bus_volume_db(_bus, db_volume)
-
-# mute
-AudioServer.set_bus_mute(_bus, true) # false to unmute
-</code></pre>
-<p>Just be careful with how the <code>linear_volume</code> is set (from a button or slider) as it has to be between <code>0.0</code> and <code>1.0</code>.</p>
-<h3 id="event-bus">Event bus<a class="headerlink" href="#event-bus" title="Permanent link">&para;</a></h3>
-<p>Moved all the signal logic into an event bus to get rid of the coupling I had. This is accomplished by:</p>
-<ol>
-<li>Creating a singleton (autoload) script which I called <code>event.gd</code> and can be accessed with <code>Event</code>.</li>
-<li>All the signals are now defined in <code>event.gd</code>.</li>
-<li>When a signal needs to be emited instead of emitting the signal from any particular script, emit it from the event bus with <code>Event.&lt;signal_name&gt;.emit(&lt;optional_args&gt;)</code>.</li>
-<li>When connecting to a signal instead of taking a reference to where the signal is defined, simply connect it with with <code>Event.&lt;signal_name&gt;.connect(&lt;callable&gt;[.bind(&lt;optional_args&gt;)])</code><ul>
-<li>For signals that already send arguments to the callable, they do not need to be specified in <code>bind</code>, only extras are needed here.</li>
-</ul>
-</li>
-</ol>
-<h3 id="ui">UI<a class="headerlink" href="#ui" title="Permanent link">&para;</a></h3>
-<p>Really the only UI I had before was for rendering fonts, and the way fonts work changed a bit. Before, 3 resources were needed as <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#fonts">noted in my previous entry</a>:</p>
-<ol>
-<li>Font file itself (<code>.ttf</code> for example).</li>
-<li><code>DynamicFontData</code>: used to point to a font file (<code>.ttf</code>) and then used as base resource.</li>
-<li><code>DynamicFont</code>: usable in godot control nodes which holds the <code>DynamicFontData</code> and configuration such as size.</li>
-</ol>
-<p>Now only 1 resource is needed: <code>FontFile</code> which is the <code>.ttf</code> file itself or a godot-created resource. There is also a <code>FontVariation</code> option, which takes a <code>FontFile</code> and looks like its used to create fallback options for fonts. The configuration (such as size) is no longer held in the font resource, but rather in the parent control node (like a <code>Label</code>). Double clicking on the <code>.ttf</code> file and disabling antialiasing and compression is something that might be needed. Optionally create a <code>FontLabelSettings</code> which will hold the <code>.ttf</code> file and used as base for <code>Label</code>s. Use &ldquo;Make Unique&rdquo; for different sizes. Another option is to use <em>Themes</em> and <em>Variations</em>.</p>
-<p>I also created the respective volume button and slider UI for the added audio functionality as well as creating a base <code>Label</code> to avoid repeating configuration on each <code>Label</code> node.</p>
-<h3 id="misc">Misc<a class="headerlink" href="#misc" title="Permanent link">&para;</a></h3>
-<p>Small changes that don&rsquo;t affect much:</p>
-<ul>
-<li>Updated <code>@export</code> to <code>@export_range</code>. The auto conversion didn&rsquo;t use the correct annotation and instead used a comment.</li>
-<li>Refactored the <code>game_scale</code> methodolgy as it was inconsistent. Now only one size is used as base and everything else is just scaled with the <code>root</code> <code>Window</code>.</li>
-<li>Got rid of the FPS monitoring, was only using it for debugging purposes back then.</li>
-</ul>
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- <h1>Final improvements to the FlappyBird clone and Android support devlog 3</h1>
-
- <p>Decided to conclude my FlappyBird journey with one last set of improvements, following up on devlogs <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">1</a> and <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_2.html">2</a>. Focusing on <strong>refactoring</strong>, <strong>better UI</strong>, <strong>sprite selection</strong> and Android support.</p>
-<p>I missed some features that I really wanted to get in but I&rsquo;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 <em>QoL</em> UI enhancements and extra buttons basically.</p>
-<p>The source code can be found at <a href="https://github.com/luevano/flappybirdgodot">luevano/flappybirdgodot</a>. Playable at <a href="https://lorentzeus.itch.io/flappybirdgodot">itch.io</a>:</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>
-
-<h2 id="table-of-contents">Table of contents<a class="headerlink" href="#table-of-contents" title="Permanent link">&para;</a></h2>
-<div class="toc">
-<ul>
-<li><a href="#table-of-contents">Table of contents</a></li>
-<li><a href="#refactoring">Refactoring</a></li>
-<li><a href="#improvements">Improvements</a><ul>
-<li><a href="#background-parallax">Background parallax</a></li>
-<li><a href="#sprite-switcher">Sprite switcher</a></li>
-<li><a href="#save-data">Save data</a></li>
-</ul>
-</li>
-<li><a href="#android">Android</a></li>
-<li><a href="#misc">Misc</a></li>
-</ul>
-</div>
-<h2 id="refactoring">Refactoring<a class="headerlink" href="#refactoring" title="Permanent link">&para;</a></h2>
-<p>The first part for my refactor was to move everything out of the <code>src/</code> directory into the root directory of the git repository, organizing it a tiny bit better, personal preference from what I&rsquo;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:</p>
-<ul>
-<li>The way I handled the gameplay means that I needed to make the camera, background and the (ceiling and tiles) &ldquo;detectors&rdquo; move along with the player, while restricting their movement in the <code>x</code> axis, really hacky. Instead, I did what I should&rsquo;ve done from the beginning&hellip; 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 <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBirdgodot devlog 1</a> but didn&rsquo;t actually follow).</li>
-<li>Moved the <code>set_process</code> methodology to their own scripts, instead of handling everything in <code>main.gd</code> while also taking advantage of how signals work now. Instead of doing:</li>
-</ul>
-<pre><code class="language-gdscript">func _ready():
- Event.game_pause.connect(_on_game_pause)
-
-func _on_game_pause(pause: bool):
- set_process(pause)
-</code></pre>
-<p>Just connecting to <code>set_process</code> is enough:</p>
-<pre><code class="language-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))
-</code></pre>
-<h2 id="improvements">Improvements<a class="headerlink" href="#improvements" title="Permanent link">&para;</a></h2>
-<h3 id="background-parallax">Background parallax<a class="headerlink" href="#background-parallax" title="Permanent link">&para;</a></h3>
-<p>First thing was to add a moving background functionality, by adding 2 of the same <code>Sprite2D</code>&lsquo;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:</p>
-<pre><code class="language-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 &lt;= - background_orig.position.x:
- backgrounds[int(ifirst)].position.x = backgrounds[int(!ifirst)].position.x + texture_size.x
- ifirst = !ifirst
-</code></pre>
-<p>Then I added background parallax by separating the background sprites in two: background and &ldquo;foreground&rdquo; (the buildings in the original sprites). And to move them separately just applied the same logic described above with 2 different speeds.</p>
-<h3 id="sprite-switcher">Sprite switcher<a class="headerlink" href="#sprite-switcher" title="Permanent link">&para;</a></h3>
-<p>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):</p>
-<pre><code class="language-gdscript">func _get_new_sprite_index(index: int) -&gt; int:
- return clampi(index, 0, background_textures.size() - 1)
-
-
-func _set_sprites_index(index: int) -&gt; 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
-</code></pre>
-<p>Then, in custom signals I just call <code>_set_sprites_index</code> with a <code>texture_index +/- 1</code>.</p>
-<h3 id="save-data">Save data<a class="headerlink" href="#save-data" title="Permanent link">&para;</a></h3>
-<p>Moved from manual <code>ConfigFile</code> (which is an <code>.ini</code> file basically) to <code>Resource</code> which is easier to work with and faster to implement.</p>
-<p>Accomplished by defining a new <code>data_resource.gd</code>:</p>
-<pre><code class="language-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
-</code></pre>
-<p>Where the <code>@export</code>s are not needed unless you need to manage the <code>.tres</code> resource files for testing in-editor.</p>
-<p>Then, the <code>data.gd</code> script needs to be changed accordingly, most notably:</p>
-<ul>
-<li>The file extension is <code>.tres</code> instead of <code>.cfg</code>.</li>
-<li>No need for &ldquo;config sections&rdquo;.</li>
-<li>Saving changes to:</li>
-</ul>
-<pre><code class="language-gdscript">func save():
- var err: int = ResourceSaver.save(_data, DATA_PATH)
- if err != OK:
- print(&quot;[ERROR] Couldn't save data.&quot;)
-</code></pre>
-<ul>
-<li>The loader gets simplified (mostly because the default values are set in the <code>_init()</code> function of the <code>data_resource.gd</code>) to:</li>
-</ul>
-<pre><code class="language-gdscript">func _load_data():
- if ResourceLoader.exists(DATA_PATH):
- _data = load(DATA_PATH)
- else:
- _data = DataResource.new()
- save()
-</code></pre>
-<ul>
-<li>The attributes/config/saved data can be retrieved directly by the <code>data_resource.gd</code> variable name, for example: instead of <code>_data.get_value(SCORE_SECTION, "high_score")</code> it&rsquo;s now simply <code>_data.high_score</code>. And similar for setting the values.</li>
-</ul>
-<p>Compared to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#saved-data">3.x version</a> it is a lot more simple. Though I still have setters and getters for each attribute/config (I&rsquo;ll se how to change this in the future).</p>
-<h2 id="android">Android<a class="headerlink" href="#android" title="Permanent link">&para;</a></h2>
-<p>I did add android support but it&rsquo;s been so long since I did it that I actually don&rsquo;t remember (this entry has been sitting in a draft for months). In general I followed the official guide for <a href="https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html">Exporting for Android</a>, setting up Android studio and remotely debugging with my personal phone; it does take a while to setup but after that it&rsquo;s as simple as doing <em>&ldquo;one click deploys&rdquo;</em>.</p>
-<p>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 <em>Project Settings</em> that I remember that needs changes are:</p>
-<ul>
-<li><em>display/window/handheld/orientation</em> set to <code>Portrait</code>.</li>
-<li><em>input_devices/pointing/emulate_touch_from_mouse</em> and <em>input_devices/pointing/emulate_mouse_from_touch</em> both set to <code>on</code>.</li>
-</ul>
-<h2 id="misc">Misc<a class="headerlink" href="#misc" title="Permanent link">&para;</a></h2>
-<p>Found a bug on the <code>ScoreDetector</code> where it would collide with the <code>Ceiling</code>. While this is really not a problem outside of me doing tests I fixed it by <a href="https://blog.luevano.xyz/g/godot_layers_and_masks_notes.html">applying the correct layer/mask</a>.</p>
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- <h1>Godot layers and masks notes</h1>
-
- <p>The first time I learned about Godot&rsquo;s collision layers and masks (will refer to them just as layers) I thought I understood them only to find out that they&rsquo;re a bit confusing when trying to figure out interactions between objects that are supposed to detect each other. On my last entry where I <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_2.html">ported the FlappyBird clone to <em>Godot 4.1</em></a> I stumbled upon an issue with the bird not colliding properly with the pipes and the ceiling detector not&hellip; well, detecting.</p>
-<p>At the end of the day the issue wasn&rsquo;t that the layers weren&rsquo;t properly setup but rather that the API to change the state of the collision layers changed between <em>Godot 3</em> and <em>Godot 4</em>: when calling <code>set_collision_layer_value</code> (or <code>.._mask</code>) instead of specifying the <code>bit</code> which starts at <code>0</code>, the <code>layer_number</code> is required that happens to start at <code>1</code>. This was a headache for like an hour and made me realise that I didn&rsquo;t understand layers that well or else I would&rsquo;ve picked the error almost instantly.</p>
-<p>While researching I found two really good short explainations that helped me grasp the concepts better in the same <a href="https://ask.godotengine.org/4010/whats-difference-between-collision-layers-collision-masks">post</a>, the first a bit technical (by <a href="https://ask.godotengine.org/user/Bojidar+Marinov">Bojidar Marinov</a>):</p>
-<ul>
-<li>If enemy&rsquo;s mask and object&rsquo;s mask are set to <code>0</code> (i.e. no layers), they will still collide with the player, because the player&rsquo;s mask still includes their respective layers.</li>
-<li>Overall, if the objects are <code>A</code> and <code>B</code>, the check for collision is <code>A.mask &amp; B.layers || B.mask &amp; A.layers</code>, where <code>&amp;</code> is bitwise-and, and <code>||</code> is the or operator. I.e. it takes the layers that correspond to the other object&rsquo;s mask, and checks if any of them is on in both places. It will then proceed to check it the other way around, and if any of the two tests passes, it would report the collision.</li>
-</ul>
-<p>And the second, shorter and less technical but still powerful (in the same post linking back to <a href="https://kidscancode.org/blog/2018/02/godot3_kinematic2d/">Godot 3.0: Using KinematicBody2D</a>):</p>
-<ul>
-<li><code>collision_layer</code> describes the layers that the object appears in. By default, all bodies are on layer <code>1</code>.</li>
-<li><code>collision_mask</code> describes what layers the body will scan for collisions. If an object isn’t in one of the mask layers, the body will ignore it. By default, all bodies scan layer <code>1</code>.</li>
-</ul>
-<p>While the complete answer is the first, as that is how layers work, the second can be used like a rule: 1) the <code>layer</code> is where the object lives, while 2) the <code>mask</code> is what the object will detect.</p>
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- <h1>General Godot project structure</h1>
-
- <p>One of my first issues when starting a project is how to structure everything. So I had to spend some time researching best practices and go with what I like the most and after trying some of them I wanted to write down somewhere what I&rsquo;m sticking with.</p>
-<p>The first place to look for is, of course, the official <em>Godot</em> documentation on <a href="https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html">Project organization</a>; along with project structure discussion, also comes with best practices for code style and what-not. I don&rsquo;t like this project/directory structure that much, just because it tells you to bundle everything under the same directory but it&rsquo;s a really good starting point, for example it tells you to use:</p>
-<ul>
-<li>/models/town/house/<ul>
-<li>house.dae</li>
-<li>window.png</li>
-<li>door.png</li>
-</ul>
-</li>
-</ul>
-<p>Where I would prefer to have more modularity, for example:</p>
-<ul>
-<li>/levels/structures/town/house (or /levels/town/structures/house)<ul>
-<li>window/<ul>
-<li>window.x</li>
-<li>window.y</li>
-<li>window.z</li>
-</ul>
-</li>
-<li>door/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>house.x</li>
-<li>house.y</li>
-<li>house.z</li>
-</ul>
-</li>
-</ul>
-<p>It might look like it&rsquo;s more work, but I prefer it like this. I wish <a href="https://www.braindead.bzh/entry/creating-a-game-with-godot-engine-ep-2-project-organization">this site</a> was still available, as I got most of my ideas from there and was a pretty good resource, but apparently the owner is not maintaining his site anymore; but there is <a href="https://www.reddit.com/r/godot/comments/7786ee/comment/dojuzuf/?utm_source=share&amp;utm_medium=web2x&amp;context=3">this excelent comment on reddit</a> which shows a project/directory structure more in line with what I&rsquo;m currently using (and similr to the site that is down that I liked). I ended up with:</p>
-<ul>
-<li>/.git</li>
-<li>/assets (raw assets/editable assets/asset packs)</li>
-<li>/releases (executables ready to publish)</li>
-<li>/src (the actual godot project)<ul>
-<li>.godot/</li>
-<li>actors/ (or entities)<ul>
-<li>player/<ul>
-<li>sprites/</li>
-<li>player.x</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>enemy/ (this could be a dir with subdirectories for each type of enemy for example&hellip;)<ul>
-<li>sprites/</li>
-<li>enemy.x</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>actor.x</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>levels/ (or scenes)<ul>
-<li>common/<ul>
-<li>sprites/</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>main/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>overworld/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>dugeon/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>Game.tscn (I&rsquo;m considering the &ldquo;Game&rdquo; as a level/scene)</li>
-<li>game.gd</li>
-</ul>
-</li>
-<li>objects/<ul>
-<li>box/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>screens/<ul>
-<li>main_menu/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>globals/ (singletons/autoloads)</li>
-<li>ui/<ul>
-<li>menus/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>sfx/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>vfx/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>etc/<ul>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>Main.tscn (the entry point of the game)</li>
-<li>main.gd</li>
-<li>icon.png (could also be on a separate &ldquo;icons&rdquo; directory)</li>
-<li>project.godot</li>
-<li>&hellip;</li>
-</ul>
-</li>
-<li>\&lt;any other repository related files&gt;</li>
-</ul>
-<p>And so on, I hope the idea is clear. I&rsquo;ll probably change my mind on the long run, but for now this has been working fine.</p>
-
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- <p>By David Luévano</p>
- <p>Created: Sun, May 22, 2022 @ 01:16 UTC</p>
- <p>Modified: Fri, May 05, 2023 @ 08:37 UTC</p>
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diff --git a/live/blog/g/gogodot_jam3_devlog_1.html b/live/blog/g/gogodot_jam3_devlog_1.html
deleted file mode 100644
index f73bb27..0000000
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- <meta name="description" content="Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution."/>
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- <h1>Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1</h1>
-
- <p>The jam&rsquo;s theme is Evolution and all the details are listed <a href="https://itch.io/jam/go-godot-jam-3">here</a>. <del>This time I&rsquo;m logging as I go, so there might be some changes to the script or scenes along the way.</del> <ins>I couldn&rsquo;t actually do this, as I was running out of time</ins>. Note that I&rsquo;m not going to go into much details, the obvious will be ommitted.</p>
-<p>I wanted to do a <em>Snake</em> clone, and I&rsquo;m using this jam as an excuse to do it and add something to it. The features include:</p>
-<ul>
-<li>Snakes will pass their stats in some form to the next snakes.</li>
-<li>Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction.</li>
-<li>Depending on the food you eat, you&rsquo;ll gain new mutations/abilities <del>and the more you eat the more that mutation develops</del> <ins>didn&rsquo;t have time to add this feature, sad</ins>.</li>
-<li>Procedural map creation.</li>
-</ul>
-<p>I created this game using <em>Godot 3.5-rc3</em>. You can find the source code in my GitHub <a href="https://github.com/luevano/gogodot_jam3">here</a> which at the time of writing this it doesn&rsquo;t contain any exported files, for that you can go ahead and play it in your browser at <a href="https://lorentzeus.itch.io/snake-tronic">itch.io</a>, which you can find below:</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>
-
-<p>You can also find the jam entry <a href="https://itch.io/jam/go-godot-jam-3/rate/1562701">here</a>.</p>
-<p>Similarly with the my FlappyBird clone, I plan to update this to a better state.</p>
-<h2 id="table-of-contents">Table of contents<a class="headerlink" href="#table-of-contents" title="Permanent link">&para;</a></h2>
-<div class="toc">
-<ul>
-<li><a href="#table-of-contents">Table of contents</a></li>
-<li><a href="#initial-setup">Initial setup</a></li>
-<li><a href="#assets">Assets</a></li>
-<li><a href="#the-snake">The snake</a><ul>
-<li><a href="#basic-movement">Basic movement</a></li>
-<li><a href="#setting-up-path-following">Setting up path following</a></li>
-<li><a href="#define-body-parts-for-the-snake">Define body parts for the snake</a></li>
-<li><a href="#adding-body-parts">Adding body parts</a></li>
-<li><a href="#fix-on-body-segments-following-head">Fix on body segments following head</a></li>
-</ul>
-</li>
-<li><a href="#the-food">The food</a></li>
-<li><a href="#za-warudo-the-world">Za warudo! (The world)</a><ul>
-<li><a href="#food-placement">Food placement</a></li>
-</ul>
-</li>
-<li><a href="#stats-clas-and-loadingsaving-data">Stats clas and loading/saving data</a><ul>
-<li><a href="#stats-class">Stats class</a></li>
-<li><a href="#loadsave-data">Load/save data</a></li>
-</ul>
-</li>
-<li><a href="#scoring">Scoring</a></li>
-<li><a href="#snake-redesigned-with-the-state-machine-pattern">Snake redesigned with the state machine pattern</a></li>
-<li><a href="#other-minor-stuff">Other minor stuff</a></li>
-<li><a href="#final-notes">Final notes</a></li>
-</ul>
-</div>
-<h2 id="initial-setup">Initial setup<a class="headerlink" href="#initial-setup" title="Permanent link">&para;</a></h2>
-<p>Again, similar to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBird</a> clone I created, I&rsquo;m using the directory structure I wrote about on <a href="https://blog.luevano.xyz/g/godot_project_structure.html">Godot project structure</a> with slight modifications to test things out. Also using similar <em>Project settings</em> as those from the <em>FlappyBird</em> clone like the pixel art texture imports, keybindings, layers, etc..</p>
-<p>I&rsquo;ve also setup <a href="https://github.com/bram-dingelstad/godot-gifmaker">GifMaker</a>, with slight modifications as the <em>AssetLib</em> doesn&rsquo;t install it correctly and contains unnecessry stuff: moved necessary files to the <code>res://addons</code> directory, deleted test scenes and files in general, and copied the license to the <code>res://docs</code> directory. Setting this up was a bit annoying because the tutorial it&rsquo;s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn&rsquo;t find it anywhere other than by inspecting some of the code/scenes. <ins>I ended up leaving this disabled in the game as it hit the performance by a lot, but it&rsquo;s an option I&rsquo;ll end up researching more</ins>.</p>
-<p>This time I&rsquo;m also going to be using an <a href="https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/">Event bus</a> singleton (which I&rsquo;m going to just call <em>Event</em>) as managing signals was pretty annoying on my last project; as well as a <em>Global</em> singleton for essential stuff so I don&rsquo;t have to do as many cross references between nodes/scenes.</p>
-<h2 id="assets">Assets<a class="headerlink" href="#assets" title="Permanent link">&para;</a></h2>
-<p>This time I&rsquo;ll be creating my own assets in <a href="https://www.aseprite.org/">Aseprite</a>, wont be that good, but enough to prototype and get things going.</p>
-<p>Other than that I used few key sprites from <a href="https://vryell.itch.io/">vryell</a>: <a href="https://vryell.itch.io/controller-keyboard-icons">Controller &amp; Keyboard Icons</a> and a font from <a href="https://datagoblin.itch.io/">datagoblin</a>: <a href="https://datagoblin.itch.io/monogram">Monogram</a>.</p>
-<h2 id="the-snake">The snake<a class="headerlink" href="#the-snake" title="Permanent link">&para;</a></h2>
-<p>This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it&rsquo;s kinda hard. I tried with like 4-5 options and the one I&rsquo;m detailing here is the only one that worked as I wanted for me. This time the directory structure I&rsquo;m using is the following:</p>
-<figure id="__yafg-figure-39">
-<img alt="FileSystem - Snake dir structure" src="https://static.luevano.xyz/images/g/gogodot_jam3/file_system_snake_dir_structure.png" title="FileSystem - Snake dir structure">
-<figcaption>FileSystem - Snake dir structure</figcaption>
-</figure>
-<h3 id="basic-movement">Basic movement<a class="headerlink" href="#basic-movement" title="Permanent link">&para;</a></h3>
-<p>The most basic thing is to move the head, this is what we have control of. Create a scene called <code>Head.tscn</code> and setup the basic <em>KinematicBody2D</em> with it&rsquo;s own <em>Sprite</em> and <em>CollisionShape2D</em> (I used a small circle for the tip of the head), and set the <em>Collision Layer/Mask</em> accordingly, for now just <code>layer = bit 1</code>. 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 <code>head.gd</code> attached to the root (<em>KinematicBody2D</em>) and added:</p>
-<pre><code class="language-gdscript">extends KinematicBody2D
-
-enum {
- LEFT=-1,
- RIGHT=1
-}
-
-var velocity: Vector2 = Vector2.ZERO
-var _direction: Vector2 = Vector2.UP
-
-
-func _physics_process(delta: float) -&gt; void:
- if Input.is_action_pressed(&quot;move_left&quot;):
- _rotate_to(LEFT)
- if Input.is_action_pressed(&quot;move_right&quot;):
- _rotate_to(RIGHT)
-
- velocity = _direction * Global.SNAKE_SPEED
-
- velocity = move_and_slide(velocity)
- _handle_time_elapsed(delta)
-
-
-func _rotate_to(direction: int) -&gt; void:
- rotate(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
- _direction = _direction.rotated(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
-</code></pre>
-<p>After tunning all the necessary parameters you should get something like this:</p>
-<figure id="__yafg-figure-40">
-<img alt="Snake - Basic movement (left and right controls)" src="https://static.luevano.xyz/images/g/gogodot_jam3/snake_basic_movement.gif" title="Snake - Basic movement (left and right controls)">
-<figcaption>Snake - Basic movement (left and right controls)</figcaption>
-</figure>
-<h3 id="setting-up-path-following">Setting up path following<a class="headerlink" href="#setting-up-path-following" title="Permanent link">&para;</a></h3>
-<p>To move other snake parts by following the snake head the only solution I found was to use the <em>Path2D</em> and <em>PathFollow2D</em> nodes. <em>Path2D</em> basically just handles the curve/path that <em>PathFollow2D</em> will use to move its child node; and I say &ldquo;child node&rdquo; in singular&hellip; as <em>PathFollow2D</em> 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&rsquo;s path/curve.</p>
-<p>Added the signal <code>snake_path_new_point(coordinates)</code> to the <em>Event</em> singleton and then add the following to <code>head.gd</code>:</p>
-<pre><code class="language-gdscript">var _time_elapsed: float = 0.0
-
-# using a timer is not recommended for &lt; 0.01
-func _handle_time_elapsed(delta: float) -&gt; void:
- if _time_elapsed &gt;= Global.SNAKE_POSITION_UPDATE_INTERVAL:
- Event.emit_signal(&quot;snake_path_new_point&quot;, global_position)
- _time_elapsed = 0.0
- _time_elapsed += delta
-</code></pre>
-<p>This will be pinging the current snake head position every <code>0.01</code> seconds (defined in <em>Global</em>). Now create a new scene called <code>Snake.tscn</code> which will contain a <em>Node2D</em>, a <em>Path2D</em> and an instance of <em>Head</em> as its childs. Create a new script called <code>snake.gd</code> attached to the root (<em>Node2D</em>) with the following content:</p>
-<pre><code class="language-gdscript">class_name Snake
-extends Node2D
-
-onready var path: Path2D = $Path
-
-func _ready():
- Event.connect(&quot;snake_path_new_point&quot;, self, &quot;_on_Head_snake_path_new_point&quot;)
-
-
-func _draw() -&gt; void:
- if path.curve.get_baked_points().size() &gt;= 2:
- draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true)
-
-
-func _on_Head_snake_path_new_point(coordinates: Vector2) -&gt; void:
- path.curve.add_point(coordinates)
- # update call is to draw curve as there are new points to the path's curve
- update()
-</code></pre>
-<p>With this, we&rsquo;re now populating the <em>Path2D</em> curve points with the position of the snake head. You should be able to see it because of the <code>_draw</code> call. If you run it you should see something like this:</p>
-<figure id="__yafg-figure-41">
-<img alt="Snake - Basic movement with path" src="https://static.luevano.xyz/images/g/gogodot_jam3/snake_basic_movement_with_path.gif" title="Snake - Basic movement with path">
-<figcaption>Snake - Basic movement with path</figcaption>
-</figure>
-<h3 id="define-body-parts-for-the-snake">Define body parts for the snake<a class="headerlink" href="#define-body-parts-for-the-snake" title="Permanent link">&para;</a></h3>
-<p>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 <em>PathFollow2D</em> to use the live-generating <em>Path2D</em>, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, <em>thanks documentation</em>).</p>
-<p>Create a new scene called <code>Body.tscn</code> with a <em>PathFollow2D</em> as its root and an <em>Area2D</em> as its child, then just add the necessary <em>Sprite</em> and <em>CollisionShap2D</em> for the <em>Area2D</em>, I&rsquo;m using <code>layer = bit 2</code> for its collision. Create a new script called <code>generic_segment.gd</code> with the following code:</p>
-<pre><code class="language-gdscript">extends PathFollow2D
-
-export(String, &quot;body&quot;, &quot;tail&quot;) var TYPE: String = &quot;body&quot;
-
-
-func _physics_process(delta: float) -&gt; void:
- offset += Global.SNAKE_SPEED * delta
-</code></pre>
-<p>And this can be attached to the <em>Body</em>&lsquo;s root node (<em>PathFollow2D</em>), no extra setup needed. Repeat the same steps for creating the <code>Tail.tscn</code> scene and when attaching the <code>generic_segment.gd</code> script just configure the <code>Type</code> parameter to <code>tail</code> in the GUI (by selecting the node with the script attached and editing in the <em>Inspector</em>).</p>
-<h3 id="adding-body-parts">Adding body parts<a class="headerlink" href="#adding-body-parts" title="Permanent link">&para;</a></h3>
-<p>Now it&rsquo;s just a matter of handling when to add new body parts in the <code>snake.gd</code> script. For now I&rsquo;ve only setup for adding body parts to fulfill the initial length of the snake (this doesn&rsquo;t include the head or tail). The extra code needed is the following:</p>
-<pre><code class="language-gdscript">export(PackedScene) var BODY_SEGMENT_NP: PackedScene
-export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
-
-var current_body_segments: int = 0
-var max_body_segments: int = 1
-
-
-func _add_initial_segment(type: PackedScene) -&gt; void:
- if path.curve.get_baked_length() &gt;= (current_body_segments + 1.0) * Global.SNAKE_SEGMENT_SIZE:
- var _temp_body_segment: PathFollow2D = type.instance()
- path.add_child(_temp_body_segment)
- current_body_segments += 1
-
-
-func _on_Head_snake_path_new_point(coordinates: Vector2) -&gt; void:
- path.curve.add_point(coordinates)
- # update call is to draw curve as there are new points to the path's curve
- update()
-
- # add the following lines
- if current_body_segments &lt; max_body_segments:
- _add_initial_segment(BODY_SEGMENT_NP)
- elif current_body_segments == max_body_segments:
- _add_initial_segment(TAIL_SEGMENT_NP)
-</code></pre>
-<p>Select the <em>Snake</em> node and add the <em>Body</em> and <em>Tail</em> scene to the parameters, respectively. Then when running you should see something like this:</p>
-<figure id="__yafg-figure-42">
-<img alt="Snake - Basic movement with all body parts" src="https://static.luevano.xyz/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_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
-# whenever the add body segment, and we use this stack to add body parts
-var body_segment_queue: Array
-</code></pre>
-<p>As well as updating <code>_add_initial_segment</code> with the following so it adds the new segment on the specific variable:</p>
-<pre><code class="language-gdscript">if _temp_body_segment.TYPE == &quot;body&quot;:
- body_segment_stack.append(_temp_body_segment)
-else:
- tail_segment = _temp_body_segment
-</code></pre>
-<p>Now that it&rsquo;s just a matter of creating the segment queue whenever a new segment is needed, as well as adding each segment in a loop whenever we have items in the queue and it&rsquo;s a good distance to place the segment on. These two things can be achieved with the following code:</p>
-<pre><code class="language-gdscript"># this will be called in _physics_process
-func _add_new_segment() -&gt; void:
- var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE
- if path.curve.get_baked_length() &gt;= _path_length_threshold:
- var _removed_from_queue: float = body_segment_queue.pop_front()
- var _temp_body_segment: PathFollow2D = BODY_SEGMENT_NP.instance()
- var _new_body_offset: float = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
-
- _temp_body_segment.offset = _new_body_offset
- body_segment_stack.append(_temp_body_segment)
- path.add_child(_temp_body_segment)
- tail_segment.offset = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
-
- current_body_segments += 1
-
-
-func _add_segment_to_queue() -&gt; void:
- # need to have the queues in a fixed separation, else if the eating functionality
- # gets spammed, all next bodyparts will be spawned almost at the same spot
- if body_segment_queue.size() == 0:
- body_segment_queue.append(path.curve.get_baked_length())
- else:
- body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE)
-</code></pre>
-<p>With everything implemented and connected accordingly then we can add segments on demand (for testing I&rsquo;m adding with a key press), it should look like this:</p>
-<figure id="__yafg-figure-43">
-<img alt="Snake - Basic movement with dynamic addition of new segments" src="https://static.luevano.xyz/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. 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>
-<h3 id="fix-on-body-segments-following-head">Fix on body segments following head<a class="headerlink" href="#fix-on-body-segments-following-head" title="Permanent link">&para;</a></h3>
-<p>After a while of testing and developing, I noticed that sometimes the head &ldquo;detaches&rdquo; from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the <em>Curve2D</em> is. To do this I just send a signal (<code>snake_rotated</code>) whenever the snake rotates and make a small correction (in <code>generic_segment.gd</code>):</p>
-<pre><code class="language-gdscript">func _on_snake_rotated() -&gt; void:
- offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
-</code></pre>
-<p>This is completely random, I tweaked it manually after a lot of iterations.</p>
-<h2 id="the-food">The food<a class="headerlink" href="#the-food" title="Permanent link">&para;</a></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-44">
-<img alt="Snake - Food basic interaction" src="https://static.luevano.xyz/images/g/gogodot_jam3/snake_food_basic_interaction.gif" title="Snake - Food basic interaction">
-<figcaption>Snake - Food basic interaction</figcaption>
-</figure>
-<h2 id="za-warudo-the-world">Za warudo! (The world)<a class="headerlink" href="#za-warudo-the-world" title="Permanent link">&para;</a></h2>
-<p>It just happend that I saw a video to create random maps by using a method called <a href="https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm">random walks</a>, this video was made by <a href="https://www.youtube.com/c/NADLABS">NAD LABS</a>: <a href="https://www.youtube.com/watch?v=ppP2Doq3p7s">Nuclear Throne Like Map Generation In Godot</a>. It&rsquo;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):</p>
-<figure id="__yafg-figure-45">
-<img alt="World map generator - Random map 1" src="https://static.luevano.xyz/images/g/gogodot_jam3/world_generator_1.png" title="World map generator - Random map 1">
-<figcaption>World map generator - Random map 1</figcaption>
-</figure>
-<figure id="__yafg-figure-46">
-<img alt="World map generator - Random map 2" src="https://static.luevano.xyz/images/g/gogodot_jam3/world_generator_2.png" title="World map generator - Random map 2">
-<figcaption>World map generator - Random map 2</figcaption>
-</figure>
-<figure id="__yafg-figure-47">
-<img alt="World map generator - Random map 3" src="https://static.luevano.xyz/images/g/gogodot_jam3/world_generator_3.png" title="World map generator - Random map 3">
-<figcaption>World map generator - Random map 3</figcaption>
-</figure>
-<p>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 <em>NAD LABS</em>&lsquo; 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 &ldquo;main&rdquo; script with the following important functions:</p>
-<pre><code class="language-gdscript">func get_valid_map_coords() -&gt; Array:
- var safe_area: Array = walker_head.get_cells_around()
- var cells_used: Array = ground_tilemap.get_used_cells()
- for location in safe_area:
- cells_used.erase(location)
- return cells_used
-
-
-func get_centered_world_position(location: Vector2) -&gt; Vector2:
- return ground_tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0
-</code></pre>
-<p>Where <code>get_cells_around</code> is just a function that gets the safe cells around the origin. And this <code>get_valid_map_coords</code> just returns used cells minus the safe cells, to place food. <code>get_centered_world_position</code> is so we can center the food in the tiles.</p>
-<p>Some signals I used for the world gen: <code>world_gen_walker_started(id)</code>, <code>world_gen_walker_finished(id)</code>, <code>world_gen_walker_died(id)</code> and <code>world_gen_spawn_walker_unit(location)</code>.</p>
-<h3 id="food-placement">Food placement<a class="headerlink" href="#food-placement" title="Permanent link">&para;</a></h3>
-<p>The last food algorithm doesn&rsquo;t check anything related to the world, and thus the food could spawn in the walls and outside the map.</p>
-<p>First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first:</p>
-<pre><code class="language-gdscript">func update_texture() -&gt; void:
- _sprite.texture = texture[properties[&quot;type&quot;]]
-
-
-func set_properties(pos: Vector2, loc: Vector2, special: bool, type: int, points: int=1, special_points: int=1, ttl: float = -1.0) -&gt; void:
- properties[&quot;global_position&quot;] = pos
- global_position = pos
- properties[&quot;location&quot;] = loc
- properties[&quot;special&quot;] = special
- properties[&quot;type&quot;] = type
-
- properties[&quot;points&quot;] = points
- properties[&quot;special_points&quot;] = special_points
- properties[&quot;ttl&quot;] = ttl
- if properties[&quot;ttl&quot;] != -1.0:
- timer.wait_time = properties[&quot;ttl&quot;]
- timer.start()
-</code></pre>
-<p>Where the <code>update_texture</code> needs to be a separate function, because we need to create the food first, set properties, add as a child and then update the sprite; we also need to keep track of the global position, location (in tilemap coordinates) and identifiers for the type of food.</p>
-<p>Then basic/special food just extend base food, define a <code>Type</code> enum and preloads the necessary textures, for example:</p>
-<pre><code class="language-gdscript">enum Type {
- APPLE,
- BANANA,
- RAT
-}
-
-
-func _ready():
- texture[Type.APPLE] = preload(&quot;res://entities/food/sprites/apple.png&quot;)
- texture[Type.BANANA] = preload(&quot;res://entities/food/sprites/banana.png&quot;)
- texture[Type.RAT] = preload(&quot;res://entities/food/sprites/rat.png&quot;)
-</code></pre>
-<p>Now, some of the most important change to <code>food_manager.gd</code> is to get an actual random valid position:</p>
-<pre><code class="language-gdscript">func _get_random_pos() -&gt; Array:
- var found_valid_loc: bool = false
- var index: int
- var location: Vector2
-
- while not found_valid_loc:
- index = randi() % possible_food_locations.size()
- location = possible_food_locations[index]
- if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1:
- found_valid_loc = true
-
- return [world_generator.get_centered_world_position(location), location]
-</code></pre>
-<p>Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra &ldquo;special points&rdquo; property is set). Some of the signals that I used that might be important: <code>food_placing_new_food(type)</code>, <code>food_placed_new_food(type, location)</code> and <code>food_eaten(type, location)</code>.</p>
-<h2 id="stats-clas-and-loadingsaving-data">Stats clas and loading/saving data<a class="headerlink" href="#stats-clas-and-loadingsaving-data" title="Permanent link">&para;</a></h2>
-<p>I got the idea of saving the current stats (points, max body segments, etc.) in a separate <code>Stats</code> class for easier load/save data. This option I went with didn&rsquo;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&hellip; so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving <code>tres</code> files).</p>
-<h3 id="stats-class">Stats class<a class="headerlink" href="#stats-class" title="Permanent link">&para;</a></h3>
-<p>The <code>Stats</code> &ldquo;class&rdquo; is just a script that extends from <em>Node</em> called <code>stats.gd</code>. It needs to define the <code>class_name</code> as <code>Stats</code>. The main content:</p>
-<pre><code class="language-gdscript"># main
-var points: int = 0
-var segments: int = 0
-
-# track of trait points
-var dash_points: int = 0
-var slow_points: int = 0
-var jump_points: int = 0
-
-# times trait achieved
-var dash_segments: int = 0
-var slow_segments: int = 0
-var jump_segments: int = 0
-
-# trait properties
-var dash_percentage: float = 0.0
-var slow_percentage: float = 0.0
-var jump_lenght: float = 0.0
-
-# trait active
-var trait_dash: bool = false
-var trait_slow: bool = false
-var trait_jump: bool = false
-</code></pre>
-<p>And with the ugliest functions:</p>
-<pre><code class="language-gdscript">func get_stats() -&gt; Dictionary:
- return {
- &quot;points&quot;: points,
- &quot;segments&quot;: segments,
- &quot;dash_points&quot;: dash_points,
- &quot;dash_segments&quot;: dash_segments,
- &quot;dash_percentage&quot;: dash_percentage,
- &quot;slow_points&quot;: slow_points,
- &quot;slow_segments&quot;: slow_segments,
- &quot;slow_percentage&quot;: slow_percentage,
- &quot;jump_points&quot;: jump_points,
- &quot;jump_segments&quot;: jump_segments,
- &quot;jump_lenght&quot;: jump_lenght,
- &quot;trait_dash&quot;: trait_dash,
- &quot;trait_slow&quot;: trait_slow,
- &quot;trait_jump&quot;: trait_jump
- }
-
-
-func set_stats(stats: Dictionary) -&gt; void:
- points = stats[&quot;points&quot;]
- segments = stats[&quot;segments&quot;]
- dash_points = stats[&quot;dash_points&quot;]
- slow_points = stats[&quot;slow_points&quot;]
- jump_points = stats[&quot;jump_points&quot;]
- dash_segments = stats[&quot;dash_segments&quot;]
- slow_segments = stats[&quot;slow_segments&quot;]
- jump_segments = stats[&quot;jump_segments&quot;]
- dash_percentage = stats[&quot;dash_percentage&quot;]
- slow_percentage = stats[&quot;slow_percentage&quot;]
- jump_lenght = stats[&quot;jump_lenght&quot;]
- trait_dash = stats[&quot;trait_dash&quot;]
- trait_slow = stats[&quot;trait_slow&quot;]
- trait_jump = stats[&quot;trait_jump&quot;]
-</code></pre>
-<p>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.</p>
-<h3 id="loadsave-data">Load/save data<a class="headerlink" href="#loadsave-data" title="Permanent link">&para;</a></h3>
-<p>The load/save function is pretty standard. It&rsquo;s a singleton/autoload called <code>SavedData</code> with a script that extends from <em>Node</em> called <code>save_data.gd</code>:</p>
-<pre><code class="language-gdscript">const DATA_PATH: String = &quot;user://data.save&quot;
-
-var _stats: Stats
-
-
-func _ready() -&gt; void:
- _load_data()
-
-
-# called when setting &quot;stats&quot; and thus saving
-func save_data(stats: Stats) -&gt; void:
- _stats = stats
- var file: File = File.new()
- file.open(DATA_PATH, File.WRITE)
- file.store_line(to_json(_stats.get_stats()))
- file.close()
-
-
-func get_stats() -&gt; Stats:
- return _stats
-
-
-func _load_data() -&gt; void:
- # create an empty file if not present to avoid error while loading settings
- _handle_new_file()
-
- var file = File.new()
- file.open(DATA_PATH, File.READ)
- _stats = Stats.new()
- _stats.set_stats(parse_json(file.get_line()))
- file.close()
-
-
-func _handle_new_file() -&gt; void:
- var file: File = File.new()
- if not file.file_exists(DATA_PATH):
- file.open(DATA_PATH, File.WRITE)
- _stats = Stats.new()
- file.store_line(to_json(_stats.get_stats()))
- file.close()
-</code></pre>
-<p>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 (<code>Stats</code> class related issues).</p>
-<h2 id="scoring">Scoring<a class="headerlink" href="#scoring" title="Permanent link">&para;</a></h2>
-<p>For this I created a scoring mechanisms and just called it <code>ScoreManager</code> (<code>score_manager.gd</code>) which just basically listens to <code>food_eaten</code> signal and adds points accordingly to the current <em>Stats</em> object loaded. The main function is:</p>
-<pre><code class="language-gdscript">func _on_food_eaten(properties: Dictionary) -&gt; void:
- var is_special: bool = properties[&quot;special&quot;]
- var type: int = properties[&quot;type&quot;]
- var points: int = properties[&quot;points&quot;]
- var special_points: int = properties[&quot;special_points&quot;]
- var location: Vector2 = properties[&quot;global_position&quot;]
- var amount_to_grow: int
- var special_amount_to_grow: int
-
- amount_to_grow = _process_points(points)
- _spawn_added_score_text(points, location)
- _spawn_added_segment_text(amount_to_grow)
-
- if is_special:
- special_amount_to_grow = _process_special_points(special_points, type)
- # _spawn_added_score_text(points, location)
- _spawn_added_special_segment_text(special_amount_to_grow, type)
- _check_if_unlocked(type)
-</code></pre>
-<p>Where the most important function is:</p>
-<pre><code class="language-gdscript">func _process_points(points: int) -&gt; int:
- var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
- var amount_to_grow: int = 0
- var growth_progress: int
- stats.points += points
- if points &gt;= score_to_grow:
- amount_to_grow += 1
- points -= score_to_grow
- # maybe be careful with this
- amount_to_grow += points / Global.POINTS_TO_GROW
- stats.segments += amount_to_grow
- Event.emit_signal(&quot;snake_add_new_segment&quot;, amount_to_grow)
-
- growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
- Event.emit_signal(&quot;snake_growth_progress&quot;, growth_progress)
- return amount_to_grow
-</code></pre>
-<p>Which will add the necessary points to <code>Stats.points</code> and return the amount of new snake segments to grow. After this <code>_spawn_added_score_segment</code> and <code>_spawn_added_segment_text</code> just spawn a <em>Label</em> with the info on the points/segments gained; this is custom UI I created, nothing fancy.</p>
-<p>Last thing is taht in <code>_process_points</code> there is a check at the end, where if the food eaten is &ldquo;special&rdquo; then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.</p>
-<p>This <code>ScoreManager</code> also handles the calculation for the <code>game_over</code> signal, to calculte progress, set necessary <code>Stats</code> values and save the data:</p>
-<pre><code class="language-gdscript">func _on_game_over() -&gt; void:
- var max_stats: Stats = _get_max_stats()
- SaveData.save_data(max_stats)
- Event.emit_signal(&quot;display_stats&quot;, initial_stats, stats, mutation_stats)
-
-
-func _get_max_stats() -&gt; Stats:
- var old_stats_dict: Dictionary = initial_stats.get_stats()
- var new_stats_dict: Dictionary = stats.get_stats()
- var max_stats: Stats = Stats.new()
- var max_stats_dict: Dictionary = max_stats.get_stats()
- var bool_stats: Array = [
- &quot;trait_dash&quot;,
- &quot;trait_slow&quot;,
- &quot;trait_jump&quot;
- ]
-
- for i in old_stats_dict:
- if bool_stats.has(i):
- max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
- else:
- max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
- max_stats.set_stats(max_stats_dict)
- return max_stats
-</code></pre>
-<p>Then this sends a signal <code>display_stats</code> to activate UI elements that shows the progression.</p>
-<p>Naturally, the saved <code>Stats</code> are loaded whenever needed. For example, for the <code>Snake</code>, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we&rsquo;re saving the new <code>Stats</code> at the end, then on restart we load the updated one.</p>
-<h2 id="snake-redesigned-with-the-state-machine-pattern">Snake redesigned with the state machine pattern<a class="headerlink" href="#snake-redesigned-with-the-state-machine-pattern" title="Permanent link">&para;</a></h2>
-<p>I redesigned the snake code (the head, actually) to use the state machine pattern by following <a href="https://gdscript.com/solutions/godot-state-machine/">this guide</a> which is definitely a great guide, straight to the point and easy to implement.</p>
-<p>Other than what is shown in the guide, I implemented some important functions in the <code>state_machine.gd</code> script itself, to be used by each of the states as needed:</p>
-<pre><code class="language-gdscript">func rotate_on_input() -&gt; void:
- if Input.is_action_pressed(&quot;move_left&quot;):
- player.rotate_to(player.LEFT)
- if Input.is_action_pressed(&quot;move_right&quot;):
- player.rotate_to(player.RIGHT)
-
-
-func slow_down_on_collisions(speed_backup: float):
- if player.get_last_slide_collision():
- Global.SNAKE_SPEED = player.velocity.length()
- else:
- Global.SNAKE_SPEED = speed_backup
-
-
-func handle_slow_speeds() -&gt; void:
- if Global.SNAKE_SPEED &lt;= Global.SNAKE_SPEED_BACKUP / 4.0:
- Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
- Event.emit_signal(&quot;game_over&quot;)
-</code></pre>
-<p>And then in the <code>StateMachine</code>&lsquo;s <code>_process</code>:</p>
-<pre><code class="language-gdscript">func _physics_process(delta: float) -&gt; void:
- # state specific code, move_and_slide is called here
- if state.has_method(&quot;physics_process&quot;):
- state.physics_process(delta)
-
- handle_slow_speeds()
- player.handle_time_elapsed(delta)
-</code></pre>
-<p>And now it&rsquo;s just a matter of implementing the necessary states. I used 4: <code>normal_stage.gd</code>, <code>slow_state.gd</code>, <code>dash_state.gd</code> and <code>jump_state.gd</code>.</p>
-<p>The <code>normal_state.gd</code> contains what the original <code>head.gd</code> code contained:</p>
-<pre><code class="language-gdscript">func physics_process(delta: float) -&gt; void:
- fsm.rotate_on_input()
- fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
- fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
-
- fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
-
-
-func input(event: InputEvent) -&gt; void:
- if fsm.player.can_dash and event.is_action_pressed(&quot;dash&quot;):
- exit(&quot;DashState&quot;)
- if fsm.player.can_slow and event.is_action_pressed(&quot;slow&quot;):
- exit(&quot;SlowState&quot;)
- if fsm.player.can_jump and event.is_action_pressed(&quot;jump&quot;):
- exit(&quot;JumpState&quot;)
-</code></pre>
-<p>Here, the <code>exit</code> method is basically to change to the next state. And lastly, I&rsquo;m only gonna show the <code>dash_state.gd</code> as the other ones are pretty similar:</p>
-<pre><code class="language-gdscript">func enter():
- if fsm.DEBUG:
- print(&quot;Got inside %s.&quot; % name)
- Event.emit_signal(&quot;snake_started_dash&quot;)
- Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
- yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), &quot;timeout&quot;)
- exit()
-
-
-func exit():
- Event.emit_signal(&quot;snake_finished_dash&quot;)
- Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
- fsm.back()
-
-
-func physics_process(delta: float) -&gt; void:
- fsm.rotate_on_input()
- fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
- fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
-
- fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
-</code></pre>
-<p>Where the important parts happen in the <code>enter</code> and <code>exit</code> functions. We need to change the <code>Global.SNAKE_SPEED</code> with the <code>Global.SNAKE_DASH_SPEED</code> on <code>start</code>and start the timer for how long should the dash last. And on the <code>exit</code> we reset the <code>Global.SNAKE_SPEED</code> back to normal. There is probably a better way of updating the <code>Global.SNAKE_SPEED</code> but this works just fine.</p>
-<p>For the other ones is the same. Only difference with the <code>jump_state.gd</code> is that the collision from head to body is disabled, and no rotation is allowed (by not calling the <code>rotate_on_input</code> function).</p>
-<h2 id="other-minor-stuff">Other minor stuff<a class="headerlink" href="#other-minor-stuff" title="Permanent link">&para;</a></h2>
-<p>Not as important but worth mentioning:</p>
-<ul>
-<li>Added restartability function.</li>
-<li>Added signals for game control: <code>game_over</code> and <code>game_start</code>, but ended not using them.</li>
-<li>Fixed issue where the <em>Curve2D</em> stayed the same even when restarting by just setting an empty curve on starting the node.</li>
-<li>Added a debug mode for drawing of the <em>Curve2D</em> instead of always drawing.</li>
-<li>Tweaked the tracking of the snake size.</li>
-<li>Tweaked the food system to contain more attributes and use a base food node.</li>
-<li>Added a HUD with mini snake sprites.</li>
-<li>Added a HUD for growth progress on snake body segments and abilities.</li>
-<li>Refactored the nodes to make it work with <code>change_scene_to</code>, and added a main menu.</li>
-<li>Added GUI for dead screen, showing the progress.</li>
-</ul>
-<h2 id="final-notes">Final notes<a class="headerlink" href="#final-notes" title="Permanent link">&para;</a></h2>
-<p>I actually didn&rsquo;t finish this game (as how I visualized it), but I got it in a <em>semi-playable</em> 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.</p>
-<p>For exporting and everything else, I went with what I did for my <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting">FlappyBird Godot clone: final notes and exporting</a></p>
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- <h1>Will start blogging about gamedev</h1>
-
- <p>I&rsquo;ve been wanting to get into gamedev for a while now, but it&rsquo;s always a pain to stay consistent. I just recently started to get into it again, and this time I&rsquo;m trying to actually do stuff.</p>
-<p>So, the plan is to blog about my progress and clone some simple games just to get started. I&rsquo;m thinking on sticking with <a href="https://godotengine.org/">Godot</a> just because I like that it&rsquo;s open source, it&rsquo;s getting better and better overtime (big rewrite happening right now) and I already like how the engine works. <del>Specifically I&rsquo;ll start using <em>Godot 4</em> even though it&rsquo;s not done yet, to get used to the new features, specifically pumped for <a href="https://godotengine.org/article/gdscript-progress-report-feature-complete-40">GDScript 2.0</a>.</del> <ins>Actually&hellip; (for the small clones/ripoffs) I&rsquo;ll need to use <em>Godot 3.X</em> (probably 3.5), as <em>Godot 4</em> doesn&rsquo;t have support to export to webassembly (HTML5) yet, and I want that to publish to <a href="https://itch.io/">itch.io</a> and my website. I&rsquo;ll continue to use <em>Godot 4</em> for bigger projects, as they will take longer and I hope that by the time I need to publish, there&rsquo;s no issues to export.</ins></p>
-<p>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&rsquo;ll be posting the entry about the first rip-off I&rsquo;m <em>developing</em> (FlappyBird L O L) shortly.</p>
-<p><strong>Update</strong>: <a href="https://godotengine.org/article/godot-4-0-sets-sail/">Godot 4</a> already released and it now has HTML5 support, so back to the original plan.</p>
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