From 5f1e5efc10b554059a102237ed8d2e1b6e1bd3d3 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Fri, 10 Jun 2022 03:18:11 -0600 Subject: finish the go godot jam3 entry --- blog/dst/g/gogodot_jam3_devlog_1.html | 278 ++++++++++++++++++++++++++++++++-- 1 file changed, 265 insertions(+), 13 deletions(-) (limited to 'blog/dst/g') diff --git a/blog/dst/g/gogodot_jam3_devlog_1.html b/blog/dst/g/gogodot_jam3_devlog_1.html index 05def8d..dc0a9e9 100644 --- a/blog/dst/g/gogodot_jam3_devlog_1.html +++ b/blog/dst/g/gogodot_jam3_devlog_1.html @@ -5,7 +5,7 @@ - Creating my Go Godot Jam 3 entry devlog 1 -- Luévano's Blog + Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1 -- Luévano's Blog @@ -31,7 +31,7 @@ - + @@ -78,10 +78,9 @@
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Creating my Go Godot Jam 3 entry devlog 1

+

Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1

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IF YOU’RE SEEING THIS, THIS IS A WIP

-

The jam’s theme is Evolution and all the details are listed here. This time I’m logging as I go, so there might be some changes to the script or scenes along the way I couldn’t actually do this, as I was running out of time.. Note that I’m not going to go into much details, the obvious will be ommitted.

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The jam’s theme is Evolution and all the details are listed here. This time I’m logging as I go, so there might be some changes to the script or scenes along the way I couldn’t actually do this, as I was running out of time.. Note that I’m not going to go into much details, the obvious will be ommitted.

I wanted to do a Snake clone, and I’m using this jam as an excuse to do it and add something to it. The features include:

+

I created this game using Godot 3.5-rc3. You can find the source code in my GitHub here which at the time of writing this it doesn’t contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:

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+ +

You can also find the jam entry here.

+

Similarly with the my FlappyBird clone, I plan to update this to a better state.

Initial setup

Again, similar to the FlappyBird clone I developed, I’m using the directory structure I wrote about on Godot project structure with slight modifications to test things out. Also using similar Project settings as those from the FlappyBird clone like the pixel art texture imports, keybindings, layers, etc..

I’ve also setup GifMaker, with slight modifications as the AssetLib doesn’t install it correctly and contains unnecessry stuff: moved necessary files to the res://addons directory, deleted test scenes and files in general, and copied the license to the res://docs directory. Setting this up was a bit annoying because the tutorial it’s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn’t find it anywhere other than by inspecting some of the code/scenes.I ended up not leaving this enabled in the game as it lagged the game out, but it’s an option I’ll end up researching more.

@@ -401,13 +405,258 @@ func _ready(): return [world_generator.get_centered_world_position(location), location]

Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra “special points” property is set). Some of the signals that I used that might be important: food_placing_new_food(type), food_placed_new_food(type, location) and food_eaten(type, location).

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TODO

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Add notes on:

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Stats clas and loading/saving data

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I got the idea of saving the current stats (points, max body segments, etc.) in a separate Stats class for easier load/save data. This option I went with didn’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… so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving tres files).

+

Stats class

+

The Stats “class” is just a script that extends from Node called stats.gd. It needs to define the class_name as Stats. The main content:

+
# 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
+
+

And with the ugliest functions:

+
func get_stats() -> Dictionary:
+    return {
+        "points": points,
+        "segments": segments,
+        "dash_points": dash_points,
+        "dash_segments": dash_segments,
+        "dash_percentage": dash_percentage,
+        "slow_points": slow_points,
+        "slow_segments": slow_segments,
+        "slow_percentage": slow_percentage,
+        "jump_points": jump_points,
+        "jump_segments": jump_segments,
+        "jump_lenght": jump_lenght,
+        "trait_dash": trait_dash,
+        "trait_slow": trait_slow,
+        "trait_jump": trait_jump
+    }
+
+
+func set_stats(stats: Dictionary) -> void:
+        points = stats["points"]
+        segments = stats["segments"]
+        dash_points = stats["dash_points"]
+        slow_points = stats["slow_points"]
+        jump_points = stats["jump_points"]
+        dash_segments = stats["dash_segments"]
+        slow_segments = stats["slow_segments"]
+        jump_segments = stats["jump_segments"]
+        dash_percentage = stats["dash_percentage"]
+        slow_percentage = stats["slow_percentage"]
+        jump_lenght = stats["jump_lenght"]
+        trait_dash = stats["trait_dash"]
+        trait_slow = stats["trait_slow"]
+        trait_jump = stats["trait_jump"]
+
+

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.

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Load/save data

+

The load/save function is pretty standard. It’s a singleton/autoload called SavedData with a script that extends from Node called save_data.gd:

+
const DATA_PATH: String = "user://data.save"
+
+var _stats: Stats
+
+
+func _ready() -> void:
+    _load_data()
+
+
+# called when setting "stats" and thus saving
+func save_data(stats: Stats) -> 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() -> Stats:
+    return _stats
+
+
+func _load_data() -> 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() -> 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()
+
+

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 (Stats class related issues).

+

Scoring

+

For this I created a scoring mechanisms and just called it ScoreManager (score_manager.gd) which just basically listens to food_eaten signal and adds points accordingly to the current Stats object loaded. The main function is:

+
func _on_food_eaten(properties: Dictionary) -> void:
+    var is_special: bool = properties["special"]
+    var type: int = properties["type"]
+    var points: int = properties["points"]
+    var special_points: int = properties["special_points"]
+    var location: Vector2 = properties["global_position"]
+    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)
+
+

Where the most important function is:

+
func _process_points(points: int) -> 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 >= 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("snake_add_new_segment", amount_to_grow)
+
+    growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
+    Event.emit_signal("snake_growth_progress", growth_progress)
+    return amount_to_grow
+
+

Which will add the necessary points to Stats.points and return the amount of new snake segments to grow. After this _spawn_added_score_segment and _spawn_added_segment_text just spawn a Label with the info on the points/segments gained; this is custom UI I created, nothing fancy.

+

Last thing is taht in _process_points there is a check at the end, where if the food eaten is “special” then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.

+

This ScoreManager also handles the calculation for the game_over signal, to calculte progress, set necessary Stats values and save the data:

+
func _on_game_over() -> void:
+    var max_stats: Stats = _get_max_stats()
+    SaveData.save_data(max_stats)
+    Event.emit_signal("display_stats", initial_stats, stats, mutation_stats)
+
+
+func _get_max_stats() -> 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 = [
+        "trait_dash",
+        "trait_slow",
+        "trait_jump"
+    ]
+
+    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
+
+

Then this sends a signal display_stats to activate UI elements that shows the progression.

+

Naturally, the saved Stats are loaded whenever needed. For example, for the Snake, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we’re saving the new Stats at the end, then on restart we load the updated one.

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Snake redesigned with the state machine pattern

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I redesigned the snake code (the head, actually) to use the state machine pattern by following this guide which is definitely a great guide, straight to the point and easy to implement.

+

Other than what is shown in the guide, I implemented some important functions in the state_machine.gd script itself, to be used by each of the states as needed:

+
func rotate_on_input() -> void:
+    if Input.is_action_pressed("move_left"):
+        player.rotate_to(player.LEFT)
+    if Input.is_action_pressed("move_right"):
+        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() -> void:
+    if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0:
+        Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+        Event.emit_signal("game_over")
+
+

And then in the StateMachine‘s _process:

+
func _physics_process(delta: float) -> void:
+    # state specific code, move_and_slide is called here
+    if state.has_method("physics_process"):
+        state.physics_process(delta)
+
+    handle_slow_speeds()
+    player.handle_time_elapsed(delta)
+
+

And now it’s just a matter of implementing the necessary states. I used 4: normal_stage.gd, slow_state.gd, dash_state.gd and jump_state.gd.

+

The normal_state.gd contains what the original head.gd code contained:

+
func physics_process(delta: float) -> 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) -> void:
+    if fsm.player.can_dash and event.is_action_pressed("dash"):
+        exit("DashState")
+    if fsm.player.can_slow and event.is_action_pressed("slow"):
+        exit("SlowState")
+    if fsm.player.can_jump and event.is_action_pressed("jump"):
+        exit("JumpState")
+
+

Here, the exit method is basically to change to the next state. And lastly, I’m only gonna show the dash_state.gd as the other ones are pretty similar:

+
func enter():
+    if fsm.DEBUG:
+        print("Got inside %s." % name)
+    Event.emit_signal("snake_started_dash")
+    Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
+    yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout")
+    exit()
+
+
+func exit():
+    Event.emit_signal("snake_finished_dash")
+    Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
+    fsm.back()
+
+
+func physics_process(delta: float) -> 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)
+
+

Where the important parts happen in the enter and exit functions. We need to change the Global.SNAKE_SPEED with the Global.SNAKE_DASH_SPEED on startand start the timer for how long should the dash last. And on the exit we reset the Global.SNAKE_SPEED back to normal. There is probably a better way of updating the Global.SNAKE_SPEED but this works just fine.

+

For the other ones is the same. Only difference with the jump_state.gd is that the collision from head to body is disabled, and no rotation is allowed (by not calling the rotate_on_input function).

Other minor stuff

Not as important but worth mentioning:

+

Final notes

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I actually didn’t finish this game (as how I visualized it), but I got it in a playable 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.

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For exporting and everything else, I went with what I did for my FlappyBird Godot clone