From 683f41b6e0873581a039cc4b2740b74745710461 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Wed, 1 Jun 2022 03:26:27 -0600 Subject: finish writing about the basic snake movement, still wip --- blog/dst/g/gogodot_jam3_devlog_1.html | 365 ++++++++++++++++++++++++++++++++++ 1 file changed, 365 insertions(+) create mode 100644 blog/dst/g/gogodot_jam3_devlog_1.html (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 new file mode 100644 index 0000000..9d6e945 --- /dev/null +++ b/blog/dst/g/gogodot_jam3_devlog_1.html @@ -0,0 +1,365 @@ + + + + + + + Creating my Go Godot Jam 3 entry devlog 1 -- Luévano's Blog + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+ +
+

Creating my Go Godot Jam 3 entry devlog 1

+ +

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. 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:

+ +

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..

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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.

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This time I’m also going to be using an Event bus singleton (which I’m going to just call Event) as managing signals was pretty annoying on my last project; as well as a Global singleton for essential stuff so I don’t have to do as many cross references between nodes/scenes.

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Assets

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This time I’ll be creating my own assets in Aseprite, wont be that good, but enough to prototype and get things going.

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The snake

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This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it’s kinda hard. I tried with like 4-5 options and the one I’m detailing here is the only one that worked as I wanted for me. This time the directory structure I’m using is the following:

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+FileSystem - Snake dir structure +
FileSystem - Snake dir structure
+
+

Basic movement

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The most basic thing is to move the head, this is what we have control of. Create a scene called Head.tscn and setup the basic KinematicBody2D with it’s own Sprite and CollisionShape2D (I used a small circle for the tip of the head), and set the Collision Layer/Mask accordingly, for now just layer = bit 1. 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 head.gd attached to the root (KinematicBody2D) and added:

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extends KinematicBody2D
+
+enum {
+    LEFT=-1,
+    RIGHT=1
+}
+
+var velocity: Vector2 = Vector2.ZERO
+var _direction: Vector2 = Vector2.UP
+
+
+func _physics_process(delta: float) -> void:
+    if Input.is_action_pressed("move_left"):
+        _rotate_to(LEFT)
+    if Input.is_action_pressed("move_right"):
+        _rotate_to(RIGHT)
+
+    velocity = _direction * Global.SNAKE_SPEED
+
+    velocity = move_and_slide(velocity)
+    _handle_time_elapsed(delta)
+
+
+func _rotate_to(direction: int) -> 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()))
+
+

After tunning all the necessary parameters you should get something like this:

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+Snake - Basic movement (left and right controls) +
Snake - Basic movement (left and right controls)
+
+

Setting up path following

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To move other snake parts by following the snake head the only solution I found was to use the Path2D and PathFollow2D nodes. Path2D basically just handles the curve/path that PathFollow2D will use to move its child node; and I say “child node” in singular… as PathFollow2D 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’s path/curve.

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Added the signal snake_path_new_point(coordinates) to the Event singleton and then add the following to head.gd:

+
var _time_elapsed: float = 0.0
+
+# using a timer is not recommended for < 0.01
+func _handle_time_elapsed(delta: float) -> void:
+    if _time_elapsed >= Global.SNAKE_POSITION_UPDATE_INTERVAL:
+        Event.emit_signal("snake_path_new_point", global_position)
+        _time_elapsed = 0.0
+    _time_elapsed += delta
+
+

This will be pinging the current snake head position every 0.01 seconds (defined in Global). Now create a new scene called Snake.tscn which will contain a Node2D, a Path2D and an instance of Head as its childs. Create a new script called snake.gd attached to the root (Node2D) with the following content:

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class_name Snake
+extends Node2D
+
+onready var path: Path2D = $Path
+
+func _ready():
+    Event.connect("snake_path_new_point", self, "_on_Head_snake_path_new_point")
+
+
+func _draw() -> void:
+    if path.curve.get_baked_points().size() >= 2:
+        draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true)
+
+
+func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
+    path.curve.add_point(coordinates)
+    # update call is to draw curve as there are new points to the path's curve
+    update()
+
+

With this, we’re now populating the Path2D curve points with the position of the snake head. You should be able to see it because of the _draw call. If you run it you should see something like this:

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+Snake - Basic movement with path +
Snake - Basic movement with path
+
+

Define body parts for the snake

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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 PathFollow2D to use the live-generating Path2D, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, thanks documentation).

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Create a new scene called Body.tscn with a PathFollow2D as its root and an Area2D as its child, then just add the necessary Sprite and CollisionShap2D for the Area2D, I’m using layer = bit 2 for its collision. Create a new script called generic_segment.gd with the following code:

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extends PathFollow2D
+
+export(String, "body", "tail") var TYPE: String = "body"
+
+
+func _physics_process(delta: float) -> void:
+    offset += Global.SNAKE_SPEED * delta
+
+

And this can be attached to the Body‘s root node (PathFollow2D), no extra setup needed. Repeat the same steps for creating the Tail.tscn scene and when attaching the generic_segment.gd script just configure the Type parameter to tail in the GUI (by selecting the node with the script attached and editing in the Inspector).

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Adding body parts

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Now it’s just a matter of handling when to add new body parts in the snake.gd script. For now I’ve only setup for adding body parts to fulfill the initial length of the snake (this doesn’t include the head or tail). The extra code needed is the following:

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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) -> void:
+    if path.curve.get_baked_length() >= (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) -> 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 < max_body_segments:
+        _add_initial_segment(BODY_SEGMENT_NP)
+    elif current_body_segments == max_body_segments:
+        _add_initial_segment(TAIL_SEGMENT_NP)
+
+

Select the Snake node and add the Body and Tail scene to the parameters, respectively. Then when running you should see something like this:

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+Snake - Basic movement with all body parts +
Snake - Basic movement with all body parts
+
+

Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: snake_add_new_segment(type), snake_added_new_segment(type), snake_added_initial_segments and use them when makes sense. Now we need to add the following:

+
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
+
+

As well as updating _add_initial_segment with the following so it adds the new segment on the specific variable:

+
if _temp_body_segment.TYPE == "body":
+    body_segment_stack.append(_temp_body_segment)
+else:
+    tail_segment = _temp_body_segment
+
+

Now that it’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’s a good distance to place the segment on. These two things can be achieved with the following code:

+
# this will be called in _physics_process
+func _add_new_segment() -> void:
+    var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE
+    if path.curve.get_baked_length() >= _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() -> 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)
+
+

With everything implemented and connected accordingly then we can add segments on demand (for testing I’m adding with a keystroke), it should look like this:

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+Snake - Basic movement with dynamic addition of new segments +
Snake - Basic movement with dynamic addition of new segments
+
+

For now, this should be enough, I’ll add more stuff as needed as I go.

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Brainstorm/To-do

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Resources

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+ + + + \ No newline at end of file -- cgit v1.2.3-70-g09d2