From 65be853fff43b8b0203856fe98b64c190fd271f2 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Thu, 2 Jun 2022 02:44:18 -0600 Subject: update gogodot jam3 entry with food system --- blog/dst/g/gogodot_jam3_devlog_1.html | 62 +++++++++++++++++++++++++++++++++-- blog/dst/index.html | 2 +- blog/dst/tag/@english.html | 2 +- blog/dst/tag/@gamedev.html | 2 +- blog/dst/tag/@gamejam.html | 2 +- blog/dst/tag/@godot.html | 2 +- 6 files changed, 64 insertions(+), 8 deletions(-) (limited to 'blog/dst') diff --git a/blog/dst/g/gogodot_jam3_devlog_1.html b/blog/dst/g/gogodot_jam3_devlog_1.html index 9d6e945..92480c4 100644 --- a/blog/dst/g/gogodot_jam3_devlog_1.html +++ b/blog/dst/g/gogodot_jam3_devlog_1.html @@ -216,7 +216,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void: 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:

+

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_adding_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
@@ -259,7 +259,63 @@ func _add_segment_to_queue() -> void:
 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.

+

For now, this should be enough, I’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 snake_segment_body_entered(body)) in a main.gd script that is the entry point for the game:

+
func _snake_disabled(on_off: bool) -> void:
+    _snake.propagate_call("set_process", [on_off])
+    _snake.propagate_call("set_process_internal", [on_off])
+    _snake.propagate_call("set_physics_process", [on_off])
+    _snake.propagate_call("set_physics_process_internal", [on_off])
+    _snake.propagate_call("set_process_input", [on_off])
+
+

Which will stop the snake node and all children.

+

The food

+

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 “food manager” to spawn them, for now in totally random locations. For this I added the following signals: food_placing_new_food(type), food_placed_new_food(type) and food_eaten(type).

+

First thing is creating the Food.tscn which is just an Area2D with its necessary children with an attached script called food.gd. The script is really simple:

+
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("res://entities/food/sprites/apple.png")
+}
+
+export(Type) var TYPE
+onready var _sprite: Sprite = $Sprite
+
+
+func _ready():
+    connect("body_entered", self, "_on_body_entered")
+    _sprite.texture = _type_texture[TYPE]
+
+
+func _on_body_entered(body: Node) -> void:
+    Event.emit_signal("food_eaten", TYPE)
+    queue_free()
+
+

Then this food_eaten signal is received in snake.gd to add a new segment to the queue.

+

Finally, for the food manager I just created a FoodManager.tscn with a Node2D with an attached script called food_manager.gd. To get a random position:

+
func _get_random_pos() -> 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)
+
+

Which gets the job done, but later I’ll have to add a way to check that the position is valid. And to actually place the food:

+
func _place_new_food() -> void:
+    var food: Area2D = FOOD.instance()
+    var position: Vector2 = _get_random_pos()
+    food.global_position = position
+    add_child(food)
+
+

And this is used in _process 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:

+
+Snake - Food basic interaction +
Snake - Food basic interaction
+

Brainstorm/To-do