From bd86f4fc950cdc5bb4cb346f48c14a6e356dc4fb Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Thu, 7 Mar 2024 21:55:16 -0600 Subject: stop tracking live/ --- live/blog/g/flappybird_godot_devlog_3.html | 292 ----------------------------- 1 file changed, 292 deletions(-) delete mode 100644 live/blog/g/flappybird_godot_devlog_3.html (limited to 'live/blog/g/flappybird_godot_devlog_3.html') diff --git a/live/blog/g/flappybird_godot_devlog_3.html b/live/blog/g/flappybird_godot_devlog_3.html deleted file mode 100644 index 953eee4..0000000 --- a/live/blog/g/flappybird_godot_devlog_3.html +++ /dev/null @@ -1,292 +0,0 @@ - - - - - - -Final improvements to the FlappyBird clone and Android support devlog 3 -- Luévano's Blog - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Final improvements to the FlappyBird clone and Android support devlog 3

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Decided to conclude my FlappyBird journey with one last set of improvements, following up on devlogs 1 and 2. Focusing on refactoring, better UI, sprite selection and Android support.

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I missed some features that I really wanted to get in but I’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 QoL UI enhancements and extra buttons basically.

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The source code can be found at luevano/flappybirdgodot. Playable at itch.io:

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Table of contents

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Refactoring

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The first part for my refactor was to move everything out of the src/ directory into the root directory of the git repository, organizing it a tiny bit better, personal preference from what I’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:

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func _ready():
-    Event.game_pause.connect(_on_game_pause)
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-func _on_game_pause(pause: bool):
-    set_process(pause)
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Just connecting to set_process is enough:

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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))
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Improvements

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Background parallax

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First thing was to add a moving background functionality, by adding 2 of the same Sprite2D‘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:

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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 <= - background_orig.position.x:
-        backgrounds[int(ifirst)].position.x = backgrounds[int(!ifirst)].position.x + texture_size.x
-        ifirst = !ifirst
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Then I added background parallax by separating the background sprites in two: background and “foreground” (the buildings in the original sprites). And to move them separately just applied the same logic described above with 2 different speeds.

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Sprite switcher

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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):

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func _get_new_sprite_index(index: int) -> int:
-    return clampi(index, 0, background_textures.size() - 1)
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-func _set_sprites_index(index: int) -> 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
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Then, in custom signals I just call _set_sprites_index with a texture_index +/- 1.

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Save data

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Moved from manual ConfigFile (which is an .ini file basically) to Resource which is easier to work with and faster to implement.

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Accomplished by defining a new data_resource.gd:

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class_name DataResource
-extends Resource
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-@export var high_score: int
-@export var volume: float
-@export var mute: bool
-@export var bird: int
-@export var background: int
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-func _init():
-    high_score = 0
-    volume = 0.5
-    mute = false
-    bird = 0
-    background = 0
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Where the @exports are not needed unless you need to manage the .tres resource files for testing in-editor.

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Then, the data.gd script needs to be changed accordingly, most notably:

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func save():
-    var err: int = ResourceSaver.save(_data, DATA_PATH)
-    if err != OK:
-        print("[ERROR] Couldn't save data.")
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func _load_data():
-    if ResourceLoader.exists(DATA_PATH):
-        _data = load(DATA_PATH)
-    else:
-        _data = DataResource.new()
-        save()
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Compared to the 3.x version it is a lot more simple. Though I still have setters and getters for each attribute/config (I’ll se how to change this in the future).

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Android

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I did add android support but it’s been so long since I did it that I actually don’t remember (this entry has been sitting in a draft for months). In general I followed the official guide for Exporting for Android, setting up Android studio and remotely debugging with my personal phone; it does take a while to setup but after that it’s as simple as doing “one click deploys”.

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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 Project Settings that I remember that needs changes are:

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Misc

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Found a bug on the ScoreDetector where it would collide with the Ceiling. While this is really not a problem outside of me doing tests I fixed it by applying the correct layer/mask.

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