From ab5cc111d51a8975f5f82e5a0b497b5f752acc5d Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Fri, 1 Mar 2024 04:13:22 -0600 Subject: add final flappybird godot devlog entry --- live/blog/g/flappybird_godot_devlog_3.html | 292 ++++++++++++++++++++++++++ live/blog/g/godot_layers_and_masks_notes.html | 6 + live/blog/index.html | 4 +- live/blog/rss.xml | 151 +++++++++++++ live/blog/sitemap.xml | 6 + live/blog/tag/@english.html | 4 +- live/blog/tag/@gamedev.html | 4 +- live/blog/tag/@gdscript.html | 4 +- live/blog/tag/@godot.html | 4 +- 9 files changed, 470 insertions(+), 5 deletions(-) create mode 100644 live/blog/g/flappybird_godot_devlog_3.html (limited to 'live/blog') diff --git a/live/blog/g/flappybird_godot_devlog_3.html b/live/blog/g/flappybird_godot_devlog_3.html new file mode 100644 index 0000000..953eee4 --- /dev/null +++ b/live/blog/g/flappybird_godot_devlog_3.html @@ -0,0 +1,292 @@ + + + + + + +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

+ +

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.

+

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.

+

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

+

+ +

Table of contents

+ +

Refactoring

+

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:

+ +
func _ready():
+    Event.game_pause.connect(_on_game_pause)
+
+func _on_game_pause(pause: bool):
+    set_process(pause)
+
+

Just connecting to set_process is enough:

+
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))
+
+

Improvements

+

Background parallax

+

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:

+
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
+
+

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.

+

Sprite switcher

+

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):

+
func _get_new_sprite_index(index: int) -> int:
+    return clampi(index, 0, background_textures.size() - 1)
+
+
+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
+
+

Then, in custom signals I just call _set_sprites_index with a texture_index +/- 1.

+

Save data

+

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

+

Accomplished by defining a new data_resource.gd:

+
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
+
+

Where the @exports are not needed unless you need to manage the .tres resource files for testing in-editor.

+

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

+ +
func save():
+    var err: int = ResourceSaver.save(_data, DATA_PATH)
+    if err != OK:
+        print("[ERROR] Couldn't save data.")
+
+ +
func _load_data():
+    if ResourceLoader.exists(DATA_PATH):
+        _data = load(DATA_PATH)
+    else:
+        _data = DataResource.new()
+        save()
+
+ +

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).

+

Android

+

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”.

+

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:

+ +

Misc

+

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.

+ + + + +
+ +
+ + + + \ No newline at end of file diff --git a/live/blog/g/godot_layers_and_masks_notes.html b/live/blog/g/godot_layers_and_masks_notes.html index f13805e..1d55d97 100644 --- a/live/blog/g/godot_layers_and_masks_notes.html +++ b/live/blog/g/godot_layers_and_masks_notes.html @@ -103,6 +103,12 @@

While the complete answer is the first, as that is how layers work, the second can be used like a rule: 1) the layer is where the object lives, while 2) the mask is what the object will detect.