Porting the FlappyBird clone to Godot 4.1 devlog 2
As stated in my FlappyBird devlog 1 entry I originally started the clone in Godot 4, then backported back to Godot 3 because of HTML5 support, and now I’m porting it back again to Godot 4 as there is support again and I want to start getting familiar with it for future projects.
The source code can be found at luevano/flappybirdgodot (main
branch). Playable at itch.io:
Table of contents¶
Porting to Godot 4¶
Disclaimer: I started the port back in Godot 4.0 something and left the project for a while, then opened the project again in Godot 4.1, and it didn’t ask to convert anything so probably nowadays the conversion is better. Godot’s documentation is pretty useful, I looked at the GDScript reference and GDScript exports and that helped a lot.
General changes¶
These include the first changes for fixing some of the conflicting code to at least make it run (no gameplay) as well as project settings adjustments.
- Changing the default import settings for pixel art no longer works (though it’s worth to double check as they changed from
Texture
to aTexture2D
). The important parameter to change is the Filter for the textures.- Change by going to the Project Settings at General -> Rendering -> Textures and set the Canvas Textures -> Default Texture Filter to “Nearest”.
- Re-set the InputMap as the system probably changed from Godot 3 to Godot 4.
- For
SavedData
singleton, change fromFile
toConfigFile
and refactor. This is really not needed for making it run, but I changed this right away. - Remove
velocity
property ofPlayer
which is already included inCharacterBody2D
. - Disable all
TileMap
related code as tile maps have changed drastically, they need more effort to covnert. - Change
String(int)
tostr(int)
.
Player¶
Now that the game at least runs, next thing is to make it “playable”:
AnimatedSprite
changed toAnimatedSprite2D
(with the inclusion ofAnimatedSprite3D
). This node type changed with the automatic conversion.- Instead of checking if an animation is playing with the the
playing
property, the methodis_playing()
needs to be used.
- Instead of checking if an animation is playing with the the
- The
default_gravity
from theProjectSettings
no longer needs to be multiplied by10
to have reasonable numbers. The default is now980
instead of98
. I later changed this when refactoring the code and fine-tuning the feel of the movement. - The Collision mask can be changed programatically with the
set_collision_mask_value
(and similar with the layer). Before, the mask/layer was specified by thebit
which started from0
, but now it is accessed by thelayer_number
which starts from1
.
World¶
This is the most challenging part as the TileMap
system changed drastically, it is basically a from the ground up redesign, luckily the TileMap
s I use are really simple. Since this is not intuitive from the get-go, I took some notes on the steps I took to set up the world TileMap
.
Scene¶
Instead of using one scene per TileMap
only one TileMap
can be used with multiple Atlas in the TileSet
. Multiple physics layers can now be used per TileSet
so you can separate the physics collisions on a per Atlas or Tile basis. The inclusion of Tile patterns also helps when working with multiple Tiles for a single cell “placement”. How I did it:
- Created one scene with one
TileMap
node, calledWorldTileMap.tscn
, with only oneTileSet
as multiple Atlas‘ can be used (this would be a singleTileSet
in Godot 3).- To add a
TileSet
, select theWorldTileMap
and go to Inspector -> TileMap -> TileSet then click on “” and then “New TileSet” button. - To manipulate a
TileSet
, it needs to be selected, either by clicking in the Inspector section or on the bottom of the screen (by default) to the left of TileMap, as shown in the image below.
- To add a
- Add two Atlas to the
TileSet
(one for the ground tiles and another for the pipes) by clicking on the “Add” button (as shown in the image above) and then on “Atlas”. - By selecting an atlas and having the “Setup” selected, change the Name to something recognizable like
ground
and add the texture atlas (the spritesheet) by dragging and dropping in the “” Texture field, as shown in the image below. Take a not of the ID, they start from 0
and increment for each atlas, but if they’re not0
and1
change them.
- I also like to delete unnecessary tiles (for now) by selecting the atlas “Setup” and the “Eraser” tool, as shown in the image below. Then to erase tiles just select them and they’ll be highlighted in black, once deleted they will be grayed out. If you want to activate tiles again just deselect the “Eraser” tool and select wanted tiles.
- For the pipes it is a good idea to modify the “tile width” for horizontal
1x2
tiles. This can be acomplished by removing all tiles except for one, then going to the “Select” section of the atlas, selecting a tile and extending it either graphically by using the yellow circles or by using the properties, as shown in the image below.
- Add physics (collisions) by selecting the
WorldTileMap
‘sTileSet
and clicking on “Add Element” at the TileMap -> TileSet -> Physics Layer twice, one physics layer per atlas. Then set the collision’s layers and masks accordingly (ground on layer 2, pipe on 3). In my case, based on my already set layers.- This will enable physics properties on the tiles when selecting them (by selecting the atlas, being in the correct “Select” section and selecting a tile) and start drawing a polygon with the tools provided. This part is hard to explain in text, but below is an image of how it looks once the polygon is set.
- Notice that the polygon is drawn in *Physics Layer 0*. Using the grid option to either `1` or `2` is useful when drawing the polygon, make sure the polygon closes itself or it wont be drawn.
- Create a tile pattern by drawing the tiles wanted in the editor and then going to the Patterns tab (to the right of Tiles) in the TileMap, selecting all tiles wanted in the pattern and dragging the tiles to the Patterns window. Added patterns will show in this window as shown in the image below, and assigned with IDs starting from
0
.
Script¶
Basically merged all 3 scripts (ground_tile_map.gd
, pipe_tile_map.gd
and world_tiles.gd
) into one (world_tile_map.gd
) and immediatly was able to delete a lot of signal calls between those 3 scripts and redundant code.
The biggest change in the scripting side are the functions to place tiles. For Godot 3:
# place single tile in specific cell
void set_cell(x: int, y: int, tile: int, flip_x: bool = false, flip_y: bool = false, transpose: bool = false, autotile_coord: Vector2 = Vector2( 0, 0 ))
void set_cellv(position: Vector2, tile: int, flip_x: bool = false, flip_y: bool = false, transpose: bool = false, autotile_coord: Vector2 = Vector2( 0, 0 ))
Whereas in Godot 4:
# place single tile in specific cell
void set_cell(layer: int, coords: Vector2i, source_id: int = -1, atlas_coords: Vector2i = Vector2i(-1, -1), alternative_tile: int = 0)
# erase tile at specific cell
void erase_cell(layer: int, coords: Vector2i)
How to use these functions in Godot 4 (new properties or differences/changes):
layer
: for my case I only use 1 layer so it is always set to0
.coords
: would be the equivalent toposition
forset_cellv
in Godot 3.source_id
: which atlas to use (ground:0
or pipe1
).atlas_coords
: tile to use in the atlas. This would be the equivalent totile
in Godot 3.alternative_tile
: for tiles that have alternatives such as mirrored or rotated tiles, not required in my case.
Setting source_id=-1
, atlas_coords=Vector21(-1,-1)
or alternative_tile=-1
will delete the tile at coords
, similar to just using erase_cell
.
With the addition to Tile patterns (to place multiple tiles), there is a new function:
# place pattern
void set_pattern(layer: int, position: Vector2i, pattern: TileMapPattern)
Where position
has the same meaning as coords
in set_cell
/erase_cell
, not sure why it has a different name. The pattern
can be obtained by using get_pattern
method on the tile_set
property of the TileMap
. Something like:
var pattern: TileMapPattern = tile_set.get_pattern(index)
Other than that, Vector2
needs to be changed to Vector2i
.
Changes and improvements¶
General changes and additions that have nothing to do with porting to Godot 4, things I wanted to add regardless of the version.
Audio¶
The audio in the Godot 3 version was added in the last minute and it was blasting by default with no option to decrease the volume or mute it. To deal with this:
- Refactored the code into a single scene/script to have better control.
- Added a volume control slider by following this GDQuest guide.
- Added a mute button, following the same principle as with the volume control.
The basic code required for these features is the following:
# get audio bus index
var audio_bus_name: String = "Master"
var _bus: int = AudioServer.get_bus_index(audio_bus_name)
# change the volume
var linear_volume: float = 0.5 # 50%, needs to be between 0.0 and 1.0
var db_volume: float = linear_to_db(linear_volume)
AudioServer.set_bus_volume_db(_bus, db_volume)
# mute
AudioServer.set_bus_mute(_bus, true) # false to unmute
Just be careful with how the linear_volume
is set (from a button or slider) as it has to be between 0.0
and 1.0
.
Event bus¶
Moved all the signal logic into an event bus to get rid of the coupling I had. This is accomplished by:
- Creating a singleton (autoload) script which I called
event.gd
and can be accessed withEvent
. - All the signals are now defined in
event.gd
. - When a signal needs to be emited instead of emitting the signal from any particular script, emit it from the event bus with
Event.<signal_name>.emit(<optional_args>)
. - When connecting to a signal instead of taking a reference to where the signal is defined, simply connect it with with
Event.<signal_name>.connect(<callable>[.bind(<optional_args>)])
- For signals that already send arguments to the callable, they do not need to be specified in
bind
, only extras are needed here.
- For signals that already send arguments to the callable, they do not need to be specified in
UI¶
Really the only UI I had before was for rendering fonts, and the way fonts work changed a bit. Before, 3 resources were needed as noted in my previous entry:
- Font file itself (
.ttf
for example). DynamicFontData
: used to point to a font file (.ttf
) and then used as base resource.DynamicFont
: usable in godot control nodes which holds theDynamicFontData
and configuration such as size.
Now only 1 resource is needed: FontFile
which is the .ttf
file itself or a godot-created resource. There is also a FontVariation
option, which takes a FontFile
and looks like its used to create fallback options for fonts. The configuration (such as size) is no longer held in the font resource, but rather in the parent control node (like a Label
). Double clicking on the .ttf
file and disabling antialiasing and compression is something that might be needed. Optionally create a FontLabelSettings
which will hold the .ttf
file and used as base for Label
s. Use “Make Unique” for different sizes. Another option is to use Themes and Variations.
I also created the respective volume button and slider UI for the added audio functionality as well as creating a base Label
to avoid repeating configuration on each Label
node.
Misc¶
Small changes that don’t affect much:
- Updated
@export
to@export_range
. The auto conversion didn’t use the correct annotation and instead used a comment. - Refactored the
game_scale
methodolgy as it was inconsistent. Now only one size is used as base and everything else is just scaled with theroot
Window
. - Got rid of the FPS monitoring, was only using it for debugging purposes back then.
By David Luévano
Created: Sun, Aug 27, 2023 @ 23:28 UTC
Modified: Fri, Sep 01, 2023 @ 15:29 UTC