<!DOCTYPE html> <html class="theme-dark" lang="en " prefix="og: https://ogp.me/ns#"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <link rel="icon" href="https://static.luevano.xyz/images/icons/favicon.ico"> <title>Final improvements to the FlappyBird clone and Android support devlog 3 -- Luévano's Blog</title> <meta name="description" content="Notes on the final improvements to my FlappyBird clone made in Godot 4.x. 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Also details on the support for Android."/> <meta property="og:locale" content="en"/> <meta property="og:site_name" content="Luévano's Blog"/> </head> <body> <header> <nav> <ul> <li> <a href="https://luevano.xyz/"><i class="fas fa-home" alt="Home"></i><span>Home</span></a> </li> <li> <a href="https://blog.luevano.xyz/"><i class="fas fa-book-open" alt="Blog"></i><span>Blog</span></a> </li> <li> <a href="https://art.luevano.xyz/"><i class="fas fa-paint-brush" alt="Art"></i><span>Art</span></a> </li> <li><i class="fab fa-git" alt="Git"></i><span>Git</span> <ul> <li><a href="https://git.luevano.xyz/" target="_blank"><i class="fab fa-git-alt" alt="Git-alt"></i></a></li> <li><a href="https://github.com/luevano" target="_blank"><i class="fab fa-github" alt="Github"></i></a></li> <li><a href="https://gitlab.com/dluevano" target="_blank"><i class="fab fa-gitlab" alt="Gitlab"></i></a></li> </ul> </li> <li><i class="fas fa-box-open" alt="Stuff"></i><span>Stuff</span> <ul> <li><a href="https://gb.luevano.xyz/"><i class="fas fa-gamepad" alt="Gameboy"></i><span>Gameboy</span></a></li> </ul> </li> </ul> </nav> <button class="theme-switcher" onclick="toggleTheme()"><i class="fas fa-moon"></i><i class="fas fa-sun"></i></button> </header> <main> <div class="return-top"> <button class="return-top" onclick="returnTop()" id="returnTopButton"> <i class="fas fa-arrow-up" alt="Return to top"></i> </button> </div> <h1>Final improvements to the FlappyBird clone and Android support devlog 3</h1> <p>Decided to conclude my FlappyBird journey with one last set of improvements, following up on devlogs <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">1</a> and <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_2.html">2</a>. Focusing on <strong>refactoring</strong>, <strong>better UI</strong>, <strong>sprite selection</strong> and Android support.</p> <p>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 <em>QoL</em> UI enhancements and extra buttons basically.</p> <p>The source code can be found at <a href="https://github.com/luevano/flappybirdgodot">luevano/flappybirdgodot</a>. Playable at <a href="https://lorentzeus.itch.io/flappybirdgodot">itch.io</a>:</p> <p style="text-align:center"><iframe src="https://itch.io/embed/1551015?dark=true" width="208" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/flappybirdgodot">FlappyBirdGodot by Lorentzeus</a></iframe></p> <h2 id="table-of-contents">Table of contents<a class="headerlink" href="#table-of-contents" title="Permanent link">¶</a></h2> <div class="toc"> <ul> <li><a href="#table-of-contents">Table of contents</a></li> <li><a href="#refactoring">Refactoring</a></li> <li><a href="#improvements">Improvements</a><ul> <li><a href="#background-parallax">Background parallax</a></li> <li><a href="#sprite-switcher">Sprite switcher</a></li> <li><a href="#save-data">Save data</a></li> </ul> </li> <li><a href="#android">Android</a></li> <li><a href="#misc">Misc</a></li> </ul> </div> <h2 id="refactoring">Refactoring<a class="headerlink" href="#refactoring" title="Permanent link">¶</a></h2> <p>The first part for my refactor was to move everything out of the <code>src/</code> 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:</p> <ul> <li>The way I handled the gameplay means that I needed to make the camera, background and the (ceiling and tiles) “detectors” move along with the player, while restricting their movement in the <code>x</code> axis, really hacky. Instead, I did what I should’ve done from the beginning… just let the tiles move backwards and keep everything static with the player only moving up an down (as how I stated at the beginning of <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html">FlappyBirdgodot devlog 1</a> but didn’t actually follow).</li> <li>Moved the <code>set_process</code> methodology to their own scripts, instead of handling everything in <code>main.gd</code> while also taking advantage of how signals work now. Instead of doing:</li> </ul> <pre><code class="language-gdscript">func _ready(): Event.game_pause.connect(_on_game_pause) func _on_game_pause(pause: bool): set_process(pause) </code></pre> <p>Just connecting to <code>set_process</code> is enough:</p> <pre><code class="language-gdscript">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)) </code></pre> <h2 id="improvements">Improvements<a class="headerlink" href="#improvements" title="Permanent link">¶</a></h2> <h3 id="background-parallax">Background parallax<a class="headerlink" href="#background-parallax" title="Permanent link">¶</a></h3> <p>First thing was to add a moving background functionality, by adding 2 of the same <code>Sprite2D</code>‘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:</p> <pre><code class="language-gdscript">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 </code></pre> <p>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.</p> <h3 id="sprite-switcher">Sprite switcher<a class="headerlink" href="#sprite-switcher" title="Permanent link">¶</a></h3> <p>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):</p> <pre><code class="language-gdscript">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 </code></pre> <p>Then, in custom signals I just call <code>_set_sprites_index</code> with a <code>texture_index +/- 1</code>.</p> <h3 id="save-data">Save data<a class="headerlink" href="#save-data" title="Permanent link">¶</a></h3> <p>Moved from manual <code>ConfigFile</code> (which is an <code>.ini</code> file basically) to <code>Resource</code> which is easier to work with and faster to implement.</p> <p>Accomplished by defining a new <code>data_resource.gd</code>:</p> <pre><code class="language-gdscript">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 </code></pre> <p>Where the <code>@export</code>s are not needed unless you need to manage the <code>.tres</code> resource files for testing in-editor.</p> <p>Then, the <code>data.gd</code> script needs to be changed accordingly, most notably:</p> <ul> <li>The file extension is <code>.tres</code> instead of <code>.cfg</code>.</li> <li>No need for “config sections”.</li> <li>Saving changes to:</li> </ul> <pre><code class="language-gdscript">func save(): var err: int = ResourceSaver.save(_data, DATA_PATH) if err != OK: print("[ERROR] Couldn't save data.") </code></pre> <ul> <li>The loader gets simplified (mostly because the default values are set in the <code>_init()</code> function of the <code>data_resource.gd</code>) to:</li> </ul> <pre><code class="language-gdscript">func _load_data(): if ResourceLoader.exists(DATA_PATH): _data = load(DATA_PATH) else: _data = DataResource.new() save() </code></pre> <ul> <li>The attributes/config/saved data can be retrieved directly by the <code>data_resource.gd</code> variable name, for example: instead of <code>_data.get_value(SCORE_SECTION, "high_score")</code> it’s now simply <code>_data.high_score</code>. And similar for setting the values.</li> </ul> <p>Compared to the <a href="https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html#saved-data">3.x version</a> 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).</p> <h2 id="android">Android<a class="headerlink" href="#android" title="Permanent link">¶</a></h2> <p>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 <a href="https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html">Exporting for Android</a>, 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 <em>“one click deploys”</em>.</p> <p>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 <em>Project Settings</em> that I remember that needs changes are:</p> <ul> <li><em>display/window/handheld/orientation</em> set to <code>Portrait</code>.</li> <li><em>input_devices/pointing/emulate_touch_from_mouse</em> and <em>input_devices/pointing/emulate_mouse_from_touch</em> both set to <code>on</code>.</li> </ul> <h2 id="misc">Misc<a class="headerlink" href="#misc" title="Permanent link">¶</a></h2> <p>Found a bug on the <code>ScoreDetector</code> where it would collide with the <code>Ceiling</code>. While this is really not a problem outside of me doing tests I fixed it by <a href="https://blog.luevano.xyz/g/godot_layers_and_masks_notes.html">applying the correct layer/mask</a>.</p> <div class="page-nav"> <span class="index"> <a href="https://blog.luevano.xyz" alt="Index"> <i class="fas fa-home" alt="Home"></i> <span>Index</span> </a> </span> <span class="previous"> <a href="https://blog.luevano.xyz/g/godot_layers_and_masks_notes.html" alt="Previous"> <i class="fas fa-arrow-right" alt="Arrow right"></i> <span>Previous</span> </a> </span> </div> <hr> <div class="article-info"> <p>By David Luévano</p> <p>Created: Fri, Mar 01, 2024 @ 10:00 UTC</p> <p>Modified: Fri, Mar 01, 2024 @ 10:11 UTC</p> <div class="article-tags"> <p>Tags: <a href="https://blog.luevano.xyz/tag/@english.html">english</a>, <a href="https://blog.luevano.xyz/tag/@gamedev.html">gamedev</a>, <a href="https://blog.luevano.xyz/tag/@gdscript.html">gdscript</a>, <a href="https://blog.luevano.xyz/tag/@godot.html">godot</a> </p> </div> </div> </main> <footer> <span> <i class="fas fa-address-card" alt="Contact"></i> <a href="https://blog.luevano.xyz/contact.html">Contact</a> </span> <span> <i class="fas fa-donate" alt="Donate"></i> <a href="https://blog.luevano.xyz/donate.html">Donate</a> </span> <span> <i class="fas fa-rss" alt="RSS"></i> <a target="_blank" href="https://blog.luevano.xyz/rss.xml">RSS</a> </span> <br> <span class="created-with"> <i class="fas fa-hammer" alt="Hammer"></i> Created with <a href="https://github.com/luevano/pyssg">pyssg</a> </span> <br> <span class="copyright"> Copyright <i class="far fa-copyright" alt="Copyright"></i> 2023 David Luévano Alvarado </span> </footer> </body> </html>