1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
|
title: Creating my Go Godot Jam 3 entry using Godot 3.5 devlog 1
author: David Luévano
lang: en
summary: Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution.
tags: gamedev
godot
gamejam
english
The jam's theme is Evolution and all the details are listed [here](https://itch.io/jam/go-godot-jam-3). ~~This time I'm logging as I go, so there might be some changes to the script or scenes along the way~~ ^^I couldn't actually do this, as I was running out of time.^^. Note that I'm not going to go into much details, the obvious will be ommitted.
I wanted to do a *Snake* clone, and I'm using this jam as an excuse to do it and add something to it. The features include:
- Snakes will pass their stats in some form to the next snakes.
- Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction.
- Depending on the food you eat, you'll gain new mutations/abilities ~~and the more you eat the more that mutation develops.~~ ^^didn't have time to add this feature, sad.^^
- Procedural map creation.
I created this game using *Godot 3.5-rc3*. You can find the source code in my GitHub [here](https://github.com/luevano/gogodot_jam3) which at the time of writing this it doesn't contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:
<p style="text-align:center"><iframe src="https://itch.io/embed/1562701?dark=true" width="552" height="167" frameborder="0"><a href="https://lorentzeus.itch.io/snake-tronic">Snake-tronic by Lorentzeus</a></iframe></p>
You can also find the jam entry [here](https://itch.io/jam/go-godot-jam-3/rate/1562701).
Similarly with the my FlappyBird clone, I plan to update this to a better state.
## Initial setup
Again, similar to the [FlappyBird](https://blog.luevano.xyz/g/flappybird_godot_devlog_1.html) clone I developed, I'm using the directory structure I wrote about on [Godot project structure](https://blog.luevano.xyz/g/godot_project_structure.html) with slight modifications to test things out. Also using similar *Project settings* as those from the *FlappyBird* clone like the pixel art texture imports, keybindings, layers, etc..
I've also setup [GifMaker](https://github.com/bram-dingelstad/godot-gifmaker), with slight modifications as the *AssetLib* doesn't install it correctly and contains unnecessry stuff: moved necessary files to the `res://addons` directory, deleted test scenes and files in general, and copied the license to the `res://docs` directory. Setting this up was a bit annoying because the tutorial it's bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn't find it anywhere other than by inspecting some of the code/scenes.^^I ended up not leaving this enabled in the game as it lagged the game out, but it's an option I'll end up researching more.^^
This time I'm also going to be using an [Event bus](https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/) singleton (which I'm going to just call *Event*) as managing signals was pretty annoying on my last project; as well as a *Global* singleton for essential stuff so I don't have to do as many cross references between nodes/scenes.
## Assets
This time I'll be creating my own assets in [Aseprite](https://www.aseprite.org/), wont be that good, but enough to prototype and get things going.
Other than that I used few key sprites from [vryell](https://vryell.itch.io/): [Controller & Keyboard Icons](https://vryell.itch.io/controller-keyboard-icons) and a font from [datagoblin](https://datagoblin.itch.io/): [Monogram](https://datagoblin.itch.io/monogram).
## The snake
This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it's kinda hard. I tried with like 4-5 options and the one I'm detailing here is the only one that worked as I wanted for me. This time the directory structure I'm using is the following:
![FileSystem - Snake dir structure](images/g/gogodot_jam3/file_system_snake_dir_structure.png "FileSystem - Snake dir structure")
### Basic movement
The most basic thing is to move the head, this is what we have control of. Create a scene called `Head.tscn` and setup the basic *KinematicBody2D* with it's own *Sprite* and *CollisionShape2D* (I used a small circle for the tip of the head), and set the *Collision Layer/Mask* accordingly, for now just `layer = bit 1`. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called `head.gd` attached to the root (*KinematicBody2D*) and added:
```gdscript
extends KinematicBody2D
enum {
LEFT=-1,
RIGHT=1
}
var velocity: Vector2 = Vector2.ZERO
var _direction: Vector2 = Vector2.UP
func _physics_process(delta: float) -> void:
if Input.is_action_pressed("move_left"):
_rotate_to(LEFT)
if Input.is_action_pressed("move_right"):
_rotate_to(RIGHT)
velocity = _direction * Global.SNAKE_SPEED
velocity = move_and_slide(velocity)
_handle_time_elapsed(delta)
func _rotate_to(direction: int) -> void:
rotate(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
_direction = _direction.rotated(deg2rad(direction * Global.SNAKE_ROT_SPEED * get_physics_process_delta_time()))
```
After tunning all the necessary parameters you should get something like this:
![Snake - Basic movement (left and right controls)](images/g/gogodot_jam3/snake_basic_movement.gif "Snake - Basic movement (left and right controls)")
### Setting up path following
To move other snake parts by following the snake head the only solution I found was to use the *Path2D* and *PathFollow2D* nodes. *Path2D* basically just handles the curve/path that *PathFollow2D* will use to move its child node; and I say "child node" in singular... as *PathFollow2D* can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake's path/curve.
Added the signal `snake_path_new_point(coordinates)` to the *Event* singleton and then add the following to `head.gd`:
```gdscript
var _time_elapsed: float = 0.0
# using a timer is not recommended for < 0.01
func _handle_time_elapsed(delta: float) -> void:
if _time_elapsed >= Global.SNAKE_POSITION_UPDATE_INTERVAL:
Event.emit_signal("snake_path_new_point", global_position)
_time_elapsed = 0.0
_time_elapsed += delta
```
This will be pinging the current snake head position every `0.01` seconds (defined in *Global*). Now create a new scene called `Snake.tscn` which will contain a *Node2D*, a *Path2D* and an instance of *Head* as its childs. Create a new script called `snake.gd` attached to the root (*Node2D*) with the following content:
```gdscript
class_name Snake
extends Node2D
onready var path: Path2D = $Path
func _ready():
Event.connect("snake_path_new_point", self, "_on_Head_snake_path_new_point")
func _draw() -> void:
if path.curve.get_baked_points().size() >= 2:
draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true)
func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
path.curve.add_point(coordinates)
# update call is to draw curve as there are new points to the path's curve
update()
```
With this, we're now populating the *Path2D* curve points with the position of the snake head. You should be able to see it because of the `_draw` call. If you run it you should see something like this:
![Snake - Basic movement with path](images/g/gogodot_jam3/snake_basic_movement_with_path.gif "Snake - Basic movement with path")
### Define body parts for the snake
At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a *PathFollow2D* to use the live-generating *Path2D*, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, *thanks documentation*).
Create a new scene called `Body.tscn` with a *PathFollow2D* as its root and an *Area2D* as its child, then just add the necessary *Sprite* and *CollisionShap2D* for the *Area2D*, I'm using `layer = bit 2` for its collision. Create a new script called `generic_segment.gd` with the following code:
```gdscript
extends PathFollow2D
export(String, "body", "tail") var TYPE: String = "body"
func _physics_process(delta: float) -> void:
offset += Global.SNAKE_SPEED * delta
```
And this can be attached to the *Body*'s root node (*PathFollow2D*), no extra setup needed. Repeat the same steps for creating the `Tail.tscn` scene and when attaching the `generic_segment.gd` script just configure the `Type` parameter to `tail` in the GUI (by selecting the node with the script attached and editing in the *Inspector*).
### Adding body parts
Now it's just a matter of handling when to add new body parts in the `snake.gd` script. For now I've only setup for adding body parts to fulfill the initial length of the snake (this doesn't include the head or tail). The extra code needed is the following:
```gdscript
export(PackedScene) var BODY_SEGMENT_NP: PackedScene
export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
var current_body_segments: int = 0
var max_body_segments: int = 1
func _add_initial_segment(type: PackedScene) -> void:
if path.curve.get_baked_length() >= (current_body_segments + 1.0) * Global.SNAKE_SEGMENT_SIZE:
var _temp_body_segment: PathFollow2D = type.instance()
path.add_child(_temp_body_segment)
current_body_segments += 1
func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
path.curve.add_point(coordinates)
# update call is to draw curve as there are new points to the path's curve
update()
# add the following lines
if current_body_segments < max_body_segments:
_add_initial_segment(BODY_SEGMENT_NP)
elif current_body_segments == max_body_segments:
_add_initial_segment(TAIL_SEGMENT_NP)
```
Select the *Snake* node and add the *Body* and *Tail* scene to the parameters, respectively. Then when running you should see something like this:
![Snake - Basic movement with all body parts](images/g/gogodot_jam3/snake_basic_movement_added_body_parts.gif "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_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:
```gdscript
var body_segment_stack: Array
var tail_segment: PathFollow2D
# didn't konw how to name this, basically holds the current path lenght
# whenever the add body segment, and we use this stack to add body parts
var body_segment_queue: Array
```
As well as updating `_add_initial_segment` with the following so it adds the new segment on the specific variable:
```gdscript
if _temp_body_segment.TYPE == "body":
body_segment_stack.append(_temp_body_segment)
else:
tail_segment = _temp_body_segment
```
Now that it's just a matter of creating the segment queue whenever a new segment is needed, as well as adding each segment in a loop whenever we have items in the queue and it's a good distance to place the segment on. These two things can be achieved with the following code:
```gdscript
# this will be called in _physics_process
func _add_new_segment() -> void:
var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE
if path.curve.get_baked_length() >= _path_length_threshold:
var _removed_from_queue: float = body_segment_queue.pop_front()
var _temp_body_segment: PathFollow2D = BODY_SEGMENT_NP.instance()
var _new_body_offset: float = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
_temp_body_segment.offset = _new_body_offset
body_segment_stack.append(_temp_body_segment)
path.add_child(_temp_body_segment)
tail_segment.offset = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE
current_body_segments += 1
func _add_segment_to_queue() -> void:
# need to have the queues in a fixed separation, else if the eating functionality
# gets spammed, all next bodyparts will be spawned almost at the same spot
if body_segment_queue.size() == 0:
body_segment_queue.append(path.curve.get_baked_length())
else:
body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE)
```
With everything implemented and connected accordingly then we can add segments on demand (for testing I'm adding with a keystroke), it should look like this:
![Snake - Basic movement with dynamic addition of new segments](images/g/gogodot_jam3/snake_basic_movement_with_dynamic_segments.gif "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. 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:
```gdscript
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.
### Fix on body segments following head
After a while of testing and developing, I noticed that sometimes the head "detaches" from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the *Curve2D* is. To do this I just send a signal (`snake_rotated`) whenever the snake rotates and make a small correction (in `generic_segment.gd`):
```gdscript
func _on_snake_rotated() -> void:
offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
```
This is completely random, I tweaked it manually after a lot of iterations.
## 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:
```gdscript
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:
```gdscript
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:
```gdscript
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](images/g/gogodot_jam3/snake_food_basic_interaction.gif "Snake - Food basic interaction")
## Za warudo! (The world)
It just happend that I saw a video to create random maps by using a method called [random walks](https://www.mit.edu/~kardar/teaching/projects/chemotaxis(AndreaSchmidt)/random.htm), this video was made by [NAD LABS](https://www.youtube.com/c/NADLABS): [Nuclear Throne Like Map Generation In Godot](https://www.youtube.com/watch?v=ppP2Doq3p7s). It's a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites):
![World map generator - Random map 1](images/g/gogodot_jam3/world_generator_1.png "World map generator - Random map 1")
![World map generator - Random map 2](images/g/gogodot_jam3/world_generator_2.png "World map generator - Random map 2")
![World map generator - Random map 3](images/g/gogodot_jam3/world_generator_3.png "World map generator - Random map 3")
It started with just black and white tiles, but I ended up adding some sprites as it was really harsh to the eyes. My implementation is basically the same as *NAD LABS*' with few changes, most importantly: I separated the generation in 2 diferent tilemaps (floor and wall) to have better control as well as wrapped everything in a single scene with a "main" script with the following important functions:
```gdscript
func get_valid_map_coords() -> Array:
var safe_area: Array = walker_head.get_cells_around()
var cells_used: Array = ground_tilemap.get_used_cells()
for location in safe_area:
cells_used.erase(location)
return cells_used
func get_centered_world_position(location: Vector2) -> Vector2:
return ground_tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0
```
Where `get_cells_around` is just a function that gets the safe cells around the origin. And this `get_valid_map_coords` just returns used cells minus the safe cells, to place food. `get_centered_world_position` is so we can center the food in the tiles.
Some signals I used for the world gen: `world_gen_walker_started(id)`, `world_gen_walker_finished(id)`, `world_gen_walker_died(id)` and `world_gen_spawn_walker_unit(location)`.
### Food placement
The last food algorithm doesn't check anything related to the world, and thus the food could spawn in the walls and outside the map.
First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first:
```gdscript
func update_texture() -> void:
_sprite.texture = texture[properties["type"]]
func set_properties(pos: Vector2, loc: Vector2, special: bool, type: int, points: int=1, special_points: int=1, ttl: float = -1.0) -> void:
properties["global_position"] = pos
global_position = pos
properties["location"] = loc
properties["special"] = special
properties["type"] = type
properties["points"] = points
properties["special_points"] = special_points
properties["ttl"] = ttl
if properties["ttl"] != -1.0:
timer.wait_time = properties["ttl"]
timer.start()
```
Where the `update_texture` needs to be a separate function, because we need to create the food first, set properties, add as a child and then update the sprite; we also need to keep track of the global position, location (in tilemap coordinates) and identifiers for the type of food.
Then basic/special food just extend base food, define a `Type` enum and preloads the necessary textures, for example:
```gdscript
enum Type {
APPLE,
BANANA,
RAT
}
func _ready():
texture[Type.APPLE] = preload("res://entities/food/sprites/apple.png")
texture[Type.BANANA] = preload("res://entities/food/sprites/banana.png")
texture[Type.RAT] = preload("res://entities/food/sprites/rat.png")
```
Now, some of the most important change to `food_manager.gd` is to get an actual random valid position:
```gdscript
func _get_random_pos() -> Array:
var found_valid_loc: bool = false
var index: int
var location: Vector2
while not found_valid_loc:
index = randi() % possible_food_locations.size()
location = possible_food_locations[index]
if current_basic_food.find(location) == -1 and current_special_food.find(location) == -1:
found_valid_loc = true
return [world_generator.get_centered_world_position(location), location]
```
Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra "special points" property is set). Some of the signals that I used that might be important: `food_placing_new_food(type)`, `food_placed_new_food(type, location)` and `food_eaten(type, location)`.
## Stats clas and loading/saving data
I got the idea of saving the current stats (points, max body segments, etc.) in a separate *Stats* class for easier load/save data. This option I went with didn't work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions... so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving `tres` files).
### Stats class
The *Stats* "class" is just a script that extends from *Node* called `stats.gd`. It needs to define the `class_name` as `Stats`. The main content:
```gdscript
# main
var points: int = 0
var segments: int = 0
# track of trait points
var dash_points: int = 0
var slow_points: int = 0
var jump_points: int = 0
# times trait achieved
var dash_segments: int = 0
var slow_segments: int = 0
var jump_segments: int = 0
# trait properties
var dash_percentage: float = 0.0
var slow_percentage: float = 0.0
var jump_lenght: float = 0.0
# trait active
var trait_dash: bool = false
var trait_slow: bool = false
var trait_jump: bool = false
```
And with the ugliest functions:
```gdscript
func get_stats() -> Dictionary:
return {
"points": points,
"segments": segments,
"dash_points": dash_points,
"dash_segments": dash_segments,
"dash_percentage": dash_percentage,
"slow_points": slow_points,
"slow_segments": slow_segments,
"slow_percentage": slow_percentage,
"jump_points": jump_points,
"jump_segments": jump_segments,
"jump_lenght": jump_lenght,
"trait_dash": trait_dash,
"trait_slow": trait_slow,
"trait_jump": trait_jump
}
func set_stats(stats: Dictionary) -> void:
points = stats["points"]
segments = stats["segments"]
dash_points = stats["dash_points"]
slow_points = stats["slow_points"]
jump_points = stats["jump_points"]
dash_segments = stats["dash_segments"]
slow_segments = stats["slow_segments"]
jump_segments = stats["jump_segments"]
dash_percentage = stats["dash_percentage"]
slow_percentage = stats["slow_percentage"]
jump_lenght = stats["jump_lenght"]
trait_dash = stats["trait_dash"]
trait_slow = stats["trait_slow"]
trait_jump = stats["trait_jump"]
```
And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.
### Load/save data
The load/save function is pretty standard. It's a singleton/autoload called *SavedData* with a script that extends from *Node* called `save_data.gd`:
```gdscript
const DATA_PATH: String = "user://data.save"
var _stats: Stats
func _ready() -> void:
_load_data()
# called when setting "stats" and thus saving
func save_data(stats: Stats) -> void:
_stats = stats
var file: File = File.new()
file.open(DATA_PATH, File.WRITE)
file.store_line(to_json(_stats.get_stats()))
file.close()
func get_stats() -> Stats:
return _stats
func _load_data() -> void:
# create an empty file if not present to avoid error while loading settings
_handle_new_file()
var file = File.new()
file.open(DATA_PATH, File.READ)
_stats = Stats.new()
_stats.set_stats(parse_json(file.get_line()))
file.close()
func _handle_new_file() -> void:
var file: File = File.new()
if not file.file_exists(DATA_PATH):
file.open(DATA_PATH, File.WRITE)
_stats = Stats.new()
file.store_line(to_json(_stats.get_stats()))
file.close()
```
It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (*Stats* class related issues).
## Scoring
For this I created a scoring mechanisms and just called it *ScoreManager* (`score_manager.gd`) which just basically listens to `food_eaten` signal and adds points accordingly to the current *Stats* object loaded. The main function is:
```gdscript
func _on_food_eaten(properties: Dictionary) -> void:
var is_special: bool = properties["special"]
var type: int = properties["type"]
var points: int = properties["points"]
var special_points: int = properties["special_points"]
var location: Vector2 = properties["global_position"]
var amount_to_grow: int
var special_amount_to_grow: int
amount_to_grow = _process_points(points)
_spawn_added_score_text(points, location)
_spawn_added_segment_text(amount_to_grow)
if is_special:
special_amount_to_grow = _process_special_points(special_points, type)
# _spawn_added_score_text(points, location)
_spawn_added_special_segment_text(special_amount_to_grow, type)
_check_if_unlocked(type)
```
Where the most important function is:
```gdscript
func _process_points(points: int) -> int:
var score_to_grow: int = (stats.segments + 1) * Global.POINTS_TO_GROW - stats.points
var amount_to_grow: int = 0
var growth_progress: int
stats.points += points
if points >= score_to_grow:
amount_to_grow += 1
points -= score_to_grow
# maybe be careful with this
amount_to_grow += points / Global.POINTS_TO_GROW
stats.segments += amount_to_grow
Event.emit_signal("snake_add_new_segment", amount_to_grow)
growth_progress = Global.POINTS_TO_GROW - ((stats.segments + 1) * Global.POINTS_TO_GROW - stats.points)
Event.emit_signal("snake_growth_progress", growth_progress)
return amount_to_grow
```
Which will add the necessary points to `Stats.points` and return the amount of new snake segments to grow. After this `_spawn_added_score_segment` and `_spawn_added_segment_text` just spawn a *Label* with the info on the points/segments gained; this is custom UI I created, nothing fancy.
Last thing is taht in `_process_points` there is a check at the end, where if the food eaten is "special" then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.
This *ScoreManager* also handles the calculation for the `game_over` signal, to calculte progress, set necessary *Stats* values and save the data:
```gdscript
func _on_game_over() -> void:
var max_stats: Stats = _get_max_stats()
SaveData.save_data(max_stats)
Event.emit_signal("display_stats", initial_stats, stats, mutation_stats)
func _get_max_stats() -> Stats:
var old_stats_dict: Dictionary = initial_stats.get_stats()
var new_stats_dict: Dictionary = stats.get_stats()
var max_stats: Stats = Stats.new()
var max_stats_dict: Dictionary = max_stats.get_stats()
var bool_stats: Array = [
"trait_dash",
"trait_slow",
"trait_jump"
]
for i in old_stats_dict:
if bool_stats.has(i):
max_stats_dict[i] = old_stats_dict[i] or new_stats_dict[i]
else:
max_stats_dict[i] = max(old_stats_dict[i], new_stats_dict[i])
max_stats.set_stats(max_stats_dict)
return max_stats
```
Then this sends a signal `display_stats` to activate UI elements that shows the progression.
Naturally, the saved *Stats* are loaded whenever needed. For example, for the *Snake*, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we're saving the new *Stats* at the end, then on restart we load the updated one.
## Snake redesigned with the state machine pattern
I redesigned the snake code (the head, actually) to use the state machine pattern by following [this guide](https://gdscript.com/solutions/godot-state-machine/) which is definitely a great guide, straight to the point and easy to implement.
Other than what is shown in the guide, I implemented some important functions in the `state_machine.gd` script itself, to be used by each of the states as needed:
```gdscript
func rotate_on_input() -> void:
if Input.is_action_pressed("move_left"):
player.rotate_to(player.LEFT)
if Input.is_action_pressed("move_right"):
player.rotate_to(player.RIGHT)
func slow_down_on_collisions(speed_backup: float):
if player.get_last_slide_collision():
Global.SNAKE_SPEED = player.velocity.length()
else:
Global.SNAKE_SPEED = speed_backup
func handle_slow_speeds() -> void:
if Global.SNAKE_SPEED <= Global.SNAKE_SPEED_BACKUP / 4.0:
Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
Event.emit_signal("game_over")
```
And then in the *StateMachine*'s `_process`:
```gdscript
func _physics_process(delta: float) -> void:
# state specific code, move_and_slide is called here
if state.has_method("physics_process"):
state.physics_process(delta)
handle_slow_speeds()
player.handle_time_elapsed(delta)
```
And now it's just a matter of implementing the necessary states. I used 4: `normal_stage.gd`, `slow_state.gd`, `dash_state.gd` and `jump_state.gd`.
The `normal_state.gd` contains what the original `head.gd` code contained:
```gdscript
func physics_process(delta: float) -> void:
fsm.rotate_on_input()
fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
fsm.slow_down_on_collisions(Global.SNAKE_SPEED_BACKUP)
func input(event: InputEvent) -> void:
if fsm.player.can_dash and event.is_action_pressed("dash"):
exit("DashState")
if fsm.player.can_slow and event.is_action_pressed("slow"):
exit("SlowState")
if fsm.player.can_jump and event.is_action_pressed("jump"):
exit("JumpState")
```
Here, the `exit` method is basically to change to the next state. And lastly, I'm only gonna show the `dash_state.gd` as the other ones are pretty similar:
```gdscript
func enter():
if fsm.DEBUG:
print("Got inside %s." % name)
Event.emit_signal("snake_started_dash")
Global.SNAKE_SPEED = Global.SNAKE_DASH_SPEED
yield(get_tree().create_timer(Global.SNAKE_DASH_TIME), "timeout")
exit()
func exit():
Event.emit_signal("snake_finished_dash")
Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
fsm.back()
func physics_process(delta: float) -> void:
fsm.rotate_on_input()
fsm.player.velocity = fsm.player.direction * Global.SNAKE_SPEED
fsm.player.velocity = fsm.player.move_and_slide(fsm.player.velocity)
fsm.slow_down_on_collisions(Global.SNAKE_DASH_SPEED)
```
Where the important parts happen in the `enter` and `exit` functions. We need to change the `Global.SNAKE_SPEED` with the `Global.SNAKE_DASH_SPEED` on `start`and start the timer for how long should the dash last. And on the `exit` we reset the `Global.SNAKE_SPEED` back to normal. There is probably a better way of updating the `Global.SNAKE_SPEED` but this works just fine.
For the other ones is the same. Only difference with the `jump_state.gd` is that the collision from head to body is disabled, and no rotation is allowed (by not calling the `rotate_on_input` function).
## Other minor stuff
Not as important but worth mentioning:
- Added restartability function.
- Added signals for game control: `game_over` and `game_start`, but ended not using them.
- Fixed issue where the *Curve2D* stayed the same even when restarting by just setting an empty curve on starting the node.
- Added a debug mode for drawing of the *Curve2D* instead of always drawing.
- Tweaked the tracking of the snake size.
- Tweaked the food system to contain more attributes and use a base food node.
- Added a HUD with mini snake sprites.
- Added a HUD for growth progress on snake body segments and abilities.
- Refactored the nodes to make it work with `change_scene_to`, and added a main menu.
- Added GUI for dead screen, showing the progress.
## Final notes
I actually didn't finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.
For exporting and everything else, I went with what I did for my [FlappyBird Godot clone](https://blog.luevano.xyz/g/flappybird_godot_devlog_1#final-notes-and-exporting)
|