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b/flappy-bird/.godot/editor/Tower.tscn-folding-b9f8f8c546ddbd53567fe07e3235ca46.cfg @@ -0,0 +1,5 @@ +[folding] + +node_unfolds=[NodePath("."), PackedStringArray("Transform"), NodePath("Lower"), PackedStringArray("Transform"), NodePath("Lower/Sprite2D"), PackedStringArray("Transform", "Region"), NodePath("Lower/CollisionShape2D"), PackedStringArray("Transform"), NodePath("Upper"), PackedStringArray("Transform"), NodePath("Upper/Sprite2D"), PackedStringArray("Transform", "Region"), NodePath("Upper/CollisionShape2D"), PackedStringArray("Transform")] +resource_unfolds=["res://Tower.tscn::1", PackedStringArray()] +nodes_folded=[] diff --git a/flappy-bird/.godot/editor/U.tscn-editstate-c6661a2ccb901d669bf1a4447ed92035.cfg b/flappy-bird/.godot/editor/U.tscn-editstate-c6661a2ccb901d669bf1a4447ed92035.cfg new file mode 100644 index 0000000..33ee673 --- /dev/null +++ b/flappy-bird/.godot/editor/U.tscn-editstate-c6661a2ccb901d669bf1a4447ed92035.cfg @@ -0,0 +1,175 @@ +[editor_states] + +Anim={ 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0.261799, +"snap_scale": false, +"snap_scale_step": 0.1, +"zoom": 1.0 +} +3D={ +"fov": 70.01, +"gizmos_status": { +"AudioListener3D": 0, +"AudioStreamPlayer3D": 0, +"CPUParticles3D": 0, +"CSGShape3D": 0, +"Camera3D": 0, +"CollisionObject3D": 0, +"CollisionPolygon3D": 0, +"CollisionShape3D": 0, +"Decal": 0, +"FogVolume": 0, +"GPUParticles3D": 0, +"GPUParticlesCollision3D": 0, +"Joint3D": 0, +"Light3D": 0, +"LightmapGI": 0, +"LightmapProbe": 0, +"Marker3D": 0, +"NavigationLink3D": 0, +"NavigationRegion3D": 0, +"OccluderInstance3D": 0, +"Path3D": 0, +"PhysicalBone3D": 0, +"RayCast3D": 0, +"ReflectionProbe": 0, +"ShapeCast3D": 0, +"Skeleton3D": 0, +"SoftBody3D": 0, +"SpringArm3D": 0, +"VehicleWheel3D": 0, +"VisibleOnScreenNotifier3D": 0, +"VoxelGI": 0 +}, +"local_coords": false, +"preview_sun_env": { +"environ_ao_enabled": false, +"environ_enabled": true, +"environ_energy": 1.0, +"environ_gi_enabled": false, +"environ_glow_enabled": true, +"environ_ground_color": Color(0.2, 0.169, 0.133, 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+"use_environment": false, +"view_type": 0, +"x_rotation": 0.5, +"y_rotation": -0.5 +}], +"zfar": 4000.01, +"znear": 0.05 +} +selected_nodes=Array[NodePath]([NodePath("/root/@EditorNode@17140/@Panel@13/@VBoxContainer@14/@HSplitContainer@17/@HSplitContainer@25/@HSplitContainer@33/@VBoxContainer@34/@VSplitContainer@36/@VSplitContainer@62/@VBoxContainer@63/@PanelContainer@110/MainScreen/@CanvasItemEditor@9462/@VSplitContainer@9281/@HSplitContainer@9283/@HSplitContainer@9285/@Control@9286/@SubViewportContainer@9287/@SubViewport@9288/UI/MarginContainer/HBoxContainer/CurrentScore")]) diff --git a/flappy-bird/.godot/editor/UI.tscn-folding-c3b50503a0477dc727cd659891fdb3c7.cfg b/flappy-bird/.godot/editor/UI.tscn-folding-c3b50503a0477dc727cd659891fdb3c7.cfg new file mode 100644 index 0000000..053eaa6 --- /dev/null +++ b/flappy-bird/.godot/editor/UI.tscn-folding-c3b50503a0477dc727cd659891fdb3c7.cfg @@ -0,0 +1,5 @@ +[folding] + +node_unfolds=[NodePath("MarginContainer"), PackedStringArray("Layout"), NodePath("MarginContainer/HBoxContainer"), PackedStringArray("Layout"), NodePath("MarginContainer/HBoxContainer/BestScore"), PackedStringArray("Layout"), NodePath("MarginContainer/HBoxContainer/CurrentScore"), PackedStringArray("Layout"), NodePath("CenterContainer"), PackedStringArray("Layout"), NodePath("CenterContainer/ReadyText"), PackedStringArray("Layout")] +resource_unfolds=["res://UI.tscn::GDScript_k3t1f", PackedStringArray(), "res://UI.tscn::2", PackedStringArray("Resource")] +nodes_folded=[] diff --git a/flappy-bird/.godot/editor/create_recent.Node b/flappy-bird/.godot/editor/create_recent.Node new file mode 100644 index 0000000..df50c7e --- /dev/null +++ b/flappy-bird/.godot/editor/create_recent.Node @@ -0,0 +1,6 @@ +AnimationPlayer +Sprite2D +Area2D +ParallaxLayer +ParallaxBackground +CollisionShape2D diff --git a/flappy-bird/.godot/editor/default_env.tres-folding-7cf3fd67ad9f55210191d77b582b8209.cfg b/flappy-bird/.godot/editor/default_env.tres-folding-7cf3fd67ad9f55210191d77b582b8209.cfg new file mode 100644 index 0000000..e860dd4 --- /dev/null +++ b/flappy-bird/.godot/editor/default_env.tres-folding-7cf3fd67ad9f55210191d77b582b8209.cfg @@ -0,0 +1,3 @@ +[folding] + +sections_unfolded=PackedStringArray() diff --git a/flappy-bird/.godot/editor/editor_layout.cfg b/flappy-bird/.godot/editor/editor_layout.cfg new file mode 100644 index 0000000..6911463 --- /dev/null +++ b/flappy-bird/.godot/editor/editor_layout.cfg @@ -0,0 +1,49 @@ +[docks] + +dock_1_selected_tab_idx=0 +dock_2_selected_tab_idx=0 +dock_3_selected_tab_idx=0 +dock_4_selected_tab_idx=0 +dock_5_selected_tab_idx=1 +dock_6_selected_tab_idx=0 +dock_7_selected_tab_idx=0 +dock_8_selected_tab_idx=0 +dock_floating={} +dock_split_2=0 +dock_split_3=0 +dock_hsplit_1=0 +dock_hsplit_2=270 +dock_hsplit_3=-270 +dock_hsplit_4=0 +dock_filesystem_split=0 +dock_filesystem_display_mode=0 +dock_filesystem_file_sort=0 +dock_filesystem_file_list_display_mode=1 +dock_filesystem_selected_paths=PackedStringArray("res://") +dock_filesystem_uncollapsed_paths=PackedStringArray("Favorites", "res://", "res://res/") +dock_3="Scene,Import" +dock_4="FileSystem" +dock_5="Inspector,Node,History" + +[EditorNode] + +open_scenes=PackedStringArray("res://Main.tscn", "res://Player.tscn") +current_scene="res://Player.tscn" +center_split_offset=0 +selected_default_debugger_tab_idx=0 +selected_main_editor_idx=2 +selected_bottom_panel_item=1 + +[ScriptEditor] + +open_scripts=["res://Main.gd", "res://Player.gd"] +selected_script="res://Main.gd" +open_help=[] +script_split_offset=70 +list_split_offset=0 + +[ShaderEditor] + +open_shaders=[] +split_offset=0 +selected_shader="" diff --git a/flappy-bird/.godot/editor/favorites b/flappy-bird/.godot/editor/favorites new file mode 100644 index 0000000..e69de29 diff --git a/flappy-bird/.godot/editor/favorites.Node b/flappy-bird/.godot/editor/favorites.Node new file mode 100644 index 0000000..e69de29 diff --git a/flappy-bird/.godot/editor/filesystem_cache8 b/flappy-bird/.godot/editor/filesystem_cache8 new file mode 100644 index 0000000..47450e9 --- /dev/null +++ b/flappy-bird/.godot/editor/filesystem_cache8 @@ -0,0 +1,21 @@ +ea4bc82a6ad023ab7ee23ee620429895 +::res://::1713446102 +default_env.tres::Environment::2706437284641004306::1713446092::0::1::::<><>:: +icon.png::CompressedTexture2D::224231617940432086::1713446092::1713446092::1::::<><>:: +Main.gd::GDScript::-1::1713446092::0::1::::<>Node<>:: +Main.tscn::PackedScene::798496173305188108::1713446092::0::1::::<><>::res://Main.gd<>uid://bkppr8vsso41l::::res://Player.tscn<>uid://1wdcw8ne7j5w::::res://res/sprites.png<>res://UI.tscn +Player.gd::GDScript::-1::1713446092::0::1::::<>Area2D<>:: +Player.tscn::PackedScene::3120217666326125571::1713446092::0::1::::<><>::res://Player.gd<>uid://1wdcw8ne7j5w::::res://res/sprites.png +README.md::TextFile::-1::1713446079::0::1::::<><>:: 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Vector2(ProjectSettings.get("display/window/size/viewport_width"), ProjectSettings.get("display/window/size/viewport_height")) + +# Tower variables +# Preload the tower scene +# TODO 2 +@export var tower_density = 250 # How often a tower should be added +var last_built = 300 # Helper variable to adhear to the given tower density + +# Build a single tower +func build_tower(): + # Initiate a tower and give it a position + # TODO 2 + + # Adjust variable + last_built += tower_density + +# Build all towers +func build_all_towers(): + last_built = 300 + # We're building towers until we're a bit infront of the camera + while last_built < screen_size.x * 3: + build_tower() + +func _ready(): + # Called when the main scene is ready. + # We can use this to connect all signals + + # Build all the towers when the player emits the 'start' signal + # Afterwards head over to Player.gd to add the start signal + # TODO 2 + + randomize() # Randomize the state of the random generator + +func _on_Tower_exit(): + build_tower() diff --git a/flappy-bird/Main.tscn b/flappy-bird/Main.tscn new file mode 100644 index 0000000..c8d1bb1 --- /dev/null +++ b/flappy-bird/Main.tscn @@ -0,0 +1,23 @@ +[gd_scene load_steps=4 format=3 uid="uid://lm2d6kimhksi"] + +[ext_resource type="Script" path="res://Main.gd" id="1"] +[ext_resource type="Texture2D" uid="uid://1wdcw8ne7j5w" path="res://res/sprites.png" id="3"] + +[sub_resource type="AtlasTexture" id="1"] +atlas = ExtResource("3") +region = Rect2(0, 0, 144, 256) + +[node name="View" type="Node2D"] +script = ExtResource("1") + +[node name="ParallaxBackground" type="ParallaxBackground" parent="."] + +[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"] +motion_scale = Vector2(0.5, 1) +motion_mirroring = Vector2(420, 0) + +[node name="Sprite2D" type="Sprite2D" parent="ParallaxBackground/ParallaxLayer"] +position = Vector2(209.839, 320) +scale = Vector2(2.91891, 2.5) +texture = SubResource("1") +region_rect = Rect2(0, 0, 144, 256) diff --git a/flappy-bird/Player.gd b/flappy-bird/Player.gd new file mode 100644 index 0000000..53515a9 --- /dev/null +++ b/flappy-bird/Player.gd @@ -0,0 +1,69 @@ +extends Area2D + +# Signals +signal start # The bird starts +signal passed # The bird passes a Tower +signal hit # The bird is hit/flies off screen + +var screen_size # The screen size, we want this at a later point + +# Speed variables +@export var speed = 3 # How fast the player will move (pixels/sec). +@export var jump_speed = 4 # Speed at which the bird gains height after jumping +@export var speed_inc = 0.3 # Speed at which the bird falls +var speed_y = 0 # Y speed of the bird + +var playing = false # State of the game + +func start_game(): + screen_size = get_viewport_rect().size + position = Vector2(0, screen_size.y / 2) + speed_y = 0 + update_rotation() + +# Called when the node enters the scene tree for the first time +func _ready(): + # We want the screen size to check if something is off screen + screen_size = get_viewport_rect().size + +# Called every frame +func _process(_delta): + # Every frame we want to move the bird + # The player can influence the movement by pressing space + + # An Area2D can have a position, split between x speed and y speed + # Right now we want to bird to move at a set pace so x is constant + # It's up to you to change the y accordingly. + + # Check if space is pressed + if Input.is_action_just_pressed("ui_accept"): + # Player pressed space -> Move the bird up + # Space is pressed, change the y speed so it gains height + # TODO 1 + + # When we're not playing and space is hit then the game starts -> emit the right signal + # TODO 2 + pass + + # Potential space are handled + # Decrease the y speed + # TODO 1 + + # Update the position with the new x and y speed + position += Vector2(speed, speed_y * speed) + + # Rotate the bird + update_rotation() + +# Rotate the bird +func update_rotation(): + rotation = atan(speed_y / speed) + +# We want to trigger this function when the bird hits a tower +# Connect the function with the Area2D signal 'body_entered(body: Node2D)' +# Do this by pressing on the Area2D, go to the 'Node' tab on the right side and right clicking on the desired signal. +func _on_Player_body_entered(_body): + # Set the right variables and emit the right signals so the game restarts + # TODO 2 + + diff --git a/flappy-bird/Player.tscn b/flappy-bird/Player.tscn new file mode 100644 index 0000000..5fd3058 --- /dev/null +++ b/flappy-bird/Player.tscn @@ -0,0 +1,50 @@ +[gd_scene load_steps=6 format=3 uid="uid://bkppr8vsso41l"] + +[ext_resource type="Script" path="res://Player.gd" id="1"] +[ext_resource type="Texture2D" uid="uid://1wdcw8ne7j5w" path="res://res/sprites.png" id="2"] + +[sub_resource type="Animation" id="2"] +length = 0.8 +loop_mode = 1 +step = 0.2 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Sprite2D:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 0.2, 0.4, 0.6), +"transitions": PackedFloat32Array(1, 1, 1, 1), +"update": 1, +"values": [0, 1, 2, 1] +} + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_s168r"] +_data = { +"fly": SubResource("2") +} + +[sub_resource type="AtlasTexture" id="1"] +atlas = ExtResource("2") +region = Rect2(-4, 488, 84, 16) + +[node name="Area2D" type="Area2D"] +position = Vector2(9.25964, 6.09653) +scale = Vector2(1, 1.02134) +script = ExtResource("1") +speed = null +jump_speed = null +speed_inc = null + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +libraries = { +"": SubResource("AnimationLibrary_s168r") +} +autoplay = "fly" + +[node name="Sprite2D" type="Sprite2D" parent="."] +position = Vector2(-3.46641, -2.14102) +scale = Vector2(2.14565, 2.14019) +texture = SubResource("1") +hframes = 3 diff --git a/flappy-bird/README.md b/flappy-bird/README.md index 15817c2..3b82ee0 100644 --- a/flappy-bird/README.md +++ b/flappy-bird/README.md @@ -1,59 +1,92 @@ # Flappy Bird -## Sprites +## Introduction -A sprite is an image, but you will notice that all resources are in the same image, what now? -When you create a Sprite, it will indicate no Texture in the inspector (left side of the screen). We can fix this by clicking Texture and adding an AtlasTexture and adding the texture file (click on the AtlasTexture, then on 'Empty' next to Atlas and browse to the texture). -We don't want the entire texture, only a segment, Regions to the rescue. -Enable Auto Slice and click on the part of the texture you want. +This tutorial will guide you in making a basic Flappy Bird game. +We'll guide you thorugh the entire process using the provided template. +The focus will be on learning and implementing new concepts. +That's why we'll leave the parts that require writing some logic code up to you. -![sprite-1](readme-assets/sprite-1.png) +A example solution will be released so that you can compare it to yours and / or use it to enchance the g ame. Remember that you can press F1 to open the help menu or you can right click a symbol and press lookup signal if you don't know what it does. -![sprite-2](readme-assets/sprite-2.png) +## Overview -Why make it so complicated? I have no idea, Flynn said so. +Let's have a look at the files. +We started with +- `Main.tscn` -> Main scene +- `Main.gd` -> Script accompanying the main scene +- `Player.tscn` -> Player scene +- `Player.gd` -> Script accompanying the player scene -## Background +During the tutorial we will add more files but this is a good start. -So presuming you want to create FlappyBird, you will need an infinite scrolling background. We can already create one sprite, but that ain't gonna cut it. -What we want is a 'ParallaxBackground', this used 'ParallaxLayers' to imitate the parallax effect (where the background in the back goes the slowest etc). In this parallaxlayer you can put a sprite, and bada bim bada boom, everything works. (Don't forget to change parallaxlayer/motions/Scale/x value, and set mirroring x to the width of the sprite). +### Flying Bird -![background-1](readme-assets/background-1.png) +We'll split the main goal of making Flappy Bird into a few smaller goals, the first one being controlling the bird. -## Player +#### Player -The player, or bird, has to do a lot of different things like move, detect collisions, move the camera, and not look all ugly. -So let's first build the right nodes, then add a script to do things. +Open up the player scene and it's accompanying script (`player.tscn` and `player.gd`). +If you look at the left side of the screen you'll notice we only have a `Area2D`, a `Sprite2D` and an `AnimationPlayer` node. As you can guess the latter will provide us with an animation. The player still misses a hitbox, let's add it by adding a `CollisionShape2D` node. Right click `Area2D` -> Add Child Node -> Select `CollisionShape2D`. The next step is making sure the hitbox resembels the bird. We can specify the hitbox by clicking on `CollisionShape2D` and opening the `Inspector` tab on the right hand side. There we can select the shape and specify the dimensions. At the top of your screen,press on `2D` so that we can see the hixbox. Now select a `CapsuleShape` as shape and change the `Radius` and `height` accordinaly. If you can't see the `Radius` and `Height` options press on the little circle next to `CapsuleShape`. -To bundle all nodes together we can use a 'Area2D'. To make it more birdlike let's add a bird sprite, we will come back to change this in an animation. To detect collisions, a CollisionShape2D would be perfect. This CollisionShape2D needs a Shape, birds are rather capsul shaped, so capsul it is... Move the handles so the capsul aligns the most with the bird image. Next we can add a Camera2D, so the camera follows our bird. +Now that the player has a sprite and hitbox let's implement the required logic. -![player-1](readme-assets/player-1.png) +Start in `_process(delta)` and work your way down, look for TODO 1 comments -This bird isn't doing a lot, let's add a script (to the root Area2D node). You are all informatici so I'll be going very quick. Your script extends the Node it is attached to, so you can just change values at will, like `position` or `rotation`. Godot uses event signals other nodes can listen to, so a 'hit' signal could be very useful `signal hit`. You can set your bird in the middle of the screen by the editor or by script, I choose both, because why not. Screen\_size can be acquired with `get_viewport_rect().size`. As the default script indicates, there are `_ready()` and `_process()` functions to implement, which get called when the node is being built, and on every frame respectively. I chose to implement gravity by hand with speed vectors etc. To update my velocity vector I had to get use input, `Input.is_action_just_pressed("ui_accept")` is the way to check if "ui_accept" is pressed (See project -> project settings -> Input Map). To access children nodes you can use `$node_name` like `$CollisionShape2D`. To listen to signals, click on your Area2D node, then right side on 'node' here you can listen to all the signals, this will create a function in you script that is ran on that signal. As a guideline, this was about 50 lines of code. +#### Main -Tip: Declare static variables as 'export var' so you can manipulate them from the editor. -Tip: Disable CollisionShape2D by `.set_deferred("disabled", true)` to stop getting `_on_Player_body_entered` signals. +Open `Main.tscn` and `Main.gd`. +Let's add the player to the scene by right clicking on `View` -> Instantiate Child Scene -> Select `Player.tscn`. -At this point, you should be able to fly your bird :o. +When you run the game you should now be able to move the bird. +However there's still one issue, the bird goes off screen. We want the camera to follow the bird. +We can fix it by adding a `Camera2D` node to the player. -## Towers +You should now able to fly! -We need a scene for the towers the bird should dodge. Because we group 2 towers (upper and lower) together, a Node2D is the correct option as root node. -Godot does some optimization when it comes to physics etc. RigidBody2D is optimized to not get influenced by physics like gravity, perfect, because the don't use the build in gravity. 1 tower could be a RigidBody2D with a Sprite and a CollisionShape2D. Duplicate and change the Node2D transform properties to make them the way you want them. +### Level generation -When you add a VisibilityNotifier2D you can listen to events like `screen_exited()` etc, you can use this to free the nodes when they exited the screen (`queue_free()` is a thing). I emitted a special 'exit' event when this happens so the main scene can listen to 'exit' events. -Because FlappyBird is an infinite scroller, you have to spawn towers from a script somewhere. +The next step is placing towers on the map. + +#### Tower + +We don't have a tower scene yet so let's add one! +At the bottom left right click and add a new scene. Select 2D Scene and give it the name Tower + +As you can see we start with a single node. +A tower consists of 2 parts, an upper pipe and a lower pipe. As we want the pipes to be rigid bodies we'll use `RigidBody2D`. Add 2 of those, one for the upper half and one for the lower. + +let's give the upper pipe a texture. +Add a `Sprite2D` to the `RigidBody2D`. In the `Inspector` tab you'll see an empty texture field. Give it a texture by pressing on empty -> select Load -> select sprites.png inside the directory res. +Sprites.png contains every sprite you might want to use however we only need the upper pipe. +Inside `region`, click on `Enabled` and click on the button `Edit Region`. You can now select the pipe. +Finish it all off by giving it a `CollisionShape2D` and matching the collision hitbox with the texture. + +Repeat it all for the lower pipe. + +The last step is moving the pipes so a gap is created between them. You should end up with something like this. ![tower-1](readme-assets/tower-1.png) -### Main +#### Main -The Main scene bundles everything to a playable fun coherent game. Add a player, the background and a script. -The script may be a little tricky because you have to spawn towers all the time... To spawn scenes you first have to locate the scene, called a packed scene. For me it was the following: -`export (PackedScene) var Tower = preload("res://Tower.tscn");` -The approach I took, was building enough Towers in advance, then every time one exited the screen build a new one. To create a Tower instance you can `Tower.instance()`, and don't forget to link the signal events to the correct functions, for me `tower.connect("exit", self, "_on_Tower_exit")` did the trick. +It's time to add the towers to the game. +We want to dynamically load in towers so unfortunately we can't use the same method we used for the player. Head over to the code and follow the instructions, look for TODO 2 comments. -## UI +You should now be able to fly between pipes and get reset when you hit a pipe. -TODO? \ No newline at end of file +### Score System + +#### UI + +The only thing left to implement is a score system. +Let's create another scene, Select 2D name it UI. We need to change the standard `Node2d` to `CanvasLayer` by right clicking the node -> change type -> select `CanvasLayer`. + +Give it a `MarginContainer`, inside a `HBoxContainer` and in there 2 labels. `BestScore` and `CurrentScore`. + +We'll leave it to you to implement the required functions and variables to keep track the score. We're going to use a signal in the next part to connect you function with the right event. + +#### Main + +### Final cleanups diff --git a/flappy-bird/README.md.backup b/flappy-bird/README.md.backup deleted file mode 100644 index 15817c2..0000000 --- a/flappy-bird/README.md.backup +++ /dev/null @@ -1,59 +0,0 @@ -# Flappy Bird - -## Sprites - -A sprite is an image, but you will notice that all resources are in the same image, what now? -When you create a Sprite, it will indicate no Texture in the inspector (left side of the screen). We can fix this by clicking Texture and adding an AtlasTexture and adding the texture file (click on the AtlasTexture, then on 'Empty' next to Atlas and browse to the texture). -We don't want the entire texture, only a segment, Regions to the rescue. -Enable Auto Slice and click on the part of the texture you want. - -![sprite-1](readme-assets/sprite-1.png) - -![sprite-2](readme-assets/sprite-2.png) - -Why make it so complicated? I have no idea, Flynn said so. - - -## Background - -So presuming you want to create FlappyBird, you will need an infinite scrolling background. We can already create one sprite, but that ain't gonna cut it. -What we want is a 'ParallaxBackground', this used 'ParallaxLayers' to imitate the parallax effect (where the background in the back goes the slowest etc). In this parallaxlayer you can put a sprite, and bada bim bada boom, everything works. (Don't forget to change parallaxlayer/motions/Scale/x value, and set mirroring x to the width of the sprite). - -![background-1](readme-assets/background-1.png) - -## Player - -The player, or bird, has to do a lot of different things like move, detect collisions, move the camera, and not look all ugly. -So let's first build the right nodes, then add a script to do things. - -To bundle all nodes together we can use a 'Area2D'. To make it more birdlike let's add a bird sprite, we will come back to change this in an animation. To detect collisions, a CollisionShape2D would be perfect. This CollisionShape2D needs a Shape, birds are rather capsul shaped, so capsul it is... Move the handles so the capsul aligns the most with the bird image. Next we can add a Camera2D, so the camera follows our bird. - -![player-1](readme-assets/player-1.png) - -This bird isn't doing a lot, let's add a script (to the root Area2D node). You are all informatici so I'll be going very quick. Your script extends the Node it is attached to, so you can just change values at will, like `position` or `rotation`. Godot uses event signals other nodes can listen to, so a 'hit' signal could be very useful `signal hit`. You can set your bird in the middle of the screen by the editor or by script, I choose both, because why not. Screen\_size can be acquired with `get_viewport_rect().size`. As the default script indicates, there are `_ready()` and `_process()` functions to implement, which get called when the node is being built, and on every frame respectively. I chose to implement gravity by hand with speed vectors etc. To update my velocity vector I had to get use input, `Input.is_action_just_pressed("ui_accept")` is the way to check if "ui_accept" is pressed (See project -> project settings -> Input Map). To access children nodes you can use `$node_name` like `$CollisionShape2D`. To listen to signals, click on your Area2D node, then right side on 'node' here you can listen to all the signals, this will create a function in you script that is ran on that signal. As a guideline, this was about 50 lines of code. - -Tip: Declare static variables as 'export var' so you can manipulate them from the editor. -Tip: Disable CollisionShape2D by `.set_deferred("disabled", true)` to stop getting `_on_Player_body_entered` signals. - -At this point, you should be able to fly your bird :o. - -## Towers - -We need a scene for the towers the bird should dodge. Because we group 2 towers (upper and lower) together, a Node2D is the correct option as root node. -Godot does some optimization when it comes to physics etc. RigidBody2D is optimized to not get influenced by physics like gravity, perfect, because the don't use the build in gravity. 1 tower could be a RigidBody2D with a Sprite and a CollisionShape2D. Duplicate and change the Node2D transform properties to make them the way you want them. - -When you add a VisibilityNotifier2D you can listen to events like `screen_exited()` etc, you can use this to free the nodes when they exited the screen (`queue_free()` is a thing). I emitted a special 'exit' event when this happens so the main scene can listen to 'exit' events. -Because FlappyBird is an infinite scroller, you have to spawn towers from a script somewhere. - -![tower-1](readme-assets/tower-1.png) - -### Main - -The Main scene bundles everything to a playable fun coherent game. Add a player, the background and a script. -The script may be a little tricky because you have to spawn towers all the time... To spawn scenes you first have to locate the scene, called a packed scene. For me it was the following: -`export (PackedScene) var Tower = preload("res://Tower.tscn");` -The approach I took, was building enough Towers in advance, then every time one exited the screen build a new one. To create a Tower instance you can `Tower.instance()`, and don't forget to link the signal events to the correct functions, for me `tower.connect("exit", self, "_on_Tower_exit")` did the trick. - -## UI - -TODO? \ No newline at end of file diff --git a/flappy-bird/default_env.tres b/flappy-bird/default_env.tres new file mode 100644 index 0000000..f66eefa --- /dev/null +++ b/flappy-bird/default_env.tres @@ -0,0 +1,7 @@ +[gd_resource type="Environment" load_steps=2 format=3 uid="uid://betavkol2aa87"] + +[sub_resource type="Sky" id="1"] + +[resource] +background_mode = 2 +sky = SubResource("1") diff --git a/flappy-bird/icon.png b/flappy-bird/icon.png new file mode 100644 index 0000000..2b65815 Binary files /dev/null and b/flappy-bird/icon.png differ diff --git a/flappy-bird/icon.png.import b/flappy-bird/icon.png.import new file mode 100644 index 0000000..449ed69 --- /dev/null +++ b/flappy-bird/icon.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dgvcdwlh5aaw" +path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://icon.png" +dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/flappy-bird/project.godot b/flappy-bird/project.godot new file mode 100644 index 0000000..191ff0d --- /dev/null +++ b/flappy-bird/project.godot @@ -0,0 +1,32 @@ +; Engine configuration file. +; It's best edited using the editor UI and not directly, +; since the parameters that go here are not all obvious. +; +; Format: +; [section] ; section goes between [] +; param=value ; assign values to parameters + +config_version=5 + +[application] + +config/name="FlappyBird" +run/main_scene="res://Main.tscn" +config/features=PackedStringArray("4.2") +config/icon="res://icon.png" + +[display] + +window/size/viewport_width=420 +window/size/viewport_height=640 + +[physics] + +2d/default_gravity=0 +2d/default_gravity_vector=Vector2(0, 0) + +[rendering] + +environment/defaults/default_environment="res://default_env.tres" +quality/driver/driver_name="GLES2" +vram_compression/import_etc=true diff --git a/flappy-bird/readme-assets/background-1.png.import b/flappy-bird/readme-assets/background-1.png.import new file mode 100644 index 0000000..7787bb0 --- /dev/null +++ b/flappy-bird/readme-assets/background-1.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cxrtlyfxvqpt1" 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