101 lines
4.1 KiB
Text
101 lines
4.1 KiB
Text
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.. _doc_your_first_2d_game_player_scene:
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Creating the player scene
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=========================
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With the project settings in place, we can start working on the
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player-controlled character.
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The first scene will define the ``Player`` object. One of the benefits of
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creating a separate Player scene is that we can test it separately, even before
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we've created other parts of the game.
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Node structure
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~~~~~~~~~~~~~~
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To begin, we need to choose a root node for the player object. As a general
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rule, a scene's root node should reflect the object's desired functionality -
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what the object *is*. Click the "Other Node" button and add an :ref:`Area2D
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<class_Area2D>` node to the scene.
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.. image:: img/add_node.png
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Godot will display a warning icon next to the node in the scene tree. You can
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ignore it for now. We will address it later.
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With ``Area2D`` we can detect objects that overlap or run into the player.
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Change the node's name to ``Player`` by double-clicking on it. Now that we've
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set the scene's root node, we can add additional nodes to give it more
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functionality.
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Before we add any children to the ``Player`` node, we want to make sure we don't
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accidentally move or resize them by clicking on them. Select the node and click
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the icon to the right of the lock; its tooltip says "Makes sure the object's
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children are not selectable."
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.. image:: img/lock_children.png
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Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
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or :kbd:`Cmd + S` on macOS.
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.. note:: For this project, we will be following the Godot naming conventions.
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- **GDScript**: Classes (nodes) use PascalCase, variables and
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functions use snake_case, and constants use ALL_CAPS (See
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:ref:`doc_gdscript_styleguide`).
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- **C#**: Classes, export variables and methods use PascalCase,
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private fields use _camelCase, local variables and parameters use
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camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
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the method names precisely when connecting signals.
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Sprite animation
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~~~~~~~~~~~~~~~~
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Click on the ``Player`` node and add an :ref:`AnimatedSprite
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<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
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appearance and animations for our player. Notice that there is a warning symbol
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next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames
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<class_SpriteFrames>` resource, which is a list of the animations it can
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display. To create one, find the ``Frames`` property in the Inspector and click
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"[empty]" -> "New SpriteFrames". Click again to open the "SpriteFrames" panel:
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.. image:: img/spriteframes_panel.png
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On the left is a list of animations. Click the "default" one and rename it to
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"walk". Then click the "New Animation" button to create a second animation named
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"up". Find the player images in the "FileSystem" tab - they're in the ``art``
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folder you unzipped earlier. Drag the two images for each animation, named
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``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the "Animation Frames"
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side of the panel for the corresponding animation:
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.. image:: img/spriteframes_panel2.png
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The player images are a bit too large for the game window, so we need to scale
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them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` property
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to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D``
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heading.
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.. image:: img/player_scale.png
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Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child of
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``Player``. This will determine the player's "hitbox", or the bounds of its
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collision area. For this character, a ``CapsuleShape2D`` node gives the best
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fit, so next to "Shape" in the Inspector, click "[empty]"" -> "New
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CapsuleShape2D". Using the two size handles, resize the shape to cover the
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sprite:
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.. image:: img/player_coll_shape.png
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When you're finished, your ``Player`` scene should look like this:
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.. image:: img/player_scene_nodes.png
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Make sure to save the scene again after these changes.
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In the next part, we'll add a script to the player node to move and animate it.
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Then, we'll set up collision detection to know when the player got hit by
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something.
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