virtualx-engine-docs/_sources/getting_started/first_2d_game/02.player_scene.rst.txt
2024-10-23 09:41:33 -07:00

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