177 lines
6.4 KiB
ReStructuredText
177 lines
6.4 KiB
ReStructuredText
.. _doc_first_3d_game_player_scene_and_input:
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Player scene and input actions
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==============================
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In the next two lessons, we will design the player scene, register custom input
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actions, and code player movement. By the end, you'll have a playable character
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that moves in eight directions.
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.. TODO: add player animated gif?
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.. player_movement.gif
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Create a new scene by going to the Scene menu in the top-left and clicking *New
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Scene*. Create a *KinematicBody* node as the root and name it *Player*.
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|image0|
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Kinematic bodies are complementary to the area and rigid bodies used in the 2D
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game tutorial. Like rigid bodies, they can move and collide with the
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environment, but instead of being controlled by the physics engine, you dictate
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their movement. You will see how we use the node's unique features when we code
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the jump and squash mechanics.
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.. seealso::
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To learn more about the different physics node types, see the
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:ref:`doc_physics_introduction`.
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For now, we're going to create a basic rig for our character's 3D model. This
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will allow us to rotate the model later via code while it plays an animation.
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Add a *Spatial* node as a child of *Player* and name it *Pivot*. Then, in the
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FileSystem dock, expand the ``art/`` folder by double-clicking it and drag and
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drop ``player.glb`` onto the *Pivot* node.
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|image1|
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This should instantiate the model as a child of *Pivot*. You can rename it to
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*Character*.
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|image2|
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.. note::
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The ``.glb`` files contain 3D scene data based on the open-source GLTF 2.0
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specification. They're a modern and powerful alternative to a proprietary format
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like FBX, which Godot also supports. To produce these files, we designed the
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model in `Blender 3D <https://www.blender.org/>`__ and exported it to GLTF.
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As with all kinds of physics nodes, we need a collision shape for our character
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to collide with the environment. Select the *Player* node again and add a
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*CollisionShape*. In the *Inspector*, assign a *SphereShape* to the *Shape*
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property. The sphere's wireframe appears below the character.
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|image3|
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It will be the shape the physics engine uses to collide with the environment, so
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we want it to better fit the 3D model. Shrink it a bit by dragging the orange
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dot in the viewport. My sphere has a radius of about ``0.8`` meters.
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Then, move the shape up so its bottom roughly aligns with the grid's plane.
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|image4|
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You can toggle the model's visibility by clicking the eye icon next to the
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*Character* or the *Pivot* nodes.
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|image5|
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Save the scene as ``Player.tscn``.
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With the nodes ready, we can almost get coding. But first, we need to define
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some input actions.
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Creating input actions
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----------------------
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To move the character, we will listen to the player's input, like pressing the
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arrow keys. In Godot, while we could write all the key bindings in code, there's
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a powerful system that allows you to assign a label to a set of keys and
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buttons. This simplifies our scripts and makes them more readable.
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This system is the Input Map. To access its editor, head to the *Project* menu
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and select *Project Settings…*.
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|image6|
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At the top, there are multiple tabs. Click on *Input Map*. This window allows
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you to add new actions at the top; they are your labels. In the bottom part, you
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can bind keys to these actions.
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|image7|
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Godot projects come with some predefined actions designed for user interface
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design, which we could use here. But we're defining our own to support gamepads.
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We're going to name our actions ``move_left``, ``move_right``, ``move_forward``,
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``move_back``, and ``jump``.
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To add an action, write its name in the bar at the top and press Enter.
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|image8|
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Create the five actions. Your window should have them all listed at the bottom.
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|image9|
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To bind a key or button to an action, click the "+" button to its right. Do this
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for ``move_left`` and in the drop-down menu, click *Key*.
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|image10|
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This option allows you to add a keyboard input. A popup appears and waits for
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you to press a key. Press the left arrow key and click *OK*.
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|image11|
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Do the same for the A key.
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|image12|
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Let's now add support for a gamepad's left joystick. Click the "+" button again
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but this time, select *Joy Axis*.
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|image13|
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The popup gives you two drop-down menus. On the left, you can select a gamepad
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by index. *Device 0* corresponds to the first plugged gamepad, *Device 1*
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corresponds to the second, and so on. You can select the joystick and direction
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you want to bind to the input action on the right. Leave the default values and
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press the *Add* button.
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|image14|
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Do the same for the other input actions. For example, bind the right arrow, D,
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and the left joystick's right axis to ``move_right``. After binding all keys,
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your interface should look like this.
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|image15|
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We have the ``jump`` action left to set up. Bind the Space key and the gamepad's
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A button. To bind a gamepad's button, select the *Joy Button* option in the menu.
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|image16|
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Leave the default values and click the *Add* button.
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|image17|
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Your jump input action should look like this.
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|image18|
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That's all the actions we need for this game. You can use this menu to label any
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groups of keys and buttons in your projects.
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In the next part, we'll code and test the player's movement.
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.. |image0| image:: img/02.player_input/01.new_scene.png
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.. |image1| image:: img/02.player_input/02.instantiating_the_model.png
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.. |image2| image:: img/02.player_input/03.scene_structure.png
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.. |image3| image:: img/02.player_input/04.sphere_shape.png
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.. |image4| image:: img/02.player_input/05.moving_the_sphere_up.png
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.. |image5| image:: img/02.player_input/06.toggling_visibility.png
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.. |image6| image:: img/02.player_input/07.project_settings.png
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.. |image7| image:: img/02.player_input/07.input_map_tab.png
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.. |image8| image:: img/02.player_input/07.adding_action.png
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.. |image9| image:: img/02.player_input/08.actions_list_empty.png
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.. |image10| image:: img/02.player_input/08.create_key_action.png
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.. |image11| image:: img/02.player_input/09.keyboard_key_popup.png
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.. |image12| image:: img/02.player_input/09.keyboard_keys.png
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.. |image13| image:: img/02.player_input/10.joy_axis_option.png
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.. |image14| image:: img/02.player_input/11.joy_axis_popup.png
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.. |image15| image:: img/02.player_input/12.move_inputs_mapped.png
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.. |image16| image:: img/02.player_input/13.joy_button_option.png
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.. |image17| image:: img/02.player_input/14.add_jump_button.png
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.. |image18| image:: img/02.player_input/14.jump_input_action.png
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