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Merge pull request #478 from cbscribe/kcc_beginnergame_tut

New beginner game tutorial.
Nathan Lovato 7 anni fa
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learning/step_by_step/index.rst

@@ -10,7 +10,7 @@ Step by step
    instancing_continued
    scripting
    scripting_continued
-   simple_2d_game
+   your_first_game
    gui_tutorial
    splash_screen
    animations

+ 764 - 0
learning/step_by_step/your_first_game.rst

@@ -0,0 +1,764 @@
+.. _doc_your_first_game:
+
+Your First Game
+===============
+
+Overview
+--------
+
+This tutorial will guide you through making your first Godot Engine
+project. You will learn how the Godot Engine editor works, how to structure
+a project, and how to build a 2D game.
+
+.. note:: This project is an introduction to the Godot Engine. It 
+          assumes that you have some programming experience already. If 
+          you're new to programming entirely, you should start here:
+          :ref:`doc_scripting`.
+
+The game is called *"Dodge the Creeps"*. Your character must move and
+avoid the enemies for as long as possible. Here is a preview of the
+final result:
+
+.. image:: /img/dodge_preview.gif
+
+**Why 2D?** 
+    3D games are much more complex than 2D ones. You should stick to 2D 
+    until you have a good understanding of the game development process.
+
+Project Setup
+-------------
+
+Launch Godot and create a new project. Then, download
+:download:`dodge_assets.zip </files/dodge_assets.zip>` - the images and sounds you'll be
+using to make the game. Unzip these files in your new project folder.
+
+.. note:: For this tutorial, we will assume you are already familiar with the
+          Godot Engine editor. If you haven't read :ref:`doc_scenes_and_nodes`, do so now.
+
+This game will use "portrait" mode, so we need to adjust the size of the
+game window. Click on Project -> Project Settings -> Display -> Window and
+set ``Width`` to ``480`` and ``Height`` to ``720``.
+
+Organizing the Project
+~~~~~~~~~~~~~~~~~~~~~~
+
+In this project, we will make 3 independent scenes: ``Player``,
+``Mob``, and ``HUD``, which we will combine into the game's ``Main``
+scene. In a larger project, it might be useful to make folders to hold
+the various scenes and their scripts, but for this relatively small
+game, you can save your scenes and scripts in the root folder, which is
+referred to as ``res://``.  You can see your project folders in the Filesystem 
+Dock in the upper left corner:
+
+.. image:: /img/filesystem_dock.gif
+
+Player Scene
+------------
+
+The first scene we make defines 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 the other parts of the game.
+
+Node Structure
+~~~~~~~~~~~~~~
+
+To begin, click the "Add/Create a New Node" button and add an :ref:`Area2D <class_Area2D>`
+node to the scene.
+
+.. image:: /img/add_node.png
+
+With ``Area2D`` we can detect other objects that overlap or run into the player. 
+Change its name to ``Player``. This is the scene's "root" or top-level node. 
+We can add additional nodes to the player to add functionality.
+
+Save the scene (click Scene -> Save, or press ``Meta-s``).
+
+.. note:: In this project, we will be following the Godot Engine naming 
+          conventions. Classes (Nodes) use ``CapWords``, variables and 
+          functions use ``snake_case``, and constants use ``ALL_CAPS``.
+
+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 animation(s) it can display. To create one, find the
+``Frames`` property in the Inspector and click "<null>" ->
+"New SpriteFrames". Next, in the same location, click
+``<SpriteFrames>`` 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 "right". Then click the "Add" button to create a second animation
+named "up". Drag the two images for each animation into "Animation
+Frames" side of the panel:
+
+.. image:: /img/spriteframes_panel2.png
+
+
+Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child 
+of the ``Player``. This will determine the player's "hitbox", or the 
+bounds of its collision area.  For this character, a ``CapsuleShape2D`` 
+gives the best fit, so next to "Shape" in the Inspector, click 
+"<null>"" -> "New CapsuleShape2D".  Resize the shape to cover the sprite:
+
+.. image:: /img/player_coll_shape.png
+
+.. warning:: Remember not to scale the shape's outline! Only use the
+             size handles (red) to adjust the shape!
+
+When you're finished, your ``Player`` scene should look like this:
+
+.. image:: /img/player_scene_nodes.png
+
+Moving the Player
+~~~~~~~~~~~~~~~~~
+
+Now we need to add some functionality that we can't get from a built-in
+node, so we'll add a script. Click the ``Player`` node and click the
+"Add Script" button:
+
+.. image:: /img/add_script_button.png
+
+In the script settings window, you can leave the default settings, just
+click "Create": 
+
+.. image:: /img/attach_node_window.png
+
+.. note:: If this is your first time encountering GDScript please read
+          :ref:`doc_scripting` first.
+
+Start by declaring the member variables this object will need:
+
+::
+
+    extends Area2D
+
+    var SPEED = 400  # how fast the player will move (pixels/sec)
+    var velocity = Vector2()  # the player's movement vector
+    var screensize  # size of the game window
+
+The ``_ready()`` function is called when a node enters the scene tree, so 
+that's a good time to find the size of the game window:
+
+::
+
+    func _ready():
+        screensize = get_viewport_rect().size
+
+Now we can use the ``_process()`` function to define what the player
+will do every frame: 
+
+- check for input 
+- move in the given direction 
+- play the appropriate animation.
+
+First, we need to check the inputs - is the player pressing a key? For
+this game, we have 4 direction inputs to check. Input actions are defined 
+in the Project Settings under "Input Map". You can define custom events and 
+assign different keys, mouse events, or other inputs to them. For this demo, 
+we will use the default events that are assigned to the arrow keys on the 
+keyboard.
+
+You can detect whether a key is pressed using
+``Input.is_action_pressed()``, which returns ``true`` if it is pressed
+or ``false`` if it isn't.
+
+::
+
+    func _process(delta):
+        velocity = Vector2()
+        if Input.is_action_pressed("ui_right"):
+            velocity.x += 1
+        if Input.is_action_pressed("ui_left"):
+            velocity.x -= 1
+        if Input.is_action_pressed("ui_down"):
+            velocity.y += 1
+        if Input.is_action_pressed("ui_up"):
+            velocity.y -= 1
+        if velocity.length() > 0:
+            velocity = velocity.normalized() * SPEED
+            $AnimatedSprite.play()
+        else:
+            $AnimatedSprite.stop()
+
+We check each input and add/subtract from the ``velocity`` to obtain a
+total direction. For example, if you hold ``right`` and ``down`` at
+the same time, the resulting ``velocity`` vector will be ``(1, 1)``. In
+this case, since we're adding a horizontal and a vertical movement, the
+player would move *faster* than if it just moved horizontally.
+
+We can prevent that if we *normalize* the velocity, which means we set
+its *length* to ``1``, and multiply by the desired speed. This means no
+more fast diagonal movement.
+
+We also check whether the player is moving so we can start or stop the
+AnimatedSprite animation.
+
+Now that we have a movement direction, we can update the player's position
+and use ``clamp()`` to prevent it from leaving the screen:
+
+::
+
+        position += velocity * delta
+        position.x = clamp(position.x, 0, screensize.x)
+        position.y = clamp(position.y, 0, screensize.y)
+
+    
+.. tip:: *Clamping* a value means restricting it to a given minimum/maximum range.
+
+Click "Play the Edited Scene. (F6)" and confirm you can move the player
+around the screen in all directions.
+
+Choosing Animations
+~~~~~~~~~~~~~~~~~~~
+
+Now that the player can move, we need to change which animation the
+AnimatedSprite is playing based on direction. We have a "right"
+animation, which should be flipped horizontally (using the ``flip_h``
+property) for left movement, and an "up" animation, which should be
+flipped vertically (``flip_v``) for downward movement.
+
+::
+
+        if velocity.x != 0:
+            $AnimatedSprite.animation = "right"
+            $AnimatedSprite.flip_v = false
+            $AnimatedSprite.flip_h = velocity.x < 0
+        elif velocity.y != 0:
+            $AnimatedSprite.animation = "up"
+            $AnimatedSprite.flip_v = velocity.y > 0
+
+Play the scene again and check that the animations are correct in each
+of the directions.
+
+Preparing for Collisions
+~~~~~~~~~~~~~~~~~~~~~~~~
+
+We want the player to detect when it is hit by an enemy, but we haven't
+made any enemies yet! That's OK because we're going to use Godot's
+*signal* functionality to make it work.
+
+Add the following at the top of the script (after ``extends Area2d``):
+
+::
+
+    signal hit
+
+This defines a custom signal called "hit" that we will have our player
+emit (send out) when it collides with an enemy. We will use the Area2D to 
+detect the collision. Select the ``Player`` node and click the "Node" tab 
+next to the Inspector to see the list of signals the player can emit:
+
+.. image:: /img/player_signals.png
+
+Notice our custom "hit" signal is there as well! Since our enemies are
+going to be ``RigidBody2D`` nodes, we want the
+``body_entered( Object body )`` signal - that will be emitted when a
+body contacts the player. Click "Connect.." and then "Connect" again on
+the "Connecting Signal" window - we don't need to change any of those
+settings. Godot will automatically create a function called
+``_on_Player_body_entered`` in your player's script.
+
+.. tip:: When connecting a signal, instead of having Godot create a
+         function for you, you can also give the name of an existing 
+         function that you want to link the signal to.
+
+Add this code to the function:
+
+::
+
+    func _on_Player_body_entered( area ):
+        hide()
+        emit_signal("hit")
+        monitoring = false
+
+.. warning:: Disabling the ``monitoring`` property of an ``Area2D`` means 
+             it won't detect collisions. By turning it off, we make
+             sure we don't trigger the ``hit`` signal more than once. However,
+             changing the property in the midst of an ``area_entered`` signal 
+             will result in an error, because the engine hasn't finished 
+             processing the current frame yet.
+    
+Instead, you can *defer* the change, which will tell the game engine to
+wait until it's safe to set monitoring to ``false``. Change the line to
+this:
+
+::
+
+        call_deferred("set_monitoring", false)
+
+The last piece for our player is to add a function we can call to reset
+the player when starting a new game.
+
+::
+
+    func start(pos):
+        position = pos
+        show()
+        monitoring = true
+
+Enemy Scene
+-----------
+
+Now it's time to make the enemies our player will have to dodge. Their
+behavior will not be very complex: mobs will spawn randomly at the edges
+of the screen and move in a straight line (in a random direction), then
+despawn when they go offscreen.
+
+We will build this into a ``Mob`` scene, which we can then *instance* to
+create any number of independent mobs in the game.
+
+Node Setup
+~~~~~~~~~~
+
+The Mob scene will use the following nodes:
+
+-  :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
+
+   -  :ref:`AnimatedSprite <class_AnimatedSprite>`
+   -  :ref:`CollisionShape2D <class_CollisionShape2D>`
+   -  :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named ``Visibility``)
+
+In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0`` (so
+that the mob will not fall downward). In addition, under
+``PhysicsBody2D``, click the ``Mask`` property and uncheck the first
+box. This will ensure that the mobs do not collide with each other.
+
+.. image:: /img/set_collision_mask.png
+
+Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player. This time, we
+have 3 animations: "fly", "swim", and "walk". Don't forget to adjust the
+"Speed (FPS)" setting as shown below. We'll select one of these randomly
+so that the mobs will have some variety.
+
+.. image:: /img/mob_animations.gif
+
+As in the ``Player`` scene, add a ``CapsuleShape2D`` for the
+collision and then save the scene.
+
+Enemy Script
+~~~~~~~~~~~~
+
+Add a script to the ``Enemy`` and add the following member variables:
+
+::
+
+    extends RigidBody2D
+
+    var MIN_SPEED = 150  # minimum speed range
+    var MAX_SPEED = 250  # maximum speed range
+    var mob_types = ["walk", "swim", "fly"]
+
+We'll pick a random value between ``MIN_SPEED`` and ``MAX_SPEED`` for
+how fast each mob will move (it would be boring if they were all moving
+at the same speed). We also have an array containing the names of the three
+animations, which we'll use to select a random one.
+
+Now let's look at the rest of the script. In ``_ready()`` we choose a
+random one of the three animation types:
+
+::
+
+    func _ready():
+        $AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
+
+.. note:: You must use ``randomize()`` if you want
+          your sequence of "random" numbers to be different every time you run
+          the scene. We're going to use ``randomize()`` in our ``Main`` scene,
+          so we won't need it here. ``randi() % n`` is the standard way to get
+          a random integer between ``0`` and ``n-1``.
+
+The last piece is to make the mobs delete themselves when they leave the
+screen. Connect the ``screen_exited()`` signal of the ``Visibility``
+node and add this code:
+
+::
+
+    func _on_Visible_screen_exited():
+        queue_free()
+        
+That completes the `Mob` scene. 
+
+Main Scene
+----------
+
+Now it's time to bring it all together. Create a new scene and add a
+:ref:`Node <class_Node>` named ``Main``. Click the "Instance" button and select your
+saved ``Player.tscn``.
+
+.. image:: /img/instance_scene.png
+
+.. note:: See :ref:`doc_instancing` to learn more about instancing.
+
+Now add the following nodes as children of ``Main``, and name them as
+shown (values are in seconds):
+
+-  :ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn
+-  :ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second
+-  :ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting
+-  :ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position
+
+Set the ``Wait Time`` property of each of the ``Timer`` nodes as
+follows:
+
+-  ``MobTimer``: ``0.5``
+-  ``ScoreTimer``: ``1``
+-  ``StartTimer``: ``2``
+
+In addition, set the ``One Shot`` property of ``StartTimer`` to "On" and
+set ``Position`` of the ``StartPos`` node to ``(240, 450)``. Now add a
+script to ``Main``.
+
+Spawning Mobs
+~~~~~~~~~~~~~
+
+The Main node will be spawning new mobs, and we want them to appear at a
+random location on the edge of the screen. Add a :ref:`Path2D <class_Path2D>` named
+``MobPath`` as a child of ``Main``. When you select the ``Path2D`` node
+you will see some new buttons appear at the top of the editor:
+
+.. image:: /img/path2d_buttons.png
+
+Select the middle one ("Add Point") and draw the path by clicking to add
+the points shown. 
+
+.. image:: /img/draw_path2d.png
+
+.. important:: Draw the path in *clockwise* order, or your mobs will spawn 
+               pointing *outwards* instead of *inwards*!
+
+Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` 
+node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will
+automatically rotate and follow the path you've drawn, so we can use it
+to select a random position and direction along the path.
+
+Main Script
+~~~~~~~~~~~
+
+Add a script to ``Main``. At the top of the script we use
+``export (PackedScene)`` to allow us to choose the Mob scene we want to
+instance.
+
+::
+
+    extends Node
+
+    export (PackedScene) var Mob
+    var score
+
+    func _ready():
+        randomize()
+
+Using ``export`` lets you set the value of a variable in the Inspector
+like so:
+
+.. image:: /img/load_mob_scene.png
+
+Click on "<null>"" and choose "Load", then select ``Mob.tscn``.
+
+Next, click on the Player and connect the ``hit`` signal to the
+``game_over`` function, which will handle what needs to happen when a
+game ends. We will also have a ``new_game`` function to set everything
+up for a new game:
+
+::
+
+    func new_game():
+        score = 0
+        $Player.start($StartPos.position)
+        $StartTimer.start()
+
+    func game_over():
+        $ScoreTimer.stop()
+        $MobTimer.stop()
+
+Now connect the ``timeout()`` signal of each of the Timer nodes.
+``StartTimer`` will start the other two timers. ``ScoreTimer`` will
+increment the score by 1.
+
+::
+
+    func _on_StartTimer_timeout():
+        $MobTimer.start()
+        $ScoreTimer.start()
+
+    func _on_ScoreTimer_timeout():
+        score += 1
+
+In ``_on_MobTimer_timeout()`` we will create a mob instance, pick a
+random starting location along the ``Path2D``, and set the mob in
+motion. The ``PathFollow2D`` node will automatically rotate as it
+follows the path, so we will use that to select the mob's direction as 
+well as its position.
+
+Note that a new instance must be added to the scene using
+``add_child()``.
+
+::
+
+    func _on_MobTimer_timeout():
+        # choose a random location on the Path2D
+        $"MobPath/MobSpawnLocation".set_offset(randi())
+        # create a Mob instance and add it to the scene
+        var mob = Mob.instance()
+        add_child(mob)
+        # choose a direction and position
+        var direction = $"MobPath/MobSpawnLocation".rotation
+        mob.position = $"MobPath/MobSpawnLocation".position
+        # add some randomness to the direction
+        direction += rand_range(-PI/4, PI/4)
+        # textures are oriented pointing up, so add 90 degrees
+        mob.rotation = direction + PI/2
+        # choose the velocity
+        mob.set_linear_velocity(Vector2(rand_range(mob.MIN_SPEED, mob.MAX_SPEED), 0).rotated(direction))
+
+.. important:: In functions requiring angles, GDScript uses *radians*, 
+               not degrees. If you're more comfortable working with 
+               degrees, you'll need to use the ``deg2rad()`` and 
+               ``rad2deg()`` functions to convert between the two measures.
+
+HUD
+---
+
+The final piece our game needs is a UI: an interface to display things
+like score, a "game over" message, and a restart button. Create a new
+scene, and add a ``CanvasLayer`` node named ``HUD`` ("HUD" stands for
+"heads-up display", meaning an informational display that appears as an
+overlay, on top of the game view).
+
+The HUD displays the following information:
+
+-  Score, changed by ``ScoreTimer``
+-  A message, such as "Game Over" or "Get Ready!"
+-  A "Start" button to begin the game
+
+Create the following children of the ``HUD`` node:
+
+-  :ref:`Label <class_Label>` (named ``ScoreLabel``)
+-  :ref:`Label <class_Label>` (named ``MessageLabel``)
+-  :ref:`Button <class_Button>` (named ``StartButton``)
+-  :ref:`Timer <class_Timer>` (named ``MessageTimer``)
+
+.. note:: **Anchors and Margins** ``Control`` nodes have a position and size,
+          but they also have anchors and margins. Anchors define the
+          origin, or the reference point for the edges of the node. Margins
+          update automatically when you move or resize a control node. They
+          represent the distance from the control node's edges to its anchor.
+          See :ref:`doc_gui_tutorial` for more details.
+
+Arrange the nodes as shown below. Click the "Anchor" button to
+set a Control node's anchor:
+
+.. image:: /img/ui_anchor.png
+
+You can drag the nodes to place them manually, or for more precise
+placement, use the following settings:
+
+ScoreLabel
+~~~~~~~~~~
+
+-  ``Anchor``: "Center Top"
+-  ``Margin``:
+
+   -  Left: ``240``
+   -  Top: ``0``
+   -  Right: ``-240``
+   -  Bottom: ``100``
+
+-  Text: ``0``
+
+MessageLabel
+~~~~~~~~~~~~
+
+-  ``Anchor``: "Center"
+-  ``Margin``:
+
+   -  Left: ``240``
+   -  Top: ``260``
+   -  Right: ``-240``
+   -  Bottom: ``-60``
+
+-  Text: ``Dodge the Creeps!``
+
+StartButton
+~~~~~~~~~~~
+
+-  ``Anchor``: "Center"
+-  ``Margin``:
+
+   -  Left: ``60``
+   -  Top: ``-70``
+   -  Right: ``-60``
+   -  Bottom: ``-150``
+
+-  Text: ``Start``
+
+The default font for ``Control`` nodes is very small and doesn't scale
+well. There is a font file included in the game assets called
+"Xolonium-Regular.ttf". To use this font, do the following for each of
+the three ``Control`` nodes:
+
+1. Under "Custom Fonts", choose "New DynamicFont" 
+
+.. image:: /img/custom_font1.png
+
+2. Click on the "DynamicFont" you just added, and under "Font Data",
+   choose "Load" and select the "Xolonium-Regular.ttf" file. You must
+   also set the font's ``Size``. A setting of ``64`` works well. 
+   
+.. image:: /img/custom_font2.png
+
+Now add this script to the ``HUD``:
+
+::
+
+    extends CanvasLayer
+
+    signal start_game
+
+The ``start_game`` signal tells the ``Main`` node that the button
+has been pressed.
+
+::
+
+    func show_message(text):
+        $MessageLabel.text = text
+        $MessageLabel.show()
+        $MessageTimer.start()
+
+This function is called when we want to display a message
+temporarily, such as "Get Ready". On the ``MessageTimer``, set the
+``Wait Time`` to ``2`` and check ``One Shot``.
+
+::
+
+    func show_game_over():
+        show_message("Game Over")
+        yield($MessageTimer, "timeout")
+        $StartButton.show()
+        $MessageLabel.text = "Dodge the\nCreeps!"
+        $MessageLabel.show()
+
+This function is called when the player loses. It will show "Game
+Over" for 2 seconds, and then return to the game title and show the
+"Start" button.
+
+::
+
+    func update_score(score):
+        $ScoreLabel.text = str(score)
+
+This function is called in ``Main`` whenever the score changes.
+
+Connect the ``timout()`` signal of ``MessageTimer`` and the
+``pressed()`` signal of ``StartButton``.
+
+::
+
+    func _on_StartButton_pressed():
+        $StartButton.hide()
+        emit_signal("start_game")
+
+    func _on_MessageTimer_timeout():
+        $MessageLabel.hide()
+
+Connecting HUD to Main
+~~~~~~~~~~~~~~~~~~~~~~
+
+Now we need to connect the ``HUD`` functionality to our ``Main`` script.
+This requires a few additions to the ``Main`` scene:
+
+In the Node tab, connect the HUD's ``start_game`` signal to the
+``new_game()`` function.
+
+In ``new_game()``, update the score display and show the "Get Ready"
+message:
+
+::
+
+        $HUD.update_score(score)
+        $HUD.show_message("Get Ready")
+
+In ``game_over()`` we need to call the corresponding ``HUD`` function:
+
+::
+
+        $HUD.show_game_over()
+
+Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in
+sync with the changing score:
+
+::
+
+        $HUD.update_score(score)
+
+Finishing Up
+------------
+
+We've now completed all the functionality for our game. Below are some
+remaining steps to add a bit more "juice" and improve the game
+experience. Feel free to expand the gameplay with your own ideas.
+
+Background
+~~~~~~~~~~
+
+The default gray background is not very appealing, so let's change its
+color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` node. Make it the
+first node under ``Main`` so that it will be drawn behind the other
+nodes. ``ColorRect`` only has one property: ``Color``. Choose a color
+you like and drag the size of the ``ColorRect`` so that it covers the
+screen.
+
+You can also add a background image, if you have one, by using a
+``Sprite`` node.
+
+Sound Effects
+~~~~~~~~~~~~~
+
+Sound and music can be the single most effective way to add appeal to
+the game experience. In your game assets folder, you have two sound
+files: "House In a Forest Loop.ogg", for background music, and
+"gameover.wav" for when the player loses.
+
+Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of
+them ``Music`` and the other ``DeathSound``. On each one, click on the
+``Stream`` property, select "Load" and choose the corresponding audio
+file.
+
+To play the music, add ``$Music.play()`` in the ``new_game()`` function
+and ``$Music.stop()`` in the ``game_over()`` function.
+
+Finally, add ``$DeathSound.play()`` in the ``game_over()`` function as
+well.
+
+Particles
+~~~~~~~~~
+
+For one last bit of visual appeal, let's add a trail effect to the
+player's movement. Choose your ``Player`` scene and add a
+:ref:`Particles2D <class_Particles2D>` node named ``Trail``.
+
+There are a very large number of properties to choose from when
+configuring particles. Feel free to experiment and create different
+effects. For the effect in the example, use the following settings:
+
+.. image:: /img/particle_trail_settings.png
+   
+You also need to create a ``Material`` by clicking on ``<null>`` and
+then "New ParticlesMaterial". The settings for that are below:
+
+.. image:: /img/particle_trail_settings2.png
+
+.. seealso:: See :ref:`Particles2D <class_Particles2D>` for more details on using
+             particle effects.
+
+Project Files
+-------------
+
+You can find a completed version of this project here:
+https://github.com/kidscancode/Godot3_dodge/releases