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Remove outdated C++ tutorial in "Your first 2D game"

CHM 1 年之前
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e2f9034f8d

+ 0 - 124
getting_started/first_2d_game/03.coding_the_player.rst

@@ -45,43 +45,6 @@ Start by declaring the member variables this object will need:
         public Vector2 ScreenSize; // Size of the game window.
     }
 
- .. code-tab:: cpp
-
-    // A `player.gdns` file has already been created for you. Attach it to the Player node.
-
-    // Create two files `player.cpp` and `player.hpp` next to `entry.cpp` in `src`.
-    // This code goes in `player.hpp`. We also define the methods we'll be using here.
-    #ifndef PLAYER_H
-    #define PLAYER_H
-
-    #include <AnimatedSprite2D.hpp>
-    #include <Area2D.hpp>
-    #include <CollisionShape2D.hpp>
-    #include <Godot.hpp>
-    #include <Input.hpp>
-
-    class Player : public godot::Area2D {
-        GODOT_CLASS(Player, godot::Area2D)
-
-        godot::AnimatedSprite2D *_animated_sprite;
-        godot::CollisionShape2D *_collision_shape;
-        godot::Input *_input;
-        godot::Vector2 _screen_size; // Size of the game window.
-
-    public:
-        real_t speed = 400; // How fast the player will move (pixels/sec).
-
-        void _init() {}
-        void _ready();
-        void _process(const double p_delta);
-        void start(const godot::Vector2 p_position);
-        void _on_body_entered(godot::Node2D *_body);
-
-        static void _register_methods();
-    };
-
-    #endif // PLAYER_H
-
 Using the ``export`` keyword on the first variable ``speed`` allows us to set
 its value in the Inspector. This can be handy for values that you want to be
 able to adjust just like a node's built-in properties. Click on the ``Player``
@@ -121,18 +84,6 @@ a good time to find the size of the game window:
         ScreenSize = GetViewportRect().Size;
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `player.cpp`.
-    #include "player.hpp"
-
-    void Player::_ready() {
-        _animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
-        _collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
-        _input = godot::Input::get_singleton();
-        _screen_size = get_viewport_rect().size;
-    }
-
 Now we can use the ``_process()`` function to define what the player will do.
 ``_process()`` is called every frame, so we'll use it to update elements of our
 game, which we expect will change often. For the player, we need to do the
@@ -245,23 +196,6 @@ which returns ``true`` if it's pressed or ``false`` if it isn't.
         }
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `player.cpp`.
-    void Player::_process(const double p_delta) {
-        godot::Vector2 velocity(0, 0);
-
-        velocity.x = _input->get_action_strength("move_right") - _input->get_action_strength("move_left");
-        velocity.y = _input->get_action_strength("move_down") - _input->get_action_strength("move_up");
-
-        if (velocity.length() > 0) {
-            velocity = velocity.normalized() * speed;
-            _animated_sprite->play();
-        } else {
-            _animated_sprite->stop();
-        }
-    }
-
 We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player
 should not be moving. Then we check each input and add/subtract from the
 ``velocity`` to obtain a total direction. For example, if you hold ``right`` and
@@ -308,14 +242,6 @@ the ``_process`` function (make sure it's not indented under the `else`):
             y: Mathf.Clamp(Position.Y, 0, ScreenSize.Y)
         );
 
- .. code-tab:: cpp
-
-        godot::Vector2 position = get_position();
-        position += velocity * (real_t)p_delta;
-        position.x = godot::Math::clamp(position.x, (real_t)0.0, _screen_size.x);
-        position.y = godot::Math::clamp(position.y, (real_t)0.0, _screen_size.y);
-        set_position(position);
-
 .. tip:: The `delta` parameter in the `_process()` function refers to the *frame
         length* - the amount of time that the previous frame took to complete.
         Using this value ensures that your movement will remain consistent even
@@ -370,18 +296,6 @@ movement. Let's place this code at the end of the ``_process()`` function:
             animatedSprite2D.FlipV = velocity.Y > 0;
         }
 
- .. code-tab:: cpp
-
-        if (velocity.x != 0) {
-            _animated_sprite->set_animation("walk");
-            _animated_sprite->set_flip_v(false);
-            // See the note below about boolean assignment.
-            _animated_sprite->set_flip_h(velocity.x < 0);
-        } else if (velocity.y != 0) {
-            _animated_sprite->set_animation("up");
-            _animated_sprite->set_flip_v(velocity.y > 0);
-        }
-
 .. Note:: The boolean assignments in the code above are a common shorthand for
           programmers. Since we're doing a comparison test (boolean) and also
           *assigning* a boolean value, we can do both at the same time. Consider
@@ -426,10 +340,6 @@ When you're sure the movement is working correctly, add this line to
 
     Hide();
 
- .. code-tab:: cpp
-
-    hide();
-
 Preparing for collisions
 ~~~~~~~~~~~~~~~~~~~~~~~~
 
@@ -452,21 +362,6 @@ Add the following at the top of the script. If you're using GDScript, add it aft
     [Signal]
     public delegate void HitEventHandler();
 
- .. code-tab:: cpp
-
-    // This code goes in `player.cpp`.
-    // We need to register the signal here, and while we're here, we can also
-    // register the other methods and register the speed property.
-    void Player::_register_methods() {
-        godot::register_method("_ready", &Player::_ready);
-        godot::register_method("_process", &Player::_process);
-        godot::register_method("start", &Player::start);
-        godot::register_method("_on_body_entered", &Player::_on_body_entered);
-        godot::register_property("speed", &Player::speed, (real_t)400.0);
-        // This below line is the signal.
-        godot::register_signal<Player>("hit", godot::Dictionary());
-    }
-
 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 ``Area2D`` to detect the
 collision. Select the ``Player`` node and click the "Node" tab next to the
@@ -505,16 +400,6 @@ this code to the function:
         GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `player.cpp`.
-    void Player::_on_body_entered(godot::Node2D *_body) {
-        hide(); // Player disappears after being hit.
-        emit_signal("hit");
-        // Must be deferred as we can't change physics properties on a physics callback.
-        _collision_shape->set_deferred("disabled", true);
-    }
-
 Each time an enemy hits the player, the signal is going to be emitted. We need
 to disable the player's collision so that we don't trigger the ``hit`` signal
 more than once.
@@ -544,13 +429,4 @@ starting a new game.
         GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `player.cpp`.
-    void Player::start(const godot::Vector2 p_position) {
-        set_position(p_position);
-        show();
-        _collision_shape->set_disabled(false);
-    }
-
 With the player working, we'll work on the enemy in the next lesson.

+ 0 - 52
getting_started/first_2d_game/04.creating_the_enemy.rst

@@ -78,35 +78,6 @@ Add a script to the ``Mob`` like this:
         // Don't forget to rebuild the project.
     }
 
- .. code-tab:: cpp
-
-    // Copy `player.gdns` to `mob.gdns` and replace `Player` with `Mob`.
-    // Attach the `mob.gdns` file to the Mob node.
-
-    // Create two files `mob.cpp` and `mob.hpp` next to `entry.cpp` in `src`.
-    // This code goes in `mob.hpp`. We also define the methods we'll be using here.
-    #ifndef MOB_H
-    #define MOB_H
-
-    #include <AnimatedSprite2D.hpp>
-    #include <Godot.hpp>
-    #include <RigidBody2D.hpp>
-
-    class Mob : public godot::RigidBody2D {
-        GODOT_CLASS(Mob, godot::RigidBody2D)
-
-        godot::AnimatedSprite2D *_animated_sprite;
-
-    public:
-        void _init() {}
-        void _ready();
-        void _on_visible_on_screen_notifier_2d_screen_exited();
-
-        static void _register_methods();
-    };
-
-    #endif // MOB_H
-
 Now let's look at the rest of the script. In ``_ready()`` we play the animation
 and randomly choose one of the three animation types:
 
@@ -126,22 +97,6 @@ and randomly choose one of the three animation types:
         animatedSprite2D.Play(mobTypes[GD.Randi() % mobTypes.Length]);
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `mob.cpp`.
-    #include "mob.hpp"
-
-    #include <RandomNumberGenerator.hpp>
-    #include <SpriteFrames.hpp>
-
-    void Mob::_ready() {
-        godot::Ref<godot::RandomNumberGenerator> random = godot::RandomNumberGenerator::_new();
-        _animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
-        _animated_sprite->set_playing(true);
-        godot::PoolStringArray mob_types = _animated_sprite->get_sprite_frames()->get_animation_names();
-        _animated_sprite->set_animation(mob_types[random->randi() % mob_types.size()]);
-    }
-
 First, we get the list of animation names from the AnimatedSprite2D's ``sprite_frames``
 property. This returns an Array containing all three animation names: ``["walk",
 "swim", "fly"]``.
@@ -167,13 +122,6 @@ to the ``Mob`` and add this code:
         QueueFree();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `mob.cpp`.
-    void Mob::_on_visible_on_screen_notifier_2d_screen_exited() {
-        queue_free();
-    }
-
 This completes the `Mob` scene.
 
 With the player and enemies ready, in the next part, we'll bring them together

+ 0 - 146
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -99,80 +99,6 @@ to instance.
         private int _score;
     }
 
- .. code-tab:: cpp
-
-    // Copy `player.gdns` to `main.gdns` and replace `Player` with `Main`.
-    // Attach the `main.gdns` file to the Main node.
-
-    // Create two files `main.cpp` and `main.hpp` next to `entry.cpp` in `src`.
-    // This code goes in `main.hpp`. We also define the methods we'll be using here.
-    #ifndef MAIN_H
-    #define MAIN_H
-
-    #include <AudioStreamPlayer.hpp>
-    #include <CanvasLayer.hpp>
-    #include <Godot.hpp>
-    #include <Node.hpp>
-    #include <PackedScene.hpp>
-    #include <PathFollow2D.hpp>
-    #include <RandomNumberGenerator.hpp>
-    #include <Timer.hpp>
-
-    #include "hud.hpp"
-    #include "player.hpp"
-
-    class Main : public godot::Node {
-        GODOT_CLASS(Main, godot::Node)
-
-        int score;
-        HUD *_hud;
-        Player *_player;
-        godot::Node2D *_start_position;
-        godot::PathFollow2D *_mob_spawn_location;
-        godot::Timer *_mob_timer;
-        godot::Timer *_score_timer;
-        godot::Timer *_start_timer;
-        godot::AudioStreamPlayer *_music;
-        godot::AudioStreamPlayer *_death_sound;
-        godot::Ref<godot::RandomNumberGenerator> _random;
-
-    public:
-        godot::Ref<godot::PackedScene> mob_scene;
-
-        void _init() {}
-        void _ready();
-        void game_over();
-        void new_game();
-        void _on_MobTimer_timeout();
-        void _on_ScoreTimer_timeout();
-        void _on_StartTimer_timeout();
-
-        static void _register_methods();
-    };
-
-    #endif // MAIN_H
-
-    // This code goes in `main.cpp`.
-    #include "main.hpp"
-
-    #include <SceneTree.hpp>
-
-    #include "mob.hpp"
-
-    void Main::_ready() {
-        _hud = get_node<HUD>("HUD");
-        _player = get_node<Player>("Player");
-        _start_position = get_node<godot::Node2D>("StartPosition");
-        _mob_spawn_location = get_node<godot::PathFollow2D>("MobPath/MobSpawnLocation");
-        _mob_timer = get_node<godot::Timer>("MobTimer");
-        _score_timer = get_node<godot::Timer>("ScoreTimer");
-        _start_timer = get_node<godot::Timer>("StartTimer");
-        // Uncomment these after adding the nodes in the "Sound effects" section of "Finishing up".
-        //_music = get_node<godot::AudioStreamPlayer>("Music");
-        //_death_sound = get_node<godot::AudioStreamPlayer>("DeathSound");
-        _random = (godot::Ref<godot::RandomNumberGenerator>)godot::RandomNumberGenerator::_new();
-    }
-
 Click the ``Main`` node and you will see the ``Mob Scene`` property in the Inspector
 under "Script Variables".
 
@@ -227,20 +153,6 @@ everything up for a new game:
         GetNode<Timer>("StartTimer").Start();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `main.cpp`.
-    void Main::game_over() {
-        _score_timer->stop();
-        _mob_timer->stop();
-    }
-
-    void Main::new_game() {
-        score = 0;
-        _player->start(_start_position->get_position());
-        _start_timer->start();
-    }
-
 Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``,
 ``ScoreTimer``, and ``MobTimer``) to the main script. ``StartTimer`` will start
 the other two timers. ``ScoreTimer`` will increment the score by 1.
@@ -268,29 +180,6 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
         GetNode<Timer>("ScoreTimer").Start();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `main.cpp`.
-    void Main::_on_ScoreTimer_timeout() {
-        score += 1;
-    }
-
-    void Main::_on_StartTimer_timeout() {
-        _mob_timer->start();
-        _score_timer->start();
-    }
-
-    // Also add this to register all methods and the mob scene property.
-    void Main::_register_methods() {
-        godot::register_method("_ready", &Main::_ready);
-        godot::register_method("game_over", &Main::game_over);
-        godot::register_method("new_game", &Main::new_game);
-        godot::register_method("_on_MobTimer_timeout", &Main::_on_MobTimer_timeout);
-        godot::register_method("_on_ScoreTimer_timeout", &Main::_on_ScoreTimer_timeout);
-        godot::register_method("_on_StartTimer_timeout", &Main::_on_StartTimer_timeout);
-        godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref<godot::PackedScene>)nullptr);
-    }
-
 In ``_on_mob_timer_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
@@ -362,34 +251,6 @@ Note that a new instance must be added to the scene using ``add_child()``.
         AddChild(mob);
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `main.cpp`.
-    void Main::_on_MobTimer_timeout() {
-        // Create a new instance of the Mob scene.
-        godot::Node *mob = mob_scene->instance();
-
-        // Choose a random location on Path2D.
-        _mob_spawn_location->set_progress_ratio((real_t)_random->randf());
-
-        // Set the mob's direction perpendicular to the path direction.
-        real_t direction = _mob_spawn_location->get_rotation() + (real_t)Math_PI / 2;
-
-        // Set the mob's position to a random location.
-        mob->set("position", _mob_spawn_location->get_position());
-
-        // Add some randomness to the direction.
-        direction += _random->randf_range((real_t)-Math_PI / 4, (real_t)Math_PI / 4);
-        mob->set("rotation", direction);
-
-        // Choose the velocity for the mob.
-        godot::Vector2 velocity = godot::Vector2(_random->randf_range(150.0, 250.0), 0.0);
-        mob->set("linear_velocity", velocity.rotated(direction));
-
-        // Spawn the mob by adding it to the Main scene.
-        add_child(mob);
-    }
-
 .. important:: Why ``PI``? In functions requiring angles, Godot uses *radians*,
                not degrees. Pi represents a half turn in radians, about
                ``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``).
@@ -416,13 +277,6 @@ call to ``_ready()``:
         NewGame();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `main.cpp`.
-    void Main::_ready() {
-        new_game();
-    }
-
 Let's also assign ``Main`` as our "Main Scene" - the one that runs automatically
 when the game launches. Press the "Play" button and select ``main.tscn`` when
 prompted.

+ 0 - 126
getting_started/first_2d_game/06.heads_up_display.rst

@@ -105,47 +105,6 @@ Now add this script to ``HUD``:
         public delegate void StartGameEventHandler();
     }
 
- .. code-tab:: cpp
-
-    // Copy `player.gdns` to `hud.gdns` and replace `Player` with `HUD`.
-    // Attach the `hud.gdns` file to the HUD node.
-
-    // Create two files `hud.cpp` and `hud.hpp` next to `entry.cpp` in `src`.
-    // This code goes in `hud.hpp`. We also define the methods we'll be using here.
-    #ifndef HUD_H
-    #define HUD_H
-
-    #include <Button.hpp>
-    #include <CanvasLayer.hpp>
-    #include <Godot.hpp>
-    #include <Label.hpp>
-    #include <Timer.hpp>
-
-    class HUD : public godot::CanvasLayer {
-        GODOT_CLASS(HUD, godot::CanvasLayer)
-
-        godot::Label *_score_label;
-        godot::Label *_message_label;
-        godot::Timer *_start_message_timer;
-        godot::Timer *_get_ready_message_timer;
-        godot::Button *_start_button;
-        godot::Timer *_start_button_timer;
-
-    public:
-        void _init() {}
-        void _ready();
-        void show_get_ready();
-        void show_game_over();
-        void update_score(const int score);
-        void _on_StartButton_pressed();
-        void _on_StartMessageTimer_timeout();
-        void _on_GetReadyMessageTimer_timeout();
-
-        static void _register_methods();
-    };
-
-    #endif // HUD_H
-
 We now want to display a message temporarily,
 such as "Get Ready", so we add the following code
 
@@ -168,31 +127,6 @@ such as "Get Ready", so we add the following code
         GetNode<Timer>("MessageTimer").Start();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `hud.cpp`.
-    #include "hud.hpp"
-
-    void HUD::_ready() {
-        _score_label = get_node<godot::Label>("ScoreLabel");
-        _message_label = get_node<godot::Label>("MessageLabel");
-        _start_message_timer = get_node<godot::Timer>("StartMessageTimer");
-        _get_ready_message_timer = get_node<godot::Timer>("GetReadyMessageTimer");
-        _start_button = get_node<godot::Button>("StartButton");
-        _start_button_timer = get_node<godot::Timer>("StartButtonTimer");
-    }
-
-    void HUD::_register_methods() {
-        godot::register_method("_ready", &HUD::_ready);
-        godot::register_method("show_get_ready", &HUD::show_get_ready);
-        godot::register_method("show_game_over", &HUD::show_game_over);
-        godot::register_method("update_score", &HUD::update_score);
-        godot::register_method("_on_StartButton_pressed", &HUD::_on_StartButton_pressed);
-        godot::register_method("_on_StartMessageTimer_timeout", &HUD::_on_StartMessageTimer_timeout);
-        godot::register_method("_on_GetReadyMessageTimer_timeout", &HUD::_on_GetReadyMessageTimer_timeout);
-        godot::register_signal<HUD>("start_game", godot::Dictionary());
-    }
-
 We also need to process what happens when the player loses. The code below will show "Game Over" for 2 seconds, then return to the title screen and, after a brief pause, show the "Start" button.
 
 .. tabs::
@@ -226,23 +160,6 @@ We also need to process what happens when the player loses. The code below will
         GetNode<Button>("StartButton").Show();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `hud.cpp`.
-    // There is no `yield` in GDExtension, so we need to have every
-    // step be its own method that is called on timer timeout.
-    void HUD::show_get_ready() {
-        _message_label->set_text("Get Ready");
-        _message_label->show();
-        _get_ready_message_timer->start();
-    }
-
-    void HUD::show_game_over() {
-        _message_label->set_text("Game Over");
-        _message_label->show();
-        _start_message_timer->start();
-    }
-
 This function is called when the player loses. It will show "Game Over" for 2
 seconds, then return to the title screen and, after a brief pause, show the
 "Start" button.
@@ -267,13 +184,6 @@ Add the code below to ``HUD`` to update the score
         GetNode<Label>("ScoreLabel").Text = score.ToString();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `hud.cpp`.
-    void HUD::update_score(const int p_score) {
-        _score_label->set_text(godot::Variant(p_score));
-    }
-
 Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()``
 signal of ``StartButton``, and add the following code to the new functions:
 
@@ -300,25 +210,6 @@ signal of ``StartButton``, and add the following code to the new functions:
         GetNode<Label>("Message").Hide();
     }
 
- .. code-tab:: cpp
-
-    // This code goes in `hud.cpp`.
-    void HUD::_on_StartButton_pressed() {
-        _start_button_timer->stop();
-        _start_button->hide();
-        emit_signal("start_game");
-    }
-
-    void HUD::_on_StartMessageTimer_timeout() {
-        _message_label->set_text("Dodge the Creeps!");
-        _message_label->show();
-        _start_button_timer->start();
-    }
-
-    void HUD::_on_GetReadyMessageTimer_timeout() {
-        _message_label->hide();
-    }
-
 Connecting HUD to Main
 ~~~~~~~~~~~~~~~~~~~~~~
 
@@ -351,11 +242,6 @@ In ``new_game()``, update the score display and show the "Get Ready" message:
         hud.UpdateScore(_score);
         hud.ShowMessage("Get Ready!");
 
- .. code-tab:: cpp
-
-        _hud->update_score(score);
-        _hud->show_get_ready();
-
 In ``game_over()`` we need to call the corresponding ``HUD`` function:
 
 .. tabs::
@@ -367,10 +253,6 @@ In ``game_over()`` we need to call the corresponding ``HUD`` function:
 
         GetNode<HUD>("HUD").ShowGameOver();
 
- .. code-tab:: cpp
-
-        _hud->show_game_over();
-
 Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync
 with the changing score:
 
@@ -383,10 +265,6 @@ with the changing score:
 
         GetNode<HUD>("HUD").UpdateScore(_score);
 
- .. code-tab:: cpp
-
-        _hud->update_score(score);
-
 .. warning::
 
     Remember to remove the call to ``new_game()`` from
@@ -424,10 +302,6 @@ the ``new_game()`` function in ``Main``:
         // we have to use the original Godot snake_case name.
         GetTree().CallGroup("mobs", Node.MethodName.QueueFree);
 
- .. code-tab:: cpp
-
-        get_tree()->call_group("mobs", "queue_free");
-
 The ``call_group()`` function calls the named function on every node in a
 group - in this case we are telling every mob to delete itself.
 

+ 0 - 19
getting_started/first_2d_game/07.finishing-up.rst

@@ -69,25 +69,6 @@ Finally, add ``$DeathSound.play()`` in the ``game_over()`` function.
         GetNode<AudioStreamPlayer>("Music").Play();
     }
 
- .. code-tab:: cpp
-
-    void Main::_ready() {
-        ...
-        _music = get_node<godot::AudioStreamPlayer>("Music");
-        _death_sound = get_node<godot::AudioStreamPlayer>("DeathSound");
-    }
-
-    void Main::game_over() {
-        ...
-        _music->stop();
-        _death_sound->play();
-    }
-
-    void Main::new_game() {
-        ...
-        _music->play();
-    }
-
 
 Keyboard shortcut
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