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+.. _doc_first_3d_game_killing_the_player:
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+Killing the player
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+==================
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+
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+We can kill enemies by jumping on them, but the player still can't die.
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+Let's fix this.
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+
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+We want to detect being hit by an enemy differently from squashing them.
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+We want the player to die when they're moving on the floor, but not if
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+they're in the air. We could use vector math to distinguish the two
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+kinds of collisions. Instead, though, we will use an *Area* node, which
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+works well for hitboxes.
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+
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+Hitbox with the Area node
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+-------------------------
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+
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+Head back to the *Player* scene and add a new *Area* node. Name it
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+*MobDetector*. Add a *CollisionShape* node as a child of it.
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+
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+|image0|
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+
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+In the *Inspector*, assign a cylinder shape to it.
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+
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+|image1|
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+
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+Here is a trick you can use to make the collisions only happen when the
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+player is on the ground or close to it. You can reduce the cylinder's
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+height and move it up to the top of the character. This way, when the
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+player jumps, the shape will be too high up for the enemies to collide
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+with it.
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+
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+|image2|
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+
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+You also want the cylinder to be wider than the sphere. This way, the
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+player gets hit before colliding and being pushed on top of the
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+monster's collision box.
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+
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+The wider the cylinder, the more easily the player will get killed.
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+
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+Next, select the *MobDetector* node again, and in the *Inspector*, turn
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+off its *Monitorable* property. This makes it so other physics nodes
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+cannot detect the area. The complementary *Monitoring* property allows
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+it to detect collisions. Then, remove the *Collision -> Layer* and sets
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+the mask to the "enemies" layer.
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+
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+|image3|
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+
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+When areas detect a collision, they emit signals. We're going to connect
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+one to the *Player* node. In the *Node* tab, double-click the
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+``body_entered`` signal and connect it to the *Player*.
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+
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+|image4|
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+
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+The *MobDetector* will emit ``body_entered`` when a *KinematicBody* or a
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+*RigidBody* node enters it. As it only masks the "enemies" physics
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+layers, it will only detect the *Mob* nodes.
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+
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+Code-wise, we're going to do two things: emit a signal we'll later use
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+to end the game and destroy the player. We can wrap these operations in
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+a ``die()`` function that helps us put a descriptive label on the code.
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+
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+::
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+
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+ # Emitted when the player was hit by a mob.
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+ # Put this at the top of the script.
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+ signal hit
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+
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+
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+ # And this function at the bottom.
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+ func die():
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+ emit_signal("hit")
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+ queue_free()
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+
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+
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+ func _on_MobDetector_body_entered(_body):
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+ die()
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+
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+Try the game again by pressing F5. If everything is set up correctly,
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+the character should die when an enemy runs into it.
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+
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+However, note that this depends entirely on the size and position of the
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+*Player* and the *Mob*\ 's collision shapes. You may need to move them
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+and resize them to achieve a tight game feel.
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+
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+Ending the game
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+---------------
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+
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+We can use the *Player*\ 's ``hit`` signal to end the game. All we need
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+to do is connect it to the *Main* node and stop the *MobTimer* in
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+reaction.
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+
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+Open ``Main.tscn``, select the *Player* node, and in the *Node* dock,
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+connect its ``hit`` signal to the *Main* node.
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+
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+|image5|
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+
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+Get and stop the timer in the ``_on_Player_hit()`` function.
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+
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+::
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+
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+ func _on_Player_hit():
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+ $MobTimer.stop()
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+
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+If you try the game now, the monsters will stop spawning when you die,
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+and the remaining ones will leave the screen.
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+
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+You can pat yourself in the back: you prototyped a complete 3D game,
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+even if it's still a bit rough.
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+
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+From there, we'll add a score, the option to retry the game, and you'll
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+see how you can make the game feel much more alive with minimalistic
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+animations.
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+
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+Code checkpoint
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+---------------
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+
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+Here are the complete scripts for the *Main*, *Mob*, and *Player* nodes,
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+for reference. You can use them to compare and check your code.
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+
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+Starting with ``Main.gd``.
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+
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+::
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+
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+ extends Node
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+
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+ export (PackedScene) var mob_scene
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+
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+
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+ func _ready():
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+ randomize()
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+
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+
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+ func _on_MobTimer_timeout():
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+ # Create a Mob instance and add it to the scene.
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+ var mob = mob_scene.instance()
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+
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+ # Choose a random location on Path2D.
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+ var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
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+ mob_spawn_location.unit_offset = randf()
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+
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+ var player_position = $Player.transform.origin
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+
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+ add_child(mob)
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+ mob.initialize(mob_spawn_location.translation, player_position)
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+
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+
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+ func _on_Player_hit():
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+ $MobTimer.stop()
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+
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+Next is ``Mob.gd``.
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+
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+::
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+
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+ extends KinematicBody
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+
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+ # Minimum speed of the mob in meters per second.
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+ export var min_speed = 10
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+ # Maximum speed of the mob in meters per second.
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+ export var max_speed = 18
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+
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+ var velocity = Vector3.ZERO
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+
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+
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+ func _physics_process(_delta):
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+ move_and_slide(velocity)
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+
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+
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+ func initialize(start_position, player_position):
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+ translation = start_position
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+ look_at(player_position, Vector3.UP)
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+ rotate_y(rand_range(-PI / 4, PI / 4))
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+
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+ var random_speed = rand_range(min_speed, max_speed)
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+ velocity = Vector3.FORWARD * random_speed
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+ velocity = velocity.rotated(Vector3.UP, rotation.y)
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+
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+
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+ func _on_VisibilityNotifier_screen_exited():
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+ queue_free()
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+
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+Finally, the longest script, ``Player.gd``.
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+
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+::
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+
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+ extends KinematicBody
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+
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+ # Emitted when a mob hit the player.
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+ signal hit
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+
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+ # How fast the player moves in meters per second.
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+ export var speed = 14
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+ # The downward acceleration when in the air, in meters per second squared.
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+ export var fall_acceleration = 75
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+ # Vertical impulse applied to the character upon jumping in meters per second.
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+ export var jump_impulse = 20
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+ # Vertical impulse applied to the character upon bouncing over a mob in meters per second.
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+ export var bounce_impulse = 16
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+
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+ var velocity = Vector3.ZERO
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+
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+
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+ func _physics_process(delta):
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+ var direction = Vector3.ZERO
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+
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+ if Input.is_action_pressed("move_right"):
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+ direction.x += 1
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+ if Input.is_action_pressed("move_left"):
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+ direction.x -= 1
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+ if Input.is_action_pressed("move_down"):
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+ direction.z += 1
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+ if Input.is_action_pressed("move_up"):
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+ direction.z -= 1
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+
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+ if direction.length() > 0:
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+ direction = direction.normalized()
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+ $Pivot.look_at(translation + direction, Vector3.UP)
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+
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+ velocity.x = direction.x * speed
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+ velocity.z = direction.z * speed
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+
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+ # Jumping.
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+ if is_on_floor() and Input.is_action_just_pressed("jump"):
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+ velocity.y += jump_impulse
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+
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+ velocity.y -= fall_acceleration * delta
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+ velocity = move_and_slide(velocity, Vector3.UP)
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+
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+ for index in range(get_slide_count()):
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+ var collision = get_slide_collision(index)
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+ if collision.collider.is_in_group("mob"):
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+ var mob = collision.collider
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+ if Vector3.UP.dot(collision.normal) > 0.1:
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+ mob.squash()
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+ velocity.y = bounce_impulse
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+
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+
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+ func die():
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+ emit_signal("hit")
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+ queue_free()
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+
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+
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+ func _on_MobDetector_body_entered(_body):
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+ die()
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+
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+See you in the next lesson to add the score and the retry option.
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+
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+.. |image0| image:: img/07.killing_player/01.adding_area_node.png
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+.. |image1| image:: img/07.killing_player/02.cylinder_shape.png
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+.. |image2| image:: img/07.killing_player/03.cylinder_in_editor.png
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+.. |image3| image:: img/07.killing_player/04.mob_detector_properties.png
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+.. |image4| image:: img/07.killing_player/05.body_entered_signal.png
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+.. |image5| image:: img/07.killing_player/06.player_hit_signal.png
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