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- .. _doc_fps_tutorial_part_four:
- Part 4
- ======
- Part Overview
- -------------
- In this part we will be adding health pick ups, ammo pick ups, targets we can destroy, add support for joypads, and add the ability to change weapons with the scroll wheel.
- .. image:: img/PartFourFinished.png
- .. note:: You are assumed to have finished :ref:`doc_fps_tutorial_part_three` before moving on to this part of the tutorial.
-
- The finished project from :ref:`doc_fps_tutorial_part_three` will be the starting project for part 4
- Let's get started!
- Adding joypad input
- -------------------
- .. note:: In Godot any game controller is referred to as a joypad. This includes:
- Console controllers, Joysticks (like for flight simulators), Wheels (like for driving simulators), VR Controllers, and more.
- First we need to change a few things in our project's input map. Open up the project settings and select the ``Input Map`` tab.
- Now we need to add some joypad buttons to our various actions. Click the plus icon and select ``Joy Button``.
- .. image:: img/ProjectSettingsAddKey.png
- Feel free to use whatever button layout you want. Make sure that the device selected is set to ``0``. In the finished project, we will be using the following:
- * movement_sprint: ``Device 0, Button 4 (L, L1)``
- * fire: ``Device 0, Button 0 (PS Cross, XBox A, Nintendo B)``
- * reload: ``Device 0, Button 0 (PS Square, XBox X, Nintendo Y)``
- * flashlight: ``Device 0, Button 12 (D-Pad Up)``
- * shift_weapon_positive: ``Device 0, Button 15 (D-Pad Right)``
- * shift_weapon_negative: ``Device 0, Button 14 (D-Pad Right)``
- * fire_grenade: ``Device 0, Button 1 (PS Circle, XBox B, Nintendo A).``
- .. note:: These are already set up for you if you downloaded the starter assets
- Once you are happy with the input, close the project settings and save.
- ______
- Now let's open up ``Player.gd`` and add joypad input.
- First, we need to define a few new global variables. Add the following global variables to ``Player.gd``:
- ::
-
- # You may need to adjust depending on the sensitivity of your joypad
- var JOYPAD_SENSITIVITY = 2
- const JOYPAD_DEADZONE = 0.15
- Let's go over what each of these do:
- * ``JOYPAD_SENSITIVITY``: This is how fast our joypad joysticks will move our camera.
- * ``JOYPAD_DEADZONE``: The dead zone for the joypad. You may need to adjust depending on your joypad.
- .. note:: Many joypads jitter around a certain point. To counter this, we ignore any movement in a
- with a radius of JOYPAD_DEADZONE. If we did not ignore said movement, the camera will jitter.
-
- Also, we are defining ``JOYPAD_SENSITIVITY`` as a variable instead of a constant because we'll later be changing it.
- Now we are ready to start handling joypad input!
- ______
-
- In ``process_input`` add the following code, just before ``input_movement_vector = input_movement_vector.normalized()``:
- ::
-
- # Add joypad input, if there is a joypad
- if Input.get_connected_joypads().size() > 0:
-
- var joypad_vec = Vector2(0, 0)
-
- if OS.get_name() == "Windows":
- joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
- elif OS.get_name() == "X11":
- joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
- elif OS.get_name() == "OSX":
- joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
- if joypad_vec.length() < JOYPAD_DEADZONE:
- joypad_vec = Vector2(0, 0)
- else:
- joypad_vec = joypad_vec.normalized() * ((joypad_vec.length() - JOYPAD_DEADZONE) / (1 - JOYPAD_DEADZONE))
- input_movement_vector += joypad_vec
- Let's go over what we're doing.
- First we check to see if there is a connected joypad.
- If there is a joypad connected, we then get its left stick axes for right/left and up/down.
- Because a wired Xbox 360 controller has different joystick axis mapping based on OS, we use different axes based on
- the OS.
- .. warning:: This tutorial assumes you are using a XBox 360 wired controller.
- Also, I do not (currently) have access to a Mac computer, so the joystick axes may need changing.
- If they do, please open a GitHub issue on the Godot documentation repository!
- Next we check to see if the joypad vector length is within the ``JOYPAD_DEADZONE`` radius.
- If it is, we set ``joypad_vec`` to an empty Vector2. If it is not, we use a scaled Radial Dead zone for precise dead zone calculating.
- .. note:: You can find a great article explaining all about how to handle joypad/controller dead zones here:
- http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
-
- We're using a translated version of the scaled radial dead zone code provided in that article.
- The article is a great read, and I highly suggest giving it a look!
- Finally, we add ``joypad_vec`` to ``input_movement_vector``.
- .. tip:: Remember how we normalize ``input_movement_vector``? This is why! If we did not normalize ``input_movement_vector`` players could
- move faster if they are pushing in the same direction with both their keyboard and their joypad!
-
- ______
- Make a new function called ``process_view_input`` and add the following:
- ::
-
- func process_view_input(delta):
-
- if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
- return
- # NOTE: Until some bugs relating to captured mouses are fixed, we cannot put the mouse view
- # rotation code here. Once the bug(s) are fixed, code for mouse view rotation code will go here!
- # ----------------------------------
- # Joypad rotation
- var joypad_vec = Vector2()
- if Input.get_connected_joypads().size() > 0:
- if OS.get_name() == "Windows":
- joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
- elif OS.get_name() == "X11":
- joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
- elif OS.get_name() == "OSX":
- joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
- if joypad_vec.length() < JOYPAD_DEADZONE:
- joypad_vec = Vector2(0, 0)
- else:
- joypad_vec = joypad_vec.normalized() * ((joypad_vec.length() - JOYPAD_DEADZONE) / (1 - JOYPAD_DEADZONE))
- rotation_helper.rotate_x(deg2rad(joypad_vec.y * JOYPAD_SENSITIVITY))
- rotate_y(deg2rad(joypad_vec.x * JOYPAD_SENSITIVITY * -1))
- var camera_rot = rotation_helper.rotation_degrees
- camera_rot.x = clamp(camera_rot.x, -70, 70)
- rotation_helper.rotation_degrees = camera_rot
- # ----------------------------------
-
-
- Let's go over what's happening:
- First we check the mouse mode. If the mouse mode is not ``MOUSE_MODE_CAPTURED``, we want to return, which will skip the code below.
- Next we define a new :ref:`Vector2 <class_Vector2>` called ``joypad_vec``. This will hold the right joystick position. Based on the OS, we set its values so
- it is mapped to the proper axes for the right joystick.
- .. warning:: As stated above, I do not (currently) has access to a Mac computer, so the joystick axes may need changing. If they do,
- please open a GitHub issue on the Godot documentation repository!
- We then account for the joypad's dead zone, exactly like in ``process_input``.
- Then we rotate ``rotation_helper`` and our KinematicBody using ``joypad_vec``.
- Notice how the code that handles rotating ourselves and ``rotation_helper`` is exactly the same as the
- code in ``_input``. All we've done is change the values to use ``joypad_vec`` and ``JOYPAD_SENSITIVITY``.
- .. note:: Due to few mouse related bugs on Windows, we cannot put mouse rotation in ``process_view`` as well.
- Once these bugs are fixed, this will likely be updated to place the mouse rotation here as well.
- Finally, we clamp the camera's rotation so we cannot look upside down.
- ______
- The last thing you need to do is add ``process_view_input`` to ``_physics_process``.
- Once ``process_view_input`` is added to ``_physics_process``, you should be able to play using a joypad!
- .. note:: I decided not to use the joypad triggers for firing because we'd then have to do some more axis managing, and because I prefer to use a shoulder button to fire.
-
- If you want to use the triggers for firing, you will need to change how firing works in ``process_input``. You need to get the proper axis value for the trigger,
- and check if it's over a certain value, say ``0.8`` for example. If it is, you add the same code as when the ``fire`` action was pressed.
-
- Adding mouse scroll wheel input
- -------------------------------
- Let's add one input related feature before we start working on the pick ups and target. Let's add the ability to change weapons using the scroll wheel on the mouse.
- Open up ``Player.gd`` and add the following global variables:
- ::
-
- var mouse_scroll_value = 0
- const MOUSE_SENSITIVITY_SCROLL_WHEEL = 0.08
- Let's go over what each of these new variables will be doing:
- * ``mouse_scroll_value``: The value of the mouse scroll wheel.
- * ``MOUSE_SENSITIVITY_SCROLL_WHEEL``: How much a single scroll action increases mouse_scroll_value
- ______
- Now let's add the following to ``_input``:
- ::
-
- if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
- if event.button_index == BUTTON_WHEEL_UP or event.button_index == BUTTON_WHEEL_DOWN:
- if event.button_index == BUTTON_WHEEL_UP:
- mouse_scroll_value += MOUSE_SENSITIVITY_SCROLL_WHEEL
- elif event.button_index == BUTTON_WHEEL_DOWN:
- mouse_scroll_value -= MOUSE_SENSITIVITY_SCROLL_WHEEL
-
- mouse_scroll_value = clamp(mouse_scroll_value, 0, WEAPON_NUMBER_TO_NAME.size()-1)
-
- if changing_weapon == false:
- if reloading_weapon == false:
- var round_mouse_scroll_value = int(round(mouse_scroll_value))
- if WEAPON_NUMBER_TO_NAME[round_mouse_scroll_value] != current_weapon_name:
- changing_weapon_name = WEAPON_NUMBER_TO_NAME[round_mouse_scroll_value]
- changing_weapon = true
- mouse_scroll_value = round_mouse_scroll_value
-
- Let's go over what's happening here:
- First we check if the event is a ``InputEventMouseButton`` event and that our mouse mode is ``MOUSE_MODE_CAPTURED``.
- Then we check to see if the button index is either a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index.
- If the event's index is indeed a button wheel index, we then check to see if it is a ``BUTTON_WHEEL_UP`` or ``BUTTON_WHEEL_DOWN`` index.
- Based on whether it is up or down we add/remove ``MOUSE_SENSITIVITY_SCROLL_WHEEL`` to/from ``mouse_scroll_value``.
- Next we clamp mouse scroll value to assure it is inside the range of our weapons.
- We then check to see if we are changing weapons or reloading. If we are doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``.
- .. note:: We are casting ``mouse_scroll_value`` to a ``int`` so we can use it as a key in our dictionary. If we left it as a float,
- we would get an error when we try to run the project.
- Next we check to see if the weapon name at ``round_mouse_scroll_value`` is not equal to the current weapon name using ``weapon_number_to_name``.
- If the weapon is different than our current weapon, we assign ``changing_weapon_name``, set ``changing_weapon`` to true so we will change weapons in
- ``process_changing_weapon``, and set ``mouse_scroll_value`` to ``round_mouse_scroll_value``.
- .. tip:: The reason we are setting ``mouse_scroll_value`` to the rounded scroll value is because we do not want the player to keep their
- mouse scroll wheel just in between values, giving them the ability to switch almost extremely fast. By assigning ``mouse_scroll_value``
- to ``round_mouse_scroll_value``, we assure that each weapon takes exactly the same amount of scrolling to change.
- ______
- One more thing we need to change is in ``process_input``. In the code for changing weapons, add the following right after the line ``changing_weapon = true``:
- ::
-
- mouse_scroll_value = weapon_change_number
-
- Now our scroll value we be changed with the keyboard input. If we did not change this, our scroll value will be out of sync. If the scroll wheel is out of
- sync, scrolling forwards or backwards would not transition to the next/last weapon, but rather the next/last weapon the scroll wheel changed to.
- ______
- Now you can change weapons using the scroll wheel! Go give it a whirl!
- Adding the health pick ups
- --------------------------
- Now that our player has health and ammo, we ideally need a way to replenish those resources.
- Open up ``Health_Pickup.tscn``.
- Expand ``Holder`` if it's not already expanded. Notice how we have two Spatial nodes, one called ``Health_Kit`` and another called ``Health_Kit_Small``.
- This is because we're actually going to be making two sizes of health pick ups, one small and one large/normal. ``Health_Kit`` and ``Health_Kit_Small`` only
- have a single :ref:`MeshInstance <class_MeshInstance>` as their children.
- Next expand ``Health_Pickup_Trigger``. This is an :ref:`Area <class_Area>` node we're going to use to check if the player has walked close enough to pick up
- the health kit. If you expand it you'll find two collision shapes, one for each size. We will be using a different collision shape size based on the size of the
- health pick up, so the smaller health pick up has a trigger collision shape closer to it's size.
- The last thing to note is how we have a :ref:`AnimationPlayer <class_AnimationPlayer>` node so the health kit spins around slowly and bobs up and down.
- Select ``Health_Pickup`` and add a new script called ``Health_Pickup.gd``. Add the following:
- ::
-
- extends Spatial
- export (int, "full size", "small") var kit_size = 0 setget kit_size_change
- # 0 = full size pickup, 1 = small pickup
- const HEALTH_AMOUNTS = [70, 30]
- const RESPAWN_TIME = 20
- var respawn_timer = 0
- var is_ready = false
- func _ready():
-
- $Holder/Health_Pickup_Trigger.connect("body_entered", self, "trigger_body_entered")
-
- is_ready = true
-
- kit_size_change_values(0, false)
- kit_size_change_values(1, false)
- kit_size_change_values(kit_size, true)
- func _physics_process(delta):
- if respawn_timer > 0:
- respawn_timer -= delta
-
- if respawn_timer <= 0:
- kit_size_change_values(kit_size, true)
- func kit_size_change(value):
- if is_ready:
- kit_size_change_values(kit_size, false)
- kit_size = value
- kit_size_change_values(kit_size, true)
- else:
- kit_size = value
- func kit_size_change_values(size, enable):
- if size == 0:
- $Holder/Health_Pickup_Trigger/Shape_Kit.disabled = !enable
- $Holder/Health_Kit.visible = enable
- elif size == 1:
- $Holder/Health_Pickup_Trigger/Shape_Kit_Small.disabled = !enable
- $Holder/Health_Kit_Small.visible = enable
- func trigger_body_entered(body):
- if body.has_method("add_health"):
- body.add_health(HEALTH_AMOUNTS[kit_size])
- respawn_timer = RESPAWN_TIME
- kit_size_change_values(kit_size, false)
- Let's go over what this script is doing, starting with its global variables:
- * ``kit_size``: The size of the health pick up. Notice how we're using a ``setget`` function to tell if it's changed.
- * ``HEALTH_AMMOUNTS``: The amount of health each pick up in each size contains.
- * ``RESPAWN_TIME``: The amount of time, in seconds, it takes for the health pick up to respawn
- * ``respawn_timer``: A variable used to track how long the health pick up has been waiting to respawn.
- * ``is_ready``: A variable to track whether the ``_ready`` function has been called or not.
- We're using ``is_ready`` because ``setget`` functions are called before ``_ready``, we need to ignore the
- first kit_size_change call, because we cannot access child nodes until ``_ready`` is called. If we did not ignore the
- first ``setget`` call, we would get several errors in the debugger.
- Also, notice how we're using a exported variable. This is so we can change the size of the health pick up in the editor, for each pick up. This makes it where
- we do not have to make two scenes for the two sizes, since we can easily change sizes in the editor using the exported variable.
- .. tip:: See :ref:`doc_GDScript` and scroll down to the Exports section for a list of of export hints you can use.
- ______
- Let's look at ``_ready``:
- First we connect the ``body_entered`` signal from our ``Health_Pickup_Trigger`` to the ``trigger_body_entered`` function. This makes is where any
- body that enters the :ref:`Area <class_Area>` triggers the ``trigger_body_entered`` function.
- Next we set ``is_ready`` to ``true`` so we can use our ``setget`` function.
- Then we hide all of the possible kits and their collision shapes using ``kit_size_change_values``. The first argument is the size of the kit, while the second argument
- is whether to enable or disable the collision shape and mesh at that size.
- Then we make only the kit size we selected visible, calling ``kit_size_change_values`` and passing in ``kit_size`` and ``true``, so the size at ``kit_size`` is enabled.
- ______
- Next let's look at ``kit_size_changed``.
- The first thing we do is check to see if ``is_ready`` is ``true``.
- If ``is_ready`` is ``true``, we then make whatever kit is currently assigned to ``kit_size`` disabled using ``kit_size_change_values``, passing in ``kit_size`` and ``false``.
- Then we assign ``kit_size`` to the new value passed in, ``value``. Then we call ``kit_size_change_values`` passing in ``kit_size`` again, but this time
- with the second argument as ``true`` so we enable it. Because we changed ``kit_size`` to the passed in value, this will make whatever kit size we passed in visible.
- If ``is_ready`` is not ``true``, we simply assign ``kit_size`` to the passed in ``value``.
- ______
- Now let's look at ``kit_size_change_values``.
- The first thing we do is check to see which size we're using. Based on which size we're wanting to enable/disable, we want to get different nodes.
- We get the collision shape for the node corresponding to ``size`` and disable it based on the ``enabled`` passed in argument/variable.
- .. note:: Why are we using ``!enable`` instead of ``enable``? This is so when we say we want to enable the node, we can pass in ``true``, but since
- :ref:`CollisionShape <class_CollisionShape>` uses disabled instead of enabled, we need to flip it. By flipping it, we can enable the collision shape
- and make the mesh visible when ``true`` is passed in.
-
- We then get the correct :ref:`Spatial <class_Spatial>` node holding the mesh and set its visibility to ``enable``.
- This function may be a little confusing, try to think of it like this: We're enabling/disabling the proper nodes for ``size`` using ``enabled``. This is so we cannot pick up
- health for a size that is not visible, and so only the mesh for the proper size will be visible.
- ______
- Finally, let's look at ``trigger_body_entered``.
- The first thing we do is see whether or not the body that just entered has a method/function called ``add_health``. If it does, we then
- call ``add_health`` and pass in the health provided by the current kit size.
- Then we set ``respawn_timer`` to ``RESPAWN_TIME`` so we have to wait before we can get health again. Finally, call ``kit_size_change_values``,
- passing in ``kit_size`` and ``false`` so the kit at ``kit_size`` is invisible until we've waited long enough to respawn.
- _______
- The last thing we need to do before we can use this health pick up is add a few things to our player.
- Open up ``Player.gd`` and add the following global variable:
- ::
-
- const MAX_HEALTH = 150
-
- * ``MAX_HEALTH``: The maximum amount of health a player can have.
- Now we need to add the ``add_health`` function to our player. Add the following to ``Player.gd``:
- ::
-
- func add_health(additional_health):
- health += additional_health
- health = clamp(health, 0, MAX_HEALTH)
- Let's quickly go over what this does.
- We first add ``additional_health`` to our current health. We then clamp the health so that it cannot exceed a value higher than ``MAX_HEALTH``, nor a value lower
- than ``0``.
- _______
- With that done, now we can collect health! Go place a few ``Health_Pickup`` scenes around and give it a try. You can change the size of the health pick up in the editor
- when a ``Health_Pickup`` instanced scene is selected, from a convenient drop down.
- Adding the ammo pick ups
- ------------------------
- While adding health is good and all, we can't reap the rewards from it since nothing can (currently) damage us.
- Let's add some ammo pick ups next!
- Open up ``Ammo_Pickup.tscn``. Notice how it's structured exactly the same as ``Health_Pickup.tscn``, but with the meshes and trigger collision shapes changed slightly to adjust
- for the difference in mesh sizes.
- Select ``Ammo_Pickup`` and add a new script called ``Ammo_Pickup.gd``. Add the following:
- ::
-
- extends Spatial
- export (int, "full size", "small") var kit_size = 0 setget kit_size_change
- # 0 = full size pickup, 1 = small pickup
- const AMMO_AMOUNTS = [4, 1]
-
- const RESPAWN_TIME = 20
- var respawn_timer = 0
- var is_ready = false
- func _ready():
-
- $Holder/Ammo_Pickup_Trigger.connect("body_entered", self, "trigger_body_entered")
-
- is_ready = true
-
- kit_size_change_values(0, false)
- kit_size_change_values(1, false)
-
- kit_size_change_values(kit_size, true)
- func _physics_process(delta):
- if respawn_timer > 0:
- respawn_timer -= delta
-
- if respawn_timer <= 0:
- kit_size_change_values(kit_size, true)
- func kit_size_change(value):
- if is_ready:
- kit_size_change_values(kit_size, false)
- kit_size = value
-
- kit_size_change_values(kit_size, true)
- else:
- kit_size = value
- func kit_size_change_values(size, enable):
- if size == 0:
- $Holder/Ammo_Pickup_Trigger/Shape_Kit.disabled = !enable
- $Holder/Ammo_Kit.visible = enable
- elif size == 1:
- $Holder/Ammo_Pickup_Trigger/Shape_Kit_Small.disabled = !enable
- $Holder/Ammo_Kit_Small.visible = enable
- func trigger_body_entered(body):
- if body.has_method("add_ammo"):
- body.add_ammo(AMMO_AMOUNTS[kit_size])
- respawn_timer = RESPAWN_TIME
- kit_size_change_values(kit_size, false)
- You may have noticed this code looks almost exactly the same as the health pick up. That's because it largely is the same! Only a few things
- have been changed, and that's what we're going to go over.
- First, notice how we have ``AMMO_AMOUNTS`` instead of ``HEALTH_AMMOUNTS``. ``AMMO_AMOUNTS`` will be how many ammo clips/magazines we add to the current weapon.
- (Unlike ``HEALTH_AMMOUNTS`` which was how many health points, we instead add an entire clip for the current weapon, instead of the raw ammo amount)
- The only other thing to notice is in ``trigger_body_entered`` we're checking and calling a function called ``add_ammo``, not ``add_health``.
- Other than those two small changes, everything else is exactly the same as the health pickup!
- _______
- All we need to do make the ammo pick ups work is add a new function to our player. Open ``Player.gd`` and add the following function:
- ::
-
- func add_ammo(additional_ammo):
- if (current_weapon_name != "UNARMED"):
- if (weapons[current_weapon_name].CAN_REFILL == true):
- weapons[current_weapon_name].spare_ammo += weapons[current_weapon_name].AMMO_IN_MAG * additional_ammo
- Let's go over what this function does.
- The first thing we check is to see whether we're using ``UNARMED`` or not. Because ``UNARMED`` does not have a node/script, we want to make sure we're not using
- ``UNARMED`` before trying to get the node/script attached to ``current_weapon_name``.
- Next we check to see if the current weapon can be refilled. If the current weapon can, we add a full clip/magazine worth of ammo to the weapon by
- multiplying the current weapon's ``AMMO_IN_MAG`` variable times however much ammo clips we're adding (``additional_ammo``).
- _______
- With that done, you should now be able to get additional ammo! Go place some ammo pick ups in one/both/all of the scenes and give it a try!
- .. note:: Notice how we're not limiting the amount of ammo you can carry. To limit the amount of ammo each weapon can carry, you need to add a additional variable to
- each weapon's script, and then clamp the weapon's ``spare_ammo`` variable after adding ammo in ``add_ammo``.
- Adding breakable targets
- ------------------------
- Before we end this part, let's add some targets.
- Open up ``Target.tscn`` and take a look at the scenes in the scene tree.
- First, notice how we're not using a :ref:`RigidBody <class_RigidBody>` node, but rather a :ref:`StaticBody <class_StaticBody>` node instead.
- The reason behind this is our non-broken targets will not be moving anywhere, using a :ref:`RigidBody <class_RigidBody>` would be more hassle then
- its worth, since all it has to do is stay still.
- .. tip:: We also save a tiny bit of performance using a :ref:`StaticBody <class_StaticBody>` over a :ref:`RigidBody <class_RigidBody>`
- The other thing to note is we have a node called ``Broken_Target_Holder``. This node is going to hold a spawned/instanced scene called
- ``Broken_Target.tscn``. Open up ``Broken_Target.tscn``.
- Notice how the target is broken up into five pieces, each a :ref:`RigidBody <class_RigidBody>` node. We're going to spawn/instance this scene when the target takes too much damage
- and needs to be destroyed. Then we're going to hide the non-broken target, so it looks like the target shattered rather than a shattered target was
- spawned/instanced.
- While you still have ``Broken_Target.tscn`` open, attach ``RigidBody_hit_test.gd`` to all of the :ref:`RigidBody <class_RigidBody>` nodes. This will make
- it where we can shoot at the broken pieces and they will react to the bullets.
- Alright, now switch back to ``Target.tscn``, select the ``Target`` :ref:`StaticBody <class_StaticBody>` node and created a new script called ``Target.gd``.
- Add the following code to ``Target.gd``:
- ::
-
- extends StaticBody
- const TARGET_HEALTH = 40
- var current_health = 40
- var broken_target_holder
- # The collision shape for the target.
- # NOTE: this is for the whole target, not the pieces of the target
- var target_collision_shape
- const TARGET_RESPAWN_TIME = 14
- var target_respawn_timer = 0
- export (PackedScene) var destroyed_target
- func _ready():
- broken_target_holder = get_parent().get_node("Broken_Target_Holder")
- target_collision_shape = $Collision_Shape
- func _physics_process(delta):
- if target_respawn_timer > 0:
- target_respawn_timer -= delta
-
- if target_respawn_timer <= 0:
-
- for child in broken_target_holder.get_children():
- child.queue_free()
-
- target_collision_shape.disabled = false
- visible = true
- current_health = TARGET_HEALTH
- func bullet_hit(damage, bullet_hit_pos):
- current_health -= damage
-
- if current_health <= 0:
- var clone = destroyed_target.instance()
- broken_target_holder.add_child(clone)
-
- for rigid in clone.get_children():
- if rigid is RigidBody:
- var center_in_rigid_space = broken_target_holder.global_transform.origin - rigid.global_transform.origin
- var direction = (rigid.transform.origin - center_in_rigid_space).normalized()
- # Apply the impulse with some additional force (I find 12 works nicely)
- rigid.apply_impulse(center_in_rigid_space, direction * 12 * damage)
-
- target_respawn_timer = TARGET_RESPAWN_TIME
-
- target_collision_shape.disabled = true
- visible = false
- Let's go over what this script does, starting with the global variables:
- * ``TARGET_HEALTH``: The amount of damage needed to break a fully healed target.
- * ``current_health``: The amount of health this target currently has.
- * ``broken_target_holder``: A variable to hold the ``Broken_Target_Holder`` node so we can use it easily.
- * ``target_collision_shape``: A variable to hold the :ref:`CollisionShape <class_CollisionShape>` for the non-broken target.
- * ``TARGET_RESPAWN_TIME``: The length of time, in seconds, it takes for a target to respawn.
- * ``target_respawn_timer``: A variable to track how long a target has been broken.
- * ``destroyed_target``: A :ref:`PackedScene <class_PackedScene>` to hold the broken target scene.
- Notice how we're using an exported variable (a :ref:`PackedScene <class_PackedScene>`) to get the broken target scene instead of
- using ``preload``. By using an exported variable, we can chose the scene from the editor, and when/if we need to use a different scene,
- it's as easy as selecting a different scene in the editor, we don't need to go to the code to change the scene we're using.
- ______
- Let's look at ``_ready``.
- The first thing we do is get the broken target holder and assign it to ``broken_target_holder``. Notice how we're using ``get_parent().get_node()`` here, instead
- of ``$``. If you want to use ``$``, then you'd need to change ``get_parent().get_node()`` to ``$"../Broken_Target_Holder"``.
- .. note:: At the time of when this was written, I did not realize you can use ``$"../NodeName"`` to get the parent nodes using ``$``, which is why ``get_parent().get_node()``
- is used instead.
- Next we get the collision shape and assign it to ``target_collision_shape``. The reason we need to collision shape is because even when the mesh is invisible, the
- collision shape will still exist in the physics world. This makes it where the player can interact with a non-broken target even though it's invisible, which is
- not what we want. To get around this, we will disable/enable the collision shape as we make the mesh visible/invisible.
- ______
- Next let's look at ``_physics_process``.
- We're only going to be using ``_physics_process`` for respawning, and so the first thing we do is check to see if ``target_respawn_timer`` is more than ``0``.
- If it is, we then remove ``delta`` from it.
- Then we check to see if ``target_respawn_timer`` is ``0`` or less. The reason behind this is since we just removed ``delta`` from ``target_respawn_timer``, if it's
- ``0`` or less then we've just got here, effectively allowing us to do whatever we need to do when the timer is finished.
- In this case, we want to respawn our target.
- The first thing we do is remove all children in the broken target holder. We do this by iterating over all of the children in ``broken_target_holder`` and free them.
- Next we enable our collision shape by setting its ``disabled`` boolean to ``false``.
- Then we make ourselves, and all of our children nodes, visible.
- Finally, we reset ``current_health`` to ``TARGET_HEALTH``.
- ______
- Finally, let's look at ``bullet_hit``.
- The first the we do is remove however much damage the bullet does from our health.
- Next we check to see if we're at ``0`` health or lower. If we are, then we've just died and need to spawn a broken target.
- We first instance a new destroyed target scene, and assign it to a new variable, ``clone``.
- Next we add ``clone`` as a child of our broken target holder.
- For an added bonus, we want to make all of the target pieces explode outwards. Do to this, we iterate over all of the children in ``clone``.
- For each child, we first check to see if it's a :ref:`RigidBody <class_RigidBody>` node. If it is, we then calculate the center position of the target relative
- to the child node. Then we figure out which direction we are relative to the center. Using those calculated variables, we push the child from the calculated center,
- in the direction away from the center, using the damage of the bullet as the force.
- .. note:: We multiply the damage by ``12`` so it has a more dramatic effect. You can change this to a higher or lower value depending on how explosive you want
- your targets to shatter.
- Next we set our respawn timer for our non-broken target. We set it to ``TARGET_RESPAWN_TIME``, so it takes ``TARGET_RESPAWN_TIME`` many seconds to respawn.
- Then we disable the non-broken target's collision shape, and set our visibility to ``false``.
- ______
- .. warning:: Make sure to set the exported ``destroyed_target`` value for ``Target.tscn`` in the editor! Otherwise the targets will not be destroyed
- and you will get an error!
- With that done, go place some ``Target.tscn`` instances around in one/both/all of the levels. You should find they explode into five pieces after they've taken enough
- damage. After a little while, they'll respawn into a whole target again.
- Final notes
- -----------
- .. image:: img/PartFourFinished.png
- Now you can use a joypad, change weapons with the mouse's scroll wheel, replenish your health and ammo, and break targets with your weapons.
- In the next part, :ref:`doc_fps_tutorial_part_five`, we're going to add grenades to our player, give our player the ability to grab and throw objects, and
- add turrets!
- .. warning:: If you ever get lost, be sure to read over the code again!
- You can download the finished project for this part here: :download:`Godot_FPS_Part_4.zip <files/Godot_FPS_Part_4.zip>`
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