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- .. _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
- for an explanation of setting up a project and using the editor.
- 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.png
- 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():
- hide()
- screensize = get_viewport_rect().size
- Now we can use the ``_process()`` function to define what the player will do.
- The ``_process()`` function is called on every frame, so we'll use it to update
- elements of our game which we expect to be changing often. Here we'll have it:
- - 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.
- .. tip:: If you've never used vector math before (or just need a refresher)
- you can see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
- It's good to know but won't be necessary for the rest of this tutorial.
- 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.
- Let's place this code at the end of our ``_process()`` function:
- ::
- 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() # Player disappears after being hit
- 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
- ~~~~~~~~~~
- Click Scene -> New Scene and we'll create the Mob.
- 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 the
- ``PhysicsBody2D`` section in the Inspector, 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". Set the ``Playing``
- property in the Inspector to "On" and adjust the "Speed (FPS)" setting as shown below.
- We'll select one of these randomly so that the mobs will have some variety.
- In Godot's 2D space, a heading of zero degrees points to the right. However, our mob art
- is drawn pointing upward. To correct for this, set the ``AnimatedSprite``'s "Rotation Deg"
- property to ``90``.
- .. 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 ``Mob`` 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 ``StartPosition`` node to ``(240, 450)``.
- 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. To have the points snap to the grid, make sure "Use Snap" is
- checked. This option can be found under the "Edit" button to the left of the Path2D buttons.
- .. 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
- $Player.start($StartPosition.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)
- mob.rotation = direction
- # 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 :ref:`CanvasLayer <class_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 :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements on
- the layer above the rest of the game so that the information it displays doesn't get
- covered up by any game elements like the player or the mobs.
- 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
- The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI,
- we'll use two types of :ref:`Control <class_Control>` nodes: The :ref:`Label <class_Label>`
- and the :ref:`Button <class_Button>`.
- 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()
- $MessageTimer.start()
- This function is called when we want to display a message
- temporarily, such as "Get Ready". On the ``MessageTimer``, set the
- ``Wait Time`` to ``2`` and set the ``One Shot`` property to "On".
- ::
- func show_game_over():
- show_message("Game Over")
- yield($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 ``timeout()`` 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 that we're done creating the ``HUD`` scene, save it and go back to ``Main``.
- Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the
- bottom of tree. The full tree should look like this, so make sure you didn't miss anything:
- .. image:: img/completed_main_scene.png
- 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
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