03.coding_the_player.rst 18 KB

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  1. .. _doc_your_first_2d_game_coding_the_player:
  2. Coding the player
  3. =================
  4. In this lesson, we'll add player movement, animation, and set it up to detect
  5. collisions.
  6. To do so, we need to add some functionality that we can't get from a built-in
  7. node, so we'll add a script. Click the ``Player`` node and click the "Attach
  8. Script" button:
  9. .. image:: img/add_script_button.webp
  10. In the script settings window, you can leave the default settings alone. Just
  11. click "Create":
  12. .. note:: If you're creating a C# script or other languages, select the language
  13. from the `language` drop down menu before hitting create.
  14. .. image:: img/attach_node_window.webp
  15. .. note:: If this is your first time encountering GDScript, please read
  16. :ref:`doc_scripting` before continuing.
  17. Start by declaring the member variables this object will need:
  18. .. tabs::
  19. .. code-tab:: gdscript GDScript
  20. extends Area2D
  21. @export var speed = 400 # How fast the player will move (pixels/sec).
  22. var screen_size # Size of the game window.
  23. .. code-tab:: csharp
  24. using Godot;
  25. public partial class Player : Area2D
  26. {
  27. [Export]
  28. public int Speed = 400; // How fast the player will move (pixels/sec).
  29. public Vector2 ScreenSize; // Size of the game window.
  30. }
  31. .. code-tab:: cpp
  32. // A `player.gdns` file has already been created for you. Attach it to the Player node.
  33. // Create two files `player.cpp` and `player.hpp` next to `entry.cpp` in `src`.
  34. // This code goes in `player.hpp`. We also define the methods we'll be using here.
  35. #ifndef PLAYER_H
  36. #define PLAYER_H
  37. #include <AnimatedSprite2D.hpp>
  38. #include <Area2D.hpp>
  39. #include <CollisionShape2D.hpp>
  40. #include <Godot.hpp>
  41. #include <Input.hpp>
  42. class Player : public godot::Area2D {
  43. GODOT_CLASS(Player, godot::Area2D)
  44. godot::AnimatedSprite2D *_animated_sprite;
  45. godot::CollisionShape2D *_collision_shape;
  46. godot::Input *_input;
  47. godot::Vector2 _screen_size; // Size of the game window.
  48. public:
  49. real_t speed = 400; // How fast the player will move (pixels/sec).
  50. void _init() {}
  51. void _ready();
  52. void _process(const double p_delta);
  53. void start(const godot::Vector2 p_position);
  54. void _on_body_entered(godot::Node2D *_body);
  55. static void _register_methods();
  56. };
  57. #endif // PLAYER_H
  58. Using the ``export`` keyword on the first variable ``speed`` allows us to set
  59. its value in the Inspector. This can be handy for values that you want to be
  60. able to adjust just like a node's built-in properties. Click on the ``Player``
  61. node and you'll see the property now appears in the "Script Variables" section
  62. of the Inspector. Remember, if you change the value here, it will override the
  63. value written in the script.
  64. .. warning:: If you're using C#, you need to (re)build the project assemblies
  65. whenever you want to see new export variables or signals. This
  66. build can be manually triggered by clicking the word "Mono" at the
  67. bottom of the editor window to reveal the Mono Panel, then clicking
  68. the "Build Project" button.
  69. .. image:: img/export_variable.webp
  70. The ``_ready()`` function is called when a node enters the scene tree, which is
  71. a good time to find the size of the game window:
  72. .. tabs::
  73. .. code-tab:: gdscript GDScript
  74. func _ready():
  75. screen_size = get_viewport_rect().size
  76. .. code-tab:: csharp
  77. public override void _Ready()
  78. {
  79. ScreenSize = GetViewportRect().Size;
  80. }
  81. .. code-tab:: cpp
  82. // This code goes in `player.cpp`.
  83. #include "player.hpp"
  84. void Player::_ready() {
  85. _animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
  86. _collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
  87. _input = godot::Input::get_singleton();
  88. _screen_size = get_viewport_rect().size;
  89. }
  90. Now we can use the ``_process()`` function to define what the player will do.
  91. ``_process()`` is called every frame, so we'll use it to update elements of our
  92. game, which we expect will change often. For the player, we need to do the
  93. following:
  94. - Check for input.
  95. - Move in the given direction.
  96. - Play the appropriate animation.
  97. First, we need to check for input - is the player pressing a key? For this game,
  98. we have 4 direction inputs to check. Input actions are defined in the Project
  99. Settings under "Input Map". Here, you can define custom events and assign
  100. different keys, mouse events, or other inputs to them. For this game, we will
  101. map the arrow keys to the four directions.
  102. Click on *Project -> Project Settings* to open the project settings window and
  103. click on the *Input Map* tab at the top. Type "move_right" in the top bar and
  104. click the "Add" button to add the ``move_right`` action.
  105. .. image:: img/input-mapping-add-action.webp
  106. We need to assign a key to this action. Click the "+" icon on the right, to
  107. open the event manager window.
  108. .. image:: img/input-mapping-add-key.webp
  109. The "Listening for Input..." field should automatically be selected.
  110. Press the "right" key on your keyboard, and the menu should look like this now.
  111. .. image:: img/input-mapping-event-configuration.webp
  112. Select the "ok" button. The "right" key is now associated with the ``move_right`` action.
  113. Repeat these steps to add three more mappings:
  114. 1. ``move_left`` mapped to the left arrow key.
  115. 2. ``move_up`` mapped to the up arrow key.
  116. 3. And ``move_down`` mapped to the down arrow key.
  117. Your input map tab should look like this:
  118. .. image:: img/input-mapping-completed.webp
  119. Click the "Close" button to close the project settings.
  120. .. note::
  121. We only mapped one key to each input action, but you can map multiple keys,
  122. joystick buttons, or mouse buttons to the same input action.
  123. You can detect whether a key is pressed using ``Input.is_action_pressed()``,
  124. which returns ``true`` if it's pressed or ``false`` if it isn't.
  125. .. tabs::
  126. .. code-tab:: gdscript GDScript
  127. func _process(delta):
  128. var velocity = Vector2.ZERO # The player's movement vector.
  129. if Input.is_action_pressed("move_right"):
  130. velocity.x += 1
  131. if Input.is_action_pressed("move_left"):
  132. velocity.x -= 1
  133. if Input.is_action_pressed("move_down"):
  134. velocity.y += 1
  135. if Input.is_action_pressed("move_up"):
  136. velocity.y -= 1
  137. if velocity.length() > 0:
  138. velocity = velocity.normalized() * speed
  139. $AnimatedSprite2D.play()
  140. else:
  141. $AnimatedSprite2D.stop()
  142. .. code-tab:: csharp
  143. public override void _Process(double delta)
  144. {
  145. var velocity = Vector2.Zero; // The player's movement vector.
  146. if (Input.IsActionPressed("move_right"))
  147. {
  148. velocity.x += 1;
  149. }
  150. if (Input.IsActionPressed("move_left"))
  151. {
  152. velocity.x -= 1;
  153. }
  154. if (Input.IsActionPressed("move_down"))
  155. {
  156. velocity.y += 1;
  157. }
  158. if (Input.IsActionPressed("move_up"))
  159. {
  160. velocity.y -= 1;
  161. }
  162. var animatedSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
  163. if (velocity.Length() > 0)
  164. {
  165. velocity = velocity.Normalized() * Speed;
  166. animatedSprite2D.Play();
  167. }
  168. else
  169. {
  170. animatedSprite2D.Stop();
  171. }
  172. }
  173. .. code-tab:: cpp
  174. // This code goes in `player.cpp`.
  175. void Player::_process(const double p_delta) {
  176. godot::Vector2 velocity(0, 0);
  177. velocity.x = _input->get_action_strength("move_right") - _input->get_action_strength("move_left");
  178. velocity.y = _input->get_action_strength("move_down") - _input->get_action_strength("move_up");
  179. if (velocity.length() > 0) {
  180. velocity = velocity.normalized() * speed;
  181. _animated_sprite->play();
  182. } else {
  183. _animated_sprite->stop();
  184. }
  185. }
  186. We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player
  187. should not be moving. Then we check each input and add/subtract from the
  188. ``velocity`` to obtain a total direction. For example, if you hold ``right`` and
  189. ``down`` at the same time, the resulting ``velocity`` vector will be ``(1, 1)``.
  190. In this case, since we're adding a horizontal and a vertical movement, the
  191. player would move *faster* diagonally than if it just moved horizontally.
  192. We can prevent that if we *normalize* the velocity, which means we set its
  193. *length* to ``1``, then multiply by the desired speed. This means no more fast
  194. diagonal movement.
  195. .. tip:: If you've never used vector math before, or need a refresher, you can
  196. see an explanation of vector usage in Godot at :ref:`doc_vector_math`.
  197. It's good to know but won't be necessary for the rest of this tutorial.
  198. We also check whether the player is moving so we can call ``play()`` or
  199. ``stop()`` on the AnimatedSprite2D.
  200. .. tip:: ``$`` is shorthand for ``get_node()``. So in the code above,
  201. ``$AnimatedSprite2D.play()`` is the same as
  202. ``get_node("AnimatedSprite2D").play()``.
  203. In GDScript, ``$`` returns the node at the relative path from the
  204. current node, or returns ``null`` if the node is not found. Since
  205. AnimatedSprite2D is a child of the current node, we can use
  206. ``$AnimatedSprite2D``.
  207. Now that we have a movement direction, we can update the player's position. We
  208. can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a
  209. value means restricting it to a given range. Add the following to the bottom of
  210. the ``_process`` function (make sure it's not indented under the `else`):
  211. .. tabs::
  212. .. code-tab:: gdscript GDScript
  213. position += velocity * delta
  214. position.x = clamp(position.x, 0, screen_size.x)
  215. position.y = clamp(position.y, 0, screen_size.y)
  216. .. code-tab:: csharp
  217. Position += velocity * (float)delta;
  218. Position = new Vector2(
  219. x: Mathf.Clamp(Position.x, 0, ScreenSize.x),
  220. y: Mathf.Clamp(Position.y, 0, ScreenSize.y)
  221. );
  222. .. code-tab:: cpp
  223. godot::Vector2 position = get_position();
  224. position += velocity * (real_t)p_delta;
  225. position.x = godot::Math::clamp(position.x, (real_t)0.0, _screen_size.x);
  226. position.y = godot::Math::clamp(position.y, (real_t)0.0, _screen_size.y);
  227. set_position(position);
  228. .. tip:: The `delta` parameter in the `_process()` function refers to the *frame
  229. length* - the amount of time that the previous frame took to complete.
  230. Using this value ensures that your movement will remain consistent even
  231. if the frame rate changes.
  232. Click "Play Scene" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you can move
  233. the player around the screen in all directions.
  234. .. warning:: If you get an error in the "Debugger" panel that says
  235. ``Attempt to call function 'play' in base 'null instance' on a null
  236. instance``
  237. this likely means you spelled the name of the AnimatedSprite2D node
  238. wrong. Node names are case-sensitive and ``$NodeName`` must match
  239. the name you see in the scene tree.
  240. Choosing animations
  241. ~~~~~~~~~~~~~~~~~~~
  242. Now that the player can move, we need to change which animation the
  243. AnimatedSprite2D is playing based on its direction. We have the "walk" animation,
  244. which shows the player walking to the right. This animation should be flipped
  245. horizontally using the ``flip_h`` property for left movement. We also have the
  246. "up" animation, which should be flipped vertically with ``flip_v`` for downward
  247. movement. Let's place this code at the end of the ``_process()`` function:
  248. .. tabs::
  249. .. code-tab:: gdscript GDScript
  250. if velocity.x != 0:
  251. $AnimatedSprite2D.animation = "walk"
  252. $AnimatedSprite2D.flip_v = false
  253. # See the note below about boolean assignment.
  254. $AnimatedSprite2D.flip_h = velocity.x < 0
  255. elif velocity.y != 0:
  256. $AnimatedSprite2D.animation = "up"
  257. $AnimatedSprite2D.flip_v = velocity.y > 0
  258. .. code-tab:: csharp
  259. if (velocity.x != 0)
  260. {
  261. animatedSprite2D.Animation = "walk";
  262. animatedSprite2D.FlipV = false;
  263. // See the note below about boolean assignment.
  264. animatedSprite2D.FlipH = velocity.x < 0;
  265. }
  266. else if (velocity.y != 0)
  267. {
  268. animatedSprite2D.Animation = "up";
  269. animatedSprite2D.FlipV = velocity.y > 0;
  270. }
  271. .. code-tab:: cpp
  272. if (velocity.x != 0) {
  273. _animated_sprite->set_animation("walk");
  274. _animated_sprite->set_flip_v(false);
  275. // See the note below about boolean assignment.
  276. _animated_sprite->set_flip_h(velocity.x < 0);
  277. } else if (velocity.y != 0) {
  278. _animated_sprite->set_animation("up");
  279. _animated_sprite->set_flip_v(velocity.y > 0);
  280. }
  281. .. Note:: The boolean assignments in the code above are a common shorthand for
  282. programmers. Since we're doing a comparison test (boolean) and also
  283. *assigning* a boolean value, we can do both at the same time. Consider
  284. this code versus the one-line boolean assignment above:
  285. .. tabs::
  286. .. code-tab :: gdscript GDScript
  287. if velocity.x < 0:
  288. $AnimatedSprite2D.flip_h = true
  289. else:
  290. $AnimatedSprite2D.flip_h = false
  291. .. code-tab:: csharp
  292. if (velocity.x < 0)
  293. {
  294. animatedSprite2D.FlipH = true;
  295. }
  296. else
  297. {
  298. animatedSprite2D.FlipH = false;
  299. }
  300. Play the scene again and check that the animations are correct in each of the
  301. directions.
  302. .. tip:: A common mistake here is to type the names of the animations wrong. The
  303. animation names in the SpriteFrames panel must match what you type in
  304. the code. If you named the animation ``"Walk"``, you must also use a
  305. capital "W" in the code.
  306. When you're sure the movement is working correctly, add this line to
  307. ``_ready()``, so the player will be hidden when the game starts:
  308. .. tabs::
  309. .. code-tab:: gdscript GDScript
  310. hide()
  311. .. code-tab:: csharp
  312. Hide();
  313. .. code-tab:: cpp
  314. hide();
  315. Preparing for collisions
  316. ~~~~~~~~~~~~~~~~~~~~~~~~
  317. We want ``Player`` to detect when it's hit by an enemy, but we haven't made any
  318. enemies yet! That's OK, because we're going to use Godot's *signal*
  319. functionality to make it work.
  320. Add the following at the top of the script. If you're using GDScript, add it after
  321. ``extends Area2D``. If you're using C#, add it after ``public partial class Player : Area2D``:
  322. .. tabs::
  323. .. code-tab:: gdscript GDScript
  324. signal hit
  325. .. code-tab:: csharp
  326. // Don't forget to rebuild the project so the editor knows about the new signal.
  327. [Signal]
  328. public delegate void HitEventHandler();
  329. .. code-tab:: cpp
  330. // This code goes in `player.cpp`.
  331. // We need to register the signal here, and while we're here, we can also
  332. // register the other methods and register the speed property.
  333. void Player::_register_methods() {
  334. godot::register_method("_ready", &Player::_ready);
  335. godot::register_method("_process", &Player::_process);
  336. godot::register_method("start", &Player::start);
  337. godot::register_method("_on_body_entered", &Player::_on_body_entered);
  338. godot::register_property("speed", &Player::speed, (real_t)400.0);
  339. // This below line is the signal.
  340. godot::register_signal<Player>("hit", godot::Dictionary());
  341. }
  342. This defines a custom signal called "hit" that we will have our player emit
  343. (send out) when it collides with an enemy. We will use ``Area2D`` to detect the
  344. collision. Select the ``Player`` node and click the "Node" tab next to the
  345. Inspector tab to see the list of signals the player can emit:
  346. .. image:: img/player_signals.webp
  347. Notice our custom "hit" signal is there as well! Since our enemies are going to
  348. be ``RigidBody2D`` nodes, we want the ``body_entered(body: Node)`` signal. This
  349. signal will be emitted when a body contacts the player. Click "Connect.." and
  350. the "Connect a Signal" window appears. We don't need to change any of these
  351. settings so click "Connect" again. Godot will automatically create a function in
  352. your player's script.
  353. .. image:: img/player_signal_connection.webp
  354. Note the green icon indicating that a signal is connected to this function. Add
  355. this code to the function:
  356. .. tabs::
  357. .. code-tab:: gdscript GDScript
  358. func _on_body_entered(body):
  359. hide() # Player disappears after being hit.
  360. hit.emit()
  361. # Must be deferred as we can't change physics properties on a physics callback.
  362. $CollisionShape2D.set_deferred("disabled", true)
  363. .. code-tab:: csharp
  364. public void OnBodyEntered(PhysicsBody2D body)
  365. {
  366. Hide(); // Player disappears after being hit.
  367. EmitSignal(SignalName.Hit);
  368. // Must be deferred as we can't change physics properties on a physics callback.
  369. GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
  370. }
  371. .. code-tab:: cpp
  372. // This code goes in `player.cpp`.
  373. void Player::_on_body_entered(godot::Node2D *_body) {
  374. hide(); // Player disappears after being hit.
  375. emit_signal("hit");
  376. // Must be deferred as we can't change physics properties on a physics callback.
  377. _collision_shape->set_deferred("disabled", true);
  378. }
  379. Each time an enemy hits the player, the signal is going to be emitted. We need
  380. to disable the player's collision so that we don't trigger the ``hit`` signal
  381. more than once.
  382. .. Note:: Disabling the area's collision shape can cause an error if it happens
  383. in the middle of the engine's collision processing. Using
  384. ``set_deferred()`` tells Godot to wait to disable the shape until it's
  385. safe to do so.
  386. The last piece is to add a function we can call to reset the player when
  387. starting a new game.
  388. .. tabs::
  389. .. code-tab:: gdscript GDScript
  390. func start(pos):
  391. position = pos
  392. show()
  393. $CollisionShape2D.disabled = false
  394. .. code-tab:: csharp
  395. public void Start(Vector2 pos)
  396. {
  397. Position = pos;
  398. Show();
  399. GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
  400. }
  401. .. code-tab:: cpp
  402. // This code goes in `player.cpp`.
  403. void Player::start(const godot::Vector2 p_position) {
  404. set_position(p_position);
  405. show();
  406. _collision_shape->set_disabled(false);
  407. }
  408. With the player working, we'll work on the enemy in the next lesson.