02.player_scene.rst 4.3 KB

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  1. .. _doc_your_first_2d_game_player_scene:
  2. Creating the player scene
  3. =========================
  4. With the project settings in place, we can start working on the
  5. player-controlled character.
  6. The first scene will define the ``Player`` object. One of the benefits of
  7. creating a separate Player scene is that we can test it separately, even before
  8. we've created other parts of the game.
  9. Node structure
  10. ~~~~~~~~~~~~~~
  11. To begin, we need to choose a root node for the player object. As a general
  12. rule, a scene's root node should reflect the object's desired functionality -
  13. what the object *is*. Click the "Other Node" button and add an :ref:`Area2D
  14. <class_Area2D>` node to the scene.
  15. .. image:: img/add_node.webp
  16. Godot will display a warning icon next to the node in the scene tree. You can
  17. ignore it for now. We will address it later.
  18. With ``Area2D`` we can detect objects that overlap or run into the player.
  19. Change the node's name to ``Player`` by double-clicking on it. Now that we've
  20. set the scene's root node, we can add additional nodes to give it more
  21. functionality.
  22. Before we add any children to the ``Player`` node, we want to make sure we don't
  23. accidentally move or resize them by clicking on them. Select the node and click
  24. the icon to the right of the lock. Its tooltip says "Groups the selected node
  25. with its children. This causes the parent to be selected when any child
  26. node is clicked in 2D and 3D view."
  27. .. image:: img/lock_children.webp
  28. Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
  29. or :kbd:`Cmd + S` on macOS.
  30. .. note:: For this project, we will be following the Godot naming conventions.
  31. - **GDScript**: Classes (nodes) use PascalCase, variables and
  32. functions use snake_case, and constants use ALL_CAPS (See
  33. :ref:`doc_gdscript_styleguide`).
  34. - **C#**: Classes, export variables and methods use PascalCase,
  35. private fields use _camelCase, local variables and parameters use
  36. camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type
  37. the method names precisely when connecting signals.
  38. Sprite animation
  39. ~~~~~~~~~~~~~~~~
  40. Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or
  41. :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D
  42. <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will handle the
  43. appearance and animations for our player. Notice that there is a warning symbol
  44. next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
  45. <class_SpriteFrames>` resource, which is a list of the animations it can
  46. display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click
  47. "[empty]" -> "New SpriteFrames":
  48. .. image:: img/new_spriteframes.webp
  49. Click on the ``SpriteFrames`` you just created to open the "SpriteFrames" panel:
  50. .. image:: img/spriteframes_panel.webp
  51. On the left is a list of animations. Click the "default" one and rename it to
  52. "walk". Then click the "Add Animation" button to create a second animation named
  53. "up". Find the player images in the "FileSystem" tab - they're in the ``art``
  54. folder you unzipped earlier. Drag the two images for each animation, named
  55. ``playerGrey_walk[1/2]`` and ``playerGrey_walk[2/2]``, into the "Animation Frames"
  56. side of the panel for the corresponding animation:
  57. .. image:: img/spriteframes_panel2.webp
  58. The player images are a bit too large for the game window, so we need to scale
  59. them down. Click on the ``AnimatedSprite2D`` node and set the ``Scale`` property
  60. to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D``
  61. heading.
  62. .. image:: img/player_scale.webp
  63. Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child of
  64. ``Player``. This will determine the player's "hitbox", or the bounds of its
  65. collision area. For this character, a ``CapsuleShape2D`` node gives the best
  66. fit, so next to "Shape" in the Inspector, click "[empty]" -> "New
  67. CapsuleShape2D". Using the two size handles, resize the shape to cover the
  68. sprite:
  69. .. image:: img/player_coll_shape.webp
  70. When you're finished, your ``Player`` scene should look like this:
  71. .. image:: img/player_scene_nodes.webp
  72. Make sure to save the scene again after these changes.
  73. In the next part, we'll add a script to the player node to move and animate it.
  74. Then, we'll set up collision detection to know when the player got hit by
  75. something.