The main game scene
Now it’s time to bring everything we did together into a playable game scene.
Node named Main. (The reason we are using Node instead of Node2D is because this node will be a container for handling game logic. It does not require 2D functionality itself.)
Instance button (represented by a chain link icon) and select your saved Player.tscn.
Main, and name them as shown (values are in seconds):
- Timer (named
MobTimer) - to control how often mobs spawn - Timer (named
ScoreTimer) - to increment the score every second - Timer (named
StartTimer) - to give a delay before starting - Position2D (named
StartPosition) - to indicate the player’s start positionWait Timeproperty of each of theTimernodes as follows: MobTimer:0.5ScoreTimer:1StartTimer:2One Shotproperty ofStartTimerto “On” and setPositionof theStartPositionnode to(240, 450).Spawning mobs
Path2D node namedMobPathas a child ofMain. When you selectPath2D, you will see some new buttons at the top of the editor: Select the middle one (“Add Point”) and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure “Use Grid Snap” and “Use Snap” are both selected. These options can be found to the left of the “Lock” button, appearing as a magnet next to some dots and intersecting lines, respectively. Important clockwise order, or your mobs will spawn pointing outwards instead of inwards!4in the image, click the “Close Curve” button and your curve will be complete. PathFollow2D node as a child ofMobPathand name itMobSpawnLocation. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path. Your scene should look like this:Main script
Main. At the top of the script, we useexport (PackedScene)to allow us to choose the Mob scene we want to instance. GDScript C#C++extends Nodeexport(PackedScene) var mob_scenevar score
public class Main : Node{ // Don't forget to rebuild the project so the editor knows about the new export variable.#pragma warning disable 649 // We assign this in the editor, so we don't need the warning about not being assigned. [Export] public PackedScene MobScene;#pragma warning restore 649 public int Score;}
// Copy `player.gdns` to `main.gdns` and replace `Player` with `Main`.// Attach the `main.gdns` file to the Main node.// Create two files `main.cpp` and `main.hpp` next to `entry.cpp` in `src`.// This code goes in `main.hpp`. We also define the methods we'll be using here.#ifndef MAIN_H#define MAIN_H#include <AudioStreamPlayer.hpp>#include <CanvasLayer.hpp>#include <Godot.hpp>#include <Node.hpp>#include <PackedScene.hpp>#include <PathFollow2D.hpp>#include <RandomNumberGenerator.hpp>#include <Timer.hpp>#include "hud.hpp"#include "player.hpp"class Main : public godot::Node { GODOT_CLASS(Main, godot::Node) int score; HUD *_hud; Player *_player; godot::Node2D *_start_position; godot::PathFollow2D *_mob_spawn_location; godot::Timer *_mob_timer; godot::Timer *_score_timer; godot::Timer *_start_timer; godot::AudioStreamPlayer *_music; godot::AudioStreamPlayer *_death_sound; godot::Ref<godot::RandomNumberGenerator> _random;public: godot::Ref<godot::PackedScene> mob_scene; void _init() {} void _ready(); void game_over(); void new_game(); void _on_MobTimer_timeout(); void _on_ScoreTimer_timeout(); void _on_StartTimer_timeout(); static void _register_methods();};#endif // MAIN_H
randomize()here so that the random number generator generates different random numbers each time the game is run: GDScript C#C++func _ready(): randomize()
public override void _Ready(){ GD.Randomize();}
// This code goes in `main.cpp`.#include "main.hpp"#include <SceneTree.hpp>#include "mob.hpp"void Main::_ready() { _hud = get_node<HUD>("HUD"); _player = get_node<Player>("Player"); _start_position = get_node<godot::Node2D>("StartPosition"); _mob_spawn_location = get_node<godot::PathFollow2D>("MobPath/MobSpawnLocation"); _mob_timer = get_node<godot::Timer>("MobTimer"); _score_timer = get_node<godot::Timer>("ScoreTimer"); _start_timer = get_node<godot::Timer>("StartTimer"); // Uncomment these after adding the nodes in the "Sound effects" section of "Finishing up". //_music = get_node<godot::AudioStreamPlayer>("Music"); //_death_sound = get_node<godot::AudioStreamPlayer>("DeathSound"); _random = (godot::Ref<godot::RandomNumberGenerator>)godot::RandomNumberGenerator::_new(); _random->randomize();}
Mainnode and you will see theMob Sceneproperty in the Inspector under “Script Variables”. You can assign this property’s value in two ways:Mob.tscnfrom the “FileSystem” dock and drop it in the Mob Scene property.Mob.tscn.Playernode in the Scene dock, and access the Node dock on the sidebar. Make sure to have the Signals tab selected in the Node dock.Playernode. Find and double-click thehitsignal in the list (or right-click it and select “Connect…”). This will open the signal connection dialog. We want to make a new function namedgame_over, which will handle what needs to happen when a game ends. Type “game_over” in the “Receiver Method” box at the bottom of the signal connection dialog and click “Connect”. Add the following code to the new function, as well as anew_gamefunction that will set everything up for a new game: GDScript C#C++func game_over(): $ScoreTimer.stop() $MobTimer.stop()func new_game(): score = 0 $Player.start($StartPosition.position) $StartTimer.start()
public void GameOver(){ GetNode<Timer>("MobTimer").Stop(); GetNode<Timer>("ScoreTimer").Stop();}public void NewGame(){ Score = 0; var player = GetNode<Player>("Player"); var startPosition = GetNode<Position2D>("StartPosition"); player.Start(startPosition.Position); GetNode<Timer>("StartTimer").Start();}
// This code goes in `main.cpp`.void Main::game_over() { _score_timer->stop(); _mob_timer->stop();}void Main::new_game() { score = 0; _player->start(_start_position->get_position()); _start_timer->start();}
timeout()signal of each of the Timer nodes (StartTimer,ScoreTimer, andMobTimer) to the main script.StartTimerwill start the other two timers.ScoreTimerwill increment the score by 1. GDScript C#C++func _on_ScoreTimer_timeout(): score += 1func _on_StartTimer_timeout(): $MobTimer.start() $ScoreTimer.start()
public void OnScoreTimerTimeout(){ Score++;}public void OnStartTimerTimeout(){ GetNode<Timer>("MobTimer").Start(); GetNode<Timer>("ScoreTimer").Start();}
// This code goes in `main.cpp`.void Main::_on_ScoreTimer_timeout() { score += 1;}void Main::_on_StartTimer_timeout() { _mob_timer->start(); _score_timer->start();}// Also add this to register all methods and the mob scene property.void Main::_register_methods() { godot::register_method("_ready", &Main::_ready); godot::register_method("game_over", &Main::game_over); godot::register_method("new_game", &Main::new_game); godot::register_method("_on_MobTimer_timeout", &Main::_on_MobTimer_timeout); godot::register_method("_on_ScoreTimer_timeout", &Main::_on_ScoreTimer_timeout); godot::register_method("_on_StartTimer_timeout", &Main::_on_StartTimer_timeout); godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref<godot::PackedScene>)nullptr);}
_on_MobTimer_timeout(), we will create a mob instance, pick a random starting location along thePath2D, and set the mob in motion. ThePathFollow2Dnode will automatically rotate as it follows the path, so we will use that to select the mob’s direction as well as its position. When we spawn a mob, we’ll pick a random value between150.0and250.0for how fast each mob will move (it would be boring if they were all moving at the same speed).add_child(). GDScript C#C++func _on_MobTimer_timeout(): # Create a new instance of the Mob scene. var mob = mob_scene.instance() # Choose a random location on Path2D. var mob_spawn_location = get_node("MobPath/MobSpawnLocation") mob_spawn_location.offset = randi() # Set the mob's direction perpendicular to the path direction. var direction = mob_spawn_location.rotation + PI / 2 # Set the mob's position to a random location. mob.position = mob_spawn_location.position # Add some randomness to the direction. direction += rand_range(-PI / 4, PI / 4) mob.rotation = direction # Choose the velocity for the mob. var velocity = Vector2(rand_range(150.0, 250.0), 0.0) mob.linear_velocity = velocity.rotated(direction) # Spawn the mob by adding it to the Main scene. add_child(mob)
public void OnMobTimerTimeout(){ // Note: Normally it is best to use explicit types rather than the `var` // keyword. However, var is acceptable to use here because the types are // obviously Mob and PathFollow2D, since they appear later on the line. // Create a new instance of the Mob scene. var mob = (Mob)MobScene.Instance(); // Choose a random location on Path2D. var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation"); mobSpawnLocation.Offset = GD.Randi(); // Set the mob's direction perpendicular to the path direction. float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2; // Set the mob's position to a random location. mob.Position = mobSpawnLocation.Position; // Add some randomness to the direction. direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4); mob.Rotation = direction; // Choose the velocity. var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0); mob.LinearVelocity = velocity.Rotated(direction); // Spawn the mob by adding it to the Main scene. AddChild(mob);}
Important// This code goes in `main.cpp`.void Main::_on_MobTimer_timeout() { // Create a new instance of the Mob scene. godot::Node *mob = mob_scene->instance(); // Choose a random location on Path2D. _mob_spawn_location->set_offset((real_t)_random->randi()); // Set the mob's direction perpendicular to the path direction. real_t direction = _mob_spawn_location->get_rotation() + (real_t)Math_PI / 2; // Set the mob's position to a random location. mob->set("position", _mob_spawn_location->get_position()); // Add some randomness to the direction. direction += _random->randf_range((real_t)-Math_PI / 4, (real_t)Math_PI / 4); mob->set("rotation", direction); // Choose the velocity for the mob. godot::Vector2 velocity = godot::Vector2(_random->randf_range(150.0, 250.0), 0.0); mob->set("linear_velocity", velocity.rotated(direction)); // Spawn the mob by adding it to the Main scene. add_child(mob);}
PI? In functions requiring angles, Godot uses radians, not degrees. Pi represents a half turn in radians, about3.1415(there is alsoTAUwhich is equal to2 * PI). If you’re more comfortable working with degrees, you’ll need to use thedeg2rad()andrad2deg()functions to convert between the two.Testing the scene
new_gamecall to_ready(): GDScript C#C++func _ready(): randomize() new_game()
public override void _Ready(){ NewGame();}
// This code goes in `main.cpp`.void Main::_ready() { new_game();}
Mainas our “Main Scene” - the one that runs automatically when the game launches. Press the “Play” button and selectMain.tscnwhen prompted. TipMain.tscnin the FileSystem dock and select “Set As Main Scene”. You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob.new_game()from_ready(). What’s our game lacking? Some user interface. In the next lesson, we’ll add a title screen and display the player’s score.
