Introduction to GDScript in Godot 4 Half 2


Earlier than beginning with this a part of the tutorial, be sure to completed the primary half as this half will construct upon the basics laid down there.
On this second a part of the tutorial, you’re going to be taught in regards to the following:

  • The fundamentals of state machines.
  • Including and eradicating nodes with code.
  • Making a digicam that follows a node.
  • Utilizing UI parts to tell the participant.

With out additional ado, it’s time to get again to scripting!

Getting Began

Obtain the tasks by clicking Obtain Supplies on the prime or backside of the tutorial. Subsequent, unzip the file and import the starter folder into Godot. Alternatively, you’ll be able to proceed with the venture you used within the earlier half.

On the finish of the earlier a part of this tutorial, gravity was always being utilized on the participant avatar, permitting it to leap and fall again down. This had the aspect impact of the avatar by no means with the ability to stand on the bottom under, so it’s important to constantly bounce now.

Robot constantly jumping and falling

Ideally, the avatar ought to keep on the bottom and may solely fall down as soon as he’s within the air. A technique of preserving monitor of those states is utilizing a finite state machine.

Finite State Machines

A finite state machine (FSM) is a method to break down a recreation or utility into totally different states. Take a easy journey recreation as an illustration: you may need a recreation state for strolling round, a state for preventing and a state for when the recreation menu is open. Whereas the participant is exploring, you would possibly cover the UI for full immersion, whereas in battle you need to present well being bars, abilities and so forth. In the meantime, you need to pause the sport within the background when the menu is open so the participant can handle his stock and alter settings.

Programming what ought to occur in every state of affairs with out a FSM results in messy code with numerous if-statements strewn about. It’s additionally vulnerable to errors and more durable to debug. With a FSM, you create three states:

The present state is saved in a variable and relying on the lively state, a special code path is adopted. You may even add transitions between states the place UI parts fade in or out for instance.

For this recreation, there are two attainable states: on the bottom and within the air. The sport begins with the avatar on the bottom, the place it may do a handbook bounce and isn’t effected by gravity. As soon as the avatar has jumped up, it’s within the air and gravity will get utilized to it. So as to add this to the script, begin by including the next line on the prime of the script, under var velocity : Vector2 = Vector2.ZERO:

enum AvatarState {ON_GROUND, IN_AIR}

AvatarState isn’t a variable, however an enum, which is a set of constants. Enums are helpful as you’ll be able to entry their worth by their key, that are ON_GROUND and IN_AIR on this case. Behind the scenes, the values of those keys are integers ranging from 0. You should use an enum as a sort as you’ll see under.
To maintain monitor of the lively state, add this variable declaration proper above the enum you added:

var state : AvatarState = AvatarState.ON_GROUND

The state variable makes use of AvatarState as its kind and units its default worth to AvatarState.ON_GROUND. This variable will are available in use to maintain monitor of the avatar’s state and react accordingly. To use the finite state machine idea to the remainder of the script, you’ll have to make a number of adjustments to its construction. To begin with, add these two capabilities under the _process perform:

func _process_on_ground() -> void:

func _process_in_air(delta) -> void:

Relying on the state, the corresponding perform will likely be referred to as each body. This splits up the logic in keeping with the state, which is the premise of each FSM.
Now add this block of code to _process, proper under var cursor_right:

match state: # 1
    AvatarState.ON_GROUND: # 2
    AvatarState.IN_AIR: # 3

Right here’s what this code does:

  1. This match assertion reads the worth of state and branches the additional execution circulation relying on its worth. This may substitute if-statements the place the one distinction is a single worth and leads to a cleaner, extra readable end result. In case you’re conversant in different programming languages, the match assertion is just like a swap assertion, albeit with some further options.
  2. In case the worth of state is AvatarState.ON_GROUND, name _process_on_ground.
  3. In case the worth of state is AvatarState.IN_AIR, name _process_in_air.

Word that the match assertion, its branches and the logic for every department wants its personal indentation.
With the finite state machine in place, it’s time to maneuver the method code to their acceptable capabilities. To begin off, transfer the decision to _process_input from _process to _process_on_ground, changing the move key phrase. This ensures the avatar can’t manually bounce if it’s not on the bottom. The _process_on_ground perform ought to seem like this now:

func _process_on_ground() -> void:

Subsequent, the gravity ought to solely be utilized when the avatar is within the air, so transfer the road velocity.y += delta * gravity from _process to _process_in_air, changing the move key phrase. The _process_in_air perform now seems to be like this:

func _process_in_air(delta) -> void:
    velocity.y += delta * gravity

In case you run the venture now and make the avatar bounce, you’ll discover the avatar is again to his area rocket methods as gravity isn’t being utilized. This is smart, as gravity is now solely utilized within the IN_AIR state, whereas the avatar by no means switches to that state. To repair that, add the next line to _jump perform:

state = AvatarState.IN_AIR

This adjustments the state to IN_AIR after a bounce, so gravity will begin getting utilized. Run the venture once more and take a look at leaping, the avatar will now bounce and fall down and… retains falling down. Hey, it’s progress!

Robot jumps and falls down through ground

As with all the opposite points you’ve confronted all through the tutorial, this too may be mounted with some code. The present downside is the avatar has no thought the place the bottom is, and in consequence, has no method to react to falling on the bottom. Fortunately, it’s straightforward to determine the place the bottom is, as that’s the avatar’s beginning place. You simply want to save lots of that place someplace, if solely there was some form of container to retailer values into. :]

Sure, you want one other variable! Add this line to the highest of the script, proper under var state:

var start_height : float

This may retailer the Y place of the avatar in the beginning of its lifetime, its beginning peak. You don’t have to offer it a default worth on this case, as its worth will likely be set within the _ready perform. Talking of which, add this line to _ready, changing the print assertion that’s in there:

start_height = global_position.y

This units start_height to the preliminary Y place of the avatar. To make use of this beginning peak to detect the bottom when falling, add the next to the _process_in_air perform:

if velocity.y > 0: # 1 (falling)
    if global_position.y >= start_height: # 2
        var _result = get_tree().reload_current_scene() # 3
else:  # 4 (going up)

For simplicity’s sake, the scene will get reloaded if the avatar hits the bottom after falling. This resets the sport state with out having to reset any variables. Right here’s a breakdown of the totally different components:

  1. If the avatar’s vertical velocity is constructive, which means it’s falling down.
  2. If the Y place of the avatar is the same as the beginning peak or strikes previous it whereas falling…
  3. Restart the present scene utilizing get_tree().reload_current_scene(). The get_tree() name returns an occasion of SceneTree, which is a node supervisor class that accommodates helpful strategies for working with scenes and nodes. A kind of strategies is reload_current_scene(), which reloads the lively scene and returns a end result code. The result code is ignored for this instance.
  4. If the avatar is transferring up, do nothing for now.

Run the venture once more, this time the scene will reset as soon as the avatar hits the bottom, permitting you to maintain “taking part in” indefinitely. There’s now a recreation loop, even when it’s not probably the most thrilling one.

Robot jumping up and down

Now is an efficient time to make the avatar bounce up when hitting jumpers, in any case, that’s what they’re for!
To take action, you simply want to attach the Area2D‘s area_entered sign to the player_avatar script such as you did with the jumpers. To recap, choose Area2D within the Scene dock, open the Node tab on the correct aspect of the editor and double click on the area_entered sign. Lastly, click on the Join button to create the brand new _on_area_2d_area_entered perform.
Add this line to the newly created _on_area_2d_area_entered perform, changing its move key phrase:


This makes the avatar robotically bounce when hitting jumpers. Guess what? It’s time for one more take a look at run! Run the venture and see in case you can hit all three jumpers earlier than hitting the bottom once more.

Robot jumping on orbs

I hope you agree that this begins to really feel like a recreation now. It’d even already slot in with WarioWare‘s microgames. :]

Avatar Ending Touches

As a last addition to the avatar script, the animation and course of the sprite ought to change relying on the state and motion course. Step one to try this is getting a reference to the kid node AnimatedSprite2D. Bear in mind the drag-and-drop trick so as to add node references: drag AnimatedSprite2D onto the player_avatar script and maintain CTRL/CMD earlier than releasing.

This may add the next code:

@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D

Rename animated_sprite_2d to sprite as the unique title is a bit wordy. Subsequent, add the next if-statement to the _process_on_ground perform:

if velocity.x == 0:
    sprite.animation = "idle"
    sprite.animation = "run"

This may change the avatar’s animation when it’s on the bottom. If there’s no horizontal velocity, the idle animation is performed, whereas run is performed if the avatar is transferring. As with the jumpers, you could find these animations by clicking the AnimatedSprite2D node and having a look on the backside of the editor.

robot animations, falling, idle, jump, run

Take a look at the sport once more to see the outcomes. Discover the avatar isn’t switching to his idle animation, why is that?

GIF of robot stuck in walking animation

To research the issue, add this print name proper above the if-statement you added in _process_on_ground:


This may print out the avatar’s present velocity, which needs to be (0, 0) when the avatar is on the identical horizontal place because the cursor. Run the venture as soon as once more and regulate the console within the editor.

Console never reads zero zero

Discover how the avatar’s X velocity isn’t zero. It is because there are solely two methods the avatar can transfer in the mean time: left or proper. That is as a result of manner the motion code is ready up in _process:

var cursor_right : bool = (mouse_pos.x - global_position.x) > 0


if cursor_right:
    if global_position.x < viewport_size.x - viewport_border:
        velocity.x = move_speed
    if global_position.x > viewport_border:
        velocity.x = -move_speed

Principally, the avatar could have a constructive X velocity if the cursor is correct and in all different instances it should have a detrimental X velocity. You may add a case the place the X velocity will likely be zero if the cursor is already near the avatar. For this, that you must preserve monitor of the gap to the cursor, which is already carried out by the cursor_right variable with mouse_pos.x - global_position.x.

To retailer this calculation in a variable, substitute the cursor_right variable declaration with the next two traces:

var cursor_x_pos_relative_to_avatar : float = mouse_pos.x - global_position.x
var cursor_right : bool = cursor_x_pos_relative_to_avatar > 0

This provides a descriptive variable named cursor_x_pos_relative_to_avatar that replaces the relative place calculation cursor_right was utilizing. As earlier than, the worth of this calculation is the gap between the avatar and the cursor, with a constructive worth that means the cursor is to the proper of the avatar.
Now you want a variable that units the minimal distance to the cursor earlier than the avatar strikes horizontally, so add this on the prime of the script, under var gravity:

@export var min_distance_before_move : float = 10.0

This units the gap in pixels to the cursor earlier than the avatar will transfer. To make use of the variables you added, substitute the if-statement in _process with the next:

if abs(cursor_x_pos_relative_to_avatar) > min_distance_before_move: # Added this line
    if cursor_right:
        if global_position.x < viewport_size.x - viewport_border:
            velocity.x = move_speed
        if global_position.x > viewport_border:
            velocity.x = -move_speed

Solely the primary line is new code right here, which does the next:

  • abs is brief for absolute and returns absolutely the worth of any given parameter, which suggests the worth turns into constructive. -1 turns into 1 for instance.
  • cursor_x_pos_relative_to_avatar, the gap to the avatar, is now all the time constructive. If this distance is greater than the minimal transfer distance, proceed with the motion logic.

Now run the venture once more and also you’ll see the avatar lastly stands idle when the cursor is close to.

GIF of robot walking and standing still correctly

Go forward and take away the print line from _process_on_ground now, as that’s not wanted anymore.
To make the avatar flip in the correct course, add this one-liner to _process, proper under var cursor_right:

sprite.flip_h = !cursor_right

This units the flip_h property on the avatar’s Sprite2D node to true if the cursor is to the proper, and false if it’s to the left. The exclamation level inverts the worth of cursor_right, altering true into false and vice-versa.
Take a look at out the adjustments by urgent F5 and making the avatar transfer round, it ought to now rotate as anticipated.

GIF of robot facing cursor left and right

As a last cherry on prime, the animations for leaping and falling needs to be set as effectively. To do that, add the next line to the _process_in_air perform, contained in the if velocity.y > 0 case:

sprite.animation = "falling"

Subsequent, add this line to the else case of the identical if-statement, changing the move:

sprite.animation = "bounce"

These two traces change the lively animation like they did for the idle and run animations.
The complete _process_in_air perform ought to seem like this now:

func _process_in_air(delta) -> void:
    velocity.y += delta * gravity

    if velocity.y > 0:
        sprite.animation = "falling"
        if global_position.y >= start_height:
            var _result = get_tree().reload_current_scene()
        sprite.animation = "bounce"

Run the venture as soon as extra to check the bounce and fall animations.

GIF of robot jumping and falling

That completes the participant avatar for now!
With the jumpers and avatar absolutely working, it’s time so as to add an entire bunch extra jumpers so the avatar can get to new heights.

Instantiating Scenes With Code

The following step on this little recreation is robotically spawning a bunch of jumpers through code. To begin off, delete all Jumper nodes from the recreation scene by choosing all of them and hitting Delete in your keyboard.

Jumper, Jumper2, Jumper3 highlighted

Subsequent, create a brand new youngster node for the Recreation node by right-clicking it and choosing Add Baby Node. Within the Create New Node window, choose Node2D for its kind and click on the Create button on the backside.

GIF of node creation process

This new node will act as a father or mother node for the jumpers you’ll be producing, so title it Jumpers. You are able to do this by urgent F2, or by right-clicking the node and choosing Rename within the context menu. Now that you simply ready the sport scene, it’s time so as to add one other script! Choose the Recreation node and click on the Add Script button so as to add a brand new script, depart it at its default title and ensure to create it within the scripts folder.

New script window

Godot will now open the brand new recreation script within the script editor, prepared so that you can add logic. Firstly, you’ll want a reference to the jumper scene to have the ability to create new situations of it. Probably the most versatile manner to do that is by exporting a PackedScene variable, so you’ll be able to change what scene to spawn through the editor. To do this, add the next line under extends Node2D:

@export var jumper_scene : PackedScene

PackedScene is an interface to a scene file which lets you instantiate nodes in your scene afterward. Save the script and reselect the Recreation node within the Scene dock. You’ll now see a brand new property showing within the Inspector named Jumper Scene.

Jumper Scene empty

To assign a scene, drag the jumper.tscn scene file from the FileSystem dock onto the property or click on the property and choose Fast Load ▸ scenes/jumper.tscn.

GIF of selecting jumper scene

Subsequent, you want a reference to the Jumpers node, so drag that node onto the script editor whereas holding CTRL/CMD so as to add this line:

@onready var jumpers: Node2D = $Jumpers

Rename this variable to jumpers_parent to keep away from confusion afterward. With each references in place, now you can create new jumpers. For a fast take a look at, add the next to the _ready perform, changing the move key phrase:

var new_jumper = jumper_scene.instantiate() # 1
jumpers_parent.add_child(new_jumper) # 2

This may instantiate a brand new jumper and add it as a baby of the Jumpers node:

  1. Instantiate an occasion of the jumper scene and retailer its reference in a new_jumper variable.
  2. Make the brand new jumper a baby of jumpers_parent, the Jumpers node within the Scene dock.

Now run the venture by urgent F5 and have a look round. Can you see the jumper?

Partially hidden orb at top left of screen

It’s on the prime left of the window, largely hidden. This isn’t as a result of it’s shy, however as a result of its default place is at (X:0, Y:0), which occurs to be the highest left of the window.
The code works although, which is the essential half! To randomly spawn the jumpers, you’ll want to consider what number of and the place to spawn them first. Think about the next parameters:

  • Quantity of jumpers
  • Top of first jumper
  • Y-spacing between jumpers
  • Random X-position vary

Illustration showing blue orb with arrows and text

The illustration above is a visible illustration of most of those parameters. With this in thoughts, add the next variables proper under @export var jumper_scene:

@export var jumpers_to_spawn : int = 50 # 1
@export var first_jumper_height : float = 400.0 # 2
@export var spacing_between_jumpers : float = 350.0 # 3
@export var jumper_x_pos_spawn_range : Vector2 = Vector2(80, 930) # 4

These will permit you to tweak the parameters within the editor till the gameplay feels good. The defaults I present right here felt proper to me, however be happy to alter them afterward.
Right here’s a fast rundown:

  1. I believe this one speaks for itself, it’s the quantity of jumpers to spawn.
  2. That is the Y-position of the primary jumper.
  3. The vertical quantity of pixels between every jumper. Smaller values make the sport simpler, whereas greater values present extra problem.
  4. The minimal and most X-position of every jumper, represented with a Vector2. Each new jumper could have a random place inside this vary.

Now for the enjoyable half: coding the logic that can use these parameters to generate a load of jumpers. Create this new perform under _ready:

func _create_jumpers(start_pos : float) -> void: # 1
    for y in vary(0, jumpers_to_spawn): # 2
        var new_jumper = jumper_scene.instantiate() # 3
        jumpers_parent.add_child(new_jumper) # 4
        var jumper_x_pos = randf_range(jumper_x_pos_spawn_range.x, jumper_x_pos_spawn_range.y) # 5
        var jumper_y_pos = -y * spacing_between_jumpers + start_pos # 6
        new_jumper.global_position = Vector2(jumper_x_pos, jumper_y_pos) # 7

At first look, this would possibly look a bit daunting. By trying on the separate items although, you’ll see it’s not too sophisticated:

  1. The _create_jumpers perform takes a single parameter: start_pos, which is the place of the primary jumper.
  2. This can be a for-loop, it should execute the code under it a specific amount of instances and preserve monitor of the instances it has ran. On this case, vary is used to make it run from 0 to the quantity of jumpers to spawn. The quantity of instances it has looped is saved within the y variable.
  3. Instantiate a brand new jumper and retailer a reference to it in new_jumper.
  4. Make the brand new jumper a baby of jumpers_parent.
  5. The randf_range methodology accepts two numbers and returns a random quantity between the 2. The X and Y values of jumper_x_pos_spawn_range are handed into it, as these are the minimal and most X-positions for the jumpers. The output is saved in jumper_x_pos.
  6. Right here, the y variable from the loop is negated and multiplied with the spacing between the jumpers. Bear in mind, detrimental Y is up in Godot, which is why the worth is negated. The beginning place is used as an offset, so it’s added as effectively. The result’s the Y-position for the jumper, which is saved in jumper_y_pos.
  7. Set the place of the brand new jumper to the X and Y-position calculated within the earlier two steps.

I hope that cleared up how this perform works. It makes use of a number of the mostly utilized strategies like vary and randf_range, that are invaluable instruments when creating your individual video games.
Now you simply have to name it to truly create the jumpers, so substitute all the things in _ready with this line:


This calls the perform you created and passes the peak of the primary jumper it ought to create. Time for one more take a look at run! Play the venture and verify if the jumpers are created. If all went effectively, you have to be seeing two jumpers on the display screen.

Two orbs in sky

In case you bounce on them, you may get the avatar to super heights and… Oh proper, the digicam is stationary so the avatar vanishes within the air once you hit the jumpers.

GIF of robot jumping against orb and flying up

Digital camera Comply with and Background Scrolling

Up till now this wasn’t a problem because the avatar couldn’t bounce excessive. Now although, it’s clear the digicam must comply with the avatar. For this you’ll have to create one other script.
Choose Camera2D and create a brand new script named within the scripts folder. Take away its _ready perform and add these variables instead:

@export var node_to_follow : Node2D # 1
@export var follow_speed : float = 10.0 # 2
@export var y_offset : float = -650.0 # 3

These are all variables you want for a digicam to comply with a node round:

  1. The Node2D to comply with. You’ll assign the avatar node to this.
  2. The pace in pixels per second at which the digicam will transfer in the direction of its goal.
  3. An offset of digicam’s Y-position relative to the goal. This transfer the digicam up vertically so the avatar on the backside of the view.

Now save the script and reselect Camera2D within the Scene dock. Drag the PlayerAvatar node from the Scene dock onto the Node to Comply with property within the Inspector to set it because the digicam’s goal.

Note to Follow, PlayerAvatar

Subsequent, add this to the _process perform, changing the move:

var target_position = Vector2(global_position.x, # 1
    node_to_follow.global_position.y + y_offset)
global_position = global_position.lerp(target_position, delta * follow_speed) # 2

This makes the digicam comply with its goal easily:

  1. Calculate the place the digicam needs to be. It’s X-position will all the time keep the identical, however its desired Y-position is the same as that of the node it’s following plus the Y-offset. Retailer this worth in target_position.
  2. This adjustments the digicam’s place through the use of the lerp methodology, which stands for linear interpolation. lerp permits you to easily transition from one place to a different. Its first parameter is the last place and the second parameter is the quantity of pixels to maneuver in a body to succeed in that place. The digicam will transfer nearer to its objective a tiny bit each body.

Play the venture to check the digicam out. It ought to now comply with the avatar round when leaping and falling.

Robot jumping from orb to orb

Superior! The essential gameplay is now full, in case you wished this recreation to final lower than a minute anyway. Right here’s a problem for you in case you really feel prefer it: attempt to attain the highest of the jumpers. This gives you a really feel for the stability of the sport, so you’ll be able to tweak the gap between jumpers, the avatar’s bounce peak, gravity and so forth.

Whereas taking part in round, you may need seen the background doesn’t transfer. This isn’t an enormous difficulty, however if you wish to add that further splash of polish, comply with alongside the subsequent optionally available steps to make it scroll. Alternatively, you’ll be able to skip to the Creating Infinite Jumpers part to complete up the sport.

The background is a Sprite2D with a seamless background as its texture. This implies it may be scrolled alongside its Y-axis with none gaps or noticeable adjustments. You can also make it scroll alongside based mostly on the digicam’s place with a couple of traces of code.
Choose Background and create a brand new script named within the scripts folder. Add the next variables under extends Sprite2D:

@export var starting_position_offset : Vector2 = Vector2(0, 1024) # 1
@export var texture_size : Vector2 = Vector2(1024, 2048) # 2
@export var scroll_multiplier : float = 0.25  # 3

Right here’s what these are used for:

  1. That is an offset that will likely be utilized to the background’s place in the beginning. That is wanted to maneuver the sprite up a bit, so it fills the window.
  2. The scale of the ultimate texture. The background texture’s dimension is 1024×1024 pixels, however you want extra vertical area so no gaps will seem on the edges. For regular textures, this is able to stretch the feel and make it look horrendous. The background texture is ready to repeat although, so it merely provides extra of the identical texture vertically.
  3. This worth will get multiplied with the digicam’s place for a parallax-like impact because the background strikes slower than the digicam.

Subsequent, add this to _ready to set the preliminary place for the background:

global_position = get_parent().global_position - starting_position_offset

This adjustments the background’s place to that of its father or mother, Camera2D and subtracts the place offset from it.
Lastly, add this to _process to finish the script:

region_rect = Rect2(0, global_position.y * scroll_multiplier, texture_size.x, texture_size.y)

A Rect2 represents a rectangle utilizing 4 parameters: X-position, Y-position, width and peak. By adjusting the background’s region_rect, the rectangle that units what a part of the feel needs to be displayed, the feel will get scrolled. Extra particularly, by transferring the Y-position up and down together with the digicam’s place, you get a pleasant scrolling impact.
Now run the venture to see what impact this has on the sport.

Robot jumping, background scrolls

Now that appears cool! It’s a small contact, but it surely provides so much to the texture of the sport, don’t you assume?
Subsequent up is spawning and eradicating jumpers infinitely to maintain the sport going so long as the participant can sustain, or provides up. :]

Creating Infinite Jumpers

The plan is to maintain spawning new jumpers in every time the avatar will get to a sure peak. To realize this, that you must preserve monitor of the highest level the avatar reached and the place of the final spawned jumper. It can save you the latter as you understand the place of all spawned jumpers whereas instantiating them. To retailer the Y-position of the final jumper spawned, add the next variable under the others within the recreation script:

var last_jumper_y_position : float

You may assign this worth by including this to the _create_jumpers perform, on the finish of the for-loop:

last_jumper_y_position = new_jumper.global_position.y

This set the worth of last_jumper_y_position to the Y-position of each new jumper. Every time the for-loop finishes operating, this worth will likely be set to the best jumper.
Cool, however how is the recreation script purported to know what the avatar’s highest bounce is? Why, with indicators in fact!

The participant avatar must preserve monitor of its present peak and highest achieved peak. Then, every time it reaches a brand new excessive level, it ought to emit a sign which may be related to the sport script. To retailer the best level reached, open the player_avatar script and add this variable above the _ready perform:

var highest_point_reached : float

This may retailer the best Y-position that the avatar has reached.
Subsequent is the sign that must be emitted every time a brand new peak is reached. Add it by including this line under the variable you simply added:

sign new_height(peak : float)

In contrast to the indicators you’ve seen up, this sign accepts a parameter: the brand new peak that was reached. That is tremendous helpful as this fashion you’ll be able to notify the sport script of the brand new peak and move the worth in a single go.
To replace highest_point_reached and emit this sign, add the next on the finish of the _process_in_air perform:

Word: In case you’re having bother discovering a selected perform in a rising script, keep in mind to make use of the perform record on the left aspect of the script editor to leap to a perform.

function list

if global_position.y < highest_point_reached: # 1
    highest_point_reached = global_position.y # 2
    new_height.emit(highest_point_reached - start_height) # 3

This checks if the present place is larger than the one recorded, then updates the variable and emits a sign if that’s the case:

  1. Examine if the present Y-position is decrease than the one saved in highest_point_reached. Bear in mind, detrimental Y is up in Godot, so the decrease the detrimental worth within the Y-position, the upper up the avatar is.
  2. Set the worth of highest_point_reached to the present Y-position.
  3. Emit the new_height sign and move the best level reached minus the beginning peak. By subtracting start_height, the emitted peak will begin at 0.

Now you can join the new_height sign to the recreation script by opening the recreation scene, choosing PlayerAvatar and double-clicking the new_height sign within the Node menu on the correct.

GIF of signal connecting process

Be sure Recreation is chosen and click on the Join button within the sign connection window.

Connect Button

This may add a brand new _on_player_avatar_new_height perform to the recreation script. Now the recreation script is conscious of the avatar’s prime peak, it may react to it by spawning in additional jumpers. Change the move within the perform that was simply added with the next:

if peak < last_jumper_y_position: # 1
    _create_jumpers(peak) # 2

Right here’s what this does:

  1. If the peak handed by the avatar is decrease than the final created jumper…
  2. Create a batch of jumpers, beginning on the handed peak.

Time to take the sport for one more spin! Decrease the quantity of jumpers to spawn without delay from 50 to 10 by altering the Jumpers to Spawn property of the Recreation node and urgent Enter. This may make it simpler to check if all the things is working. Now run the venture, preserve leaping up and see if the jumpers preserve showing.

GIF of robot jumping from orb to orb

The sport is getting near being carried out now, with just some tidbits remaining. Within the last part under, you’ll discover ways to replace UI parts utilizing scripting.

Conserving Rating

To make it straightforward for the participant to trace how excessive the avatar has gotten and what number of factors had been earned, you’ll have to replace the labels on the backside of the window to mirror these values. The person interface has its personal scene to which you’ll be able to add logic, so open the ui scene and add a brand new script to its root component, UI. Title this new script and reserve it to the scripts folder. As traditional, this opens the script within the script editor.

The scene accommodates two labels you’ll want references to in your script: HeightLabel and ScoreLabel. I’ll share a fast tip with you, choose each Label nodes within the Scene dock, right-click and choose Entry as Distinctive Title within the context menu.

Access as Unique Name

This may add a % signal subsequent to their names. By marking nodes as having distinctive names, you don’t want to supply a full path for them when creating references. Extra importantly, you’ll be able to freely transfer the nodes wherever within the node tree with out having to alter any paths in your scripts! When creating your individual video games and tasks, you must use this liberally as it may save an enormous period of time.

Now drag the nodes to your ui script whereas holding CTRL/CMD so as to add the references. This may add these two traces:

@onready var height_label : Label = $"%HeightLabel"
@onready var score_label : Label = $"%ScoreLabel"

Discover how the trail accommodates a % signal in the beginning, that’s the way you reference nodes with an distinctive title.
To replace the labels, add these two capabilities:

func update_height(peak : float) -> void: # 1
    height_label.textual content = str(spherical(peak)) + "m" # 2

func update_score(rating : int) -> void: # 3
    score_label.textual content = str(rating) # 4

Right here’s a abstract of the traces:

  1. The update_height perform accepts a peak parameter, which is the best level the avatar reached.
  2. Spherical peak to the closest integer utilizing the spherical methodology and convert the end result to a string utilizing str. Replace the textual content of the height_label with this new worth.
  3. This perform takes a rating parameter. I’ll clarify how the scoring works under.
  4. Convert the rating to a string and replace the score_label textual content.

There’s one last essential line so as to add to the script: its class title. Up till now, the communication between totally different scripts occurred through indicators, which emit an replace up the node tree. On this case although, the recreation script will name the ui script, which is decrease down the node tree. In eventualities like this, it’s greatest to assign the script that’s going to be referred to as a class title to make autocompletion work.
A preferred line to recollect when to make use of a sign versus a perform name among the many Godot neighborhood is: “Sign up, name down”.

So as to add a category title, add this line proper under extends CanvasLayer:

class_name UserInterface

This makes it so the ui script may be accessed as a kind by the title UserInterface.
With the ui script carried out, it’s time to maneuver on to the recreation script once more, because it wants a reference to the UI node and its UserInterface class. This time, you gained’t have the ability to depend on the drag-and-drop methodology as Godot gained’t robotically add the proper kind you created. As an alternative, add this line under @onready var jumpers_parent within the recreation script:

@onready var ui := $"UI" as UserInterface

There are some things this node reference does totally different than those you’ve seen so far:

  • The := operator, additionally referred to as the “walrus operator”, is used to let Godot guess the kind of the UI node, which is CanvasLayer.
  • as UserInterface casts the node because the UserInterface kind. This makes ui the proper kind and permits autocompletion.
Word: The explanation for this unusual syntax as a substitute of utilizing @onready var ui: UserInterface = $UI is due to a bug in Godot involving customized lessons which prevents autocompletion from working with the standard syntax. This won’t be an issue for this tutorial as you’ll be able to copy the code with out counting on autocompletion, however watch out for this in your individual tasks in case you discover that the autocompletion isn’t working as anticipated.

Subsequent, to replace the peak label, add this to the top of _on_player_avatar_new_height:

var height_in_metres = -height/100.0 # 1
ui.update_height(height_in_metres) # 2

This converts the peak in pixels to an arbitrary decrease quantity and calls the ui script to replace its peak label:

  1. Negate the peak so it’s a constructive quantity and divide it by 100. That is purely to have a decrease quantity as a substitute of utilizing the pixel worth. The calculated worth is saved in height_in_metres.
  2. Name the ui script’s update_height perform and move the brand new peak quantity.

With that, the peak label ought to now replace robotically to mirror the peak of the avatar. Run the venture and bounce as much as take a look at if this works.

Robot jumping, label at bottom left showing height

Nice! That leaves simply the rating label to hook up.
At any time when the avatar hits a jumper, the rating ought to go up by 100 factors. To make this work, the avatar ought to let the recreation script know when it hit a jumper, which in flip can name the ui script to replace the rating label.

To be able to inform the recreation script of the avatar’s jumper hits you’ll have to create a brand new sign. Add this to the player_avatar script under sign new_height:

sign hit_jumper

To make the avatar emit that sign every time it hit a jumper, add this line to the _on_area_2d_area_entered perform:


Good, now you simply want to attach the hit_jumper sign to the recreation script. As traditional, you do that by opening the recreation scene, choosing PlayerAvatar and double-clicking the hit_jumper sign within the Node menu on the correct. Go away the receiver methodology at its default worth and click on Join, it will create the _on_player_avatar_hit_jumper perform within the recreation script.
To maintain monitor of the rating, add this variable simply above the _ready perform within the recreation script:

var rating : int

The final code so as to add on this tutorial is updating the rating and making the ui script replace the related label. To do this, add this to the _on_player_avatar_hit_jumper perform:

rating += 100

The += operator takes the present worth of rating and provides 100 to it. The rating then will get handed to the ui script through the update_score perform to replace the rating label.
Alright, time for a last run of the venture to see all of it come collectively! Play the sport and verify if the rating label is updating.

Robot jumping, label at bottom right showing score

That winds up this tutorial and the small recreation you constructed up alongside the way in which. I hope you loved this journey via the land of scripts, indicators and nodes.

The place to Go From Right here?

Thanks for studying this tutorial to the top! You may obtain the venture information utilizing the hyperlink on the prime and backside of this web page.
You’ve realized all the things that you must know to get began with GDScript 2.0 on this tutorial:

  • The totally different sorts of variables declaration and varied varieties
  • Referencing nodes in varied methods
  • How and when to make use of indicators and capabilities
  • Studying participant enter
  • Creating and utilizing state machines
  • Node manipulation

To be taught much more about Godot, check out its official documentation.
In order for you a enjoyable problem, listed below are some ideas to enhance the sport additional to make it a extra full expertise:

  • Finish the sport if the avatar is falling for a very long time
  • Present an finish recreation display screen with the achieved peak and rating
  • Maintain monitor of excessive scores and present them within the UI
  • Add a title display screen
  • Add obstacles to keep away from whereas leaping
  • Add transferring objects that award further factors when hit
  • Change the background when sure heights are reached
  • Add juicy results like display screen shake and lightweight results when a jumper is hit

We hope you loved this tutorial. Go away a remark under or be part of the discussion board dialogue to share your ideas and ask any questions you may need!


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