3.9 KiB
Creating the player scene
With the project settings in place, we can start working on the player-controlled character.
The first scene will define 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 other parts of the game.
Node structure
To begin, we need to choose a root node for the player object. As a general
rule, a scene's root node should reflect the object's desired functionality -
what the object *is*. Click the "Other Node" button and add an `Area2D
( Area2D )` node to the scene.
![](img/add_node.png)
Godot will display a warning icon next to the node in the scene tree. You can
ignore it for now. We will address it later.
With `Area2D` we can detect objects that overlap or run into the player.
Change the node's name to `Player` by double-clicking on it. Now that we've
set the scene's root node, we can add additional nodes to give it more
functionality.
Before we add any children to the `Player` node, we want to make sure we don't
accidentally move or resize them by clicking on them. Select the node and click
the icon to the right of the lock; its tooltip says "Makes sure the object's
children are not selectable."
![](img/lock_children.png)
Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
or :kbd:`Cmd + S` on macOS.
Note:
For this project, we will be following the Godot naming conventions.
- **GDScript**: Classes (nodes) use PascalCase, variables and
functions use snake_case, and constants use ALL_CAPS (See
`doc_gdscript_styleguide`).
- **C#**: Classes, export variables and methods use PascalCase,
private fields use _camelCase, local variables and parameters use
camelCase (See `doc_c_sharp_styleguide`). Be careful to type
the method names precisely when connecting signals.
Sprite animation
Click on the Player
node and add an AnimatedSprite ( 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 SpriteFrames ( SpriteFrames )
resource, which is a list of the animations it can
display. To create one, find the Frames
property in the Inspector and click
"[empty]" -> "New SpriteFrames". Click again to open the "SpriteFrames" panel:
On the left is a list of animations. Click the "default" one and rename it to
"walk". Then click the "New Animation" button to create a second animation named
"up". Find the player images in the "FileSystem" tab - they're in the art
folder you unzipped earlier. Drag the two images for each animation, named
playerGrey_up[1/2]
and playerGrey_walk[1/2]
, into the "Animation Frames"
side of the panel for the corresponding animation:
The player images are a bit too large for the game window, so we need to scale
them down. Click on the AnimatedSprite
node and set the Scale
property
to (0.5, 0.5)
. You can find it in the Inspector under the Node2D
heading.
Finally, add a CollisionShape2D
as a child of
Player
. This will determine the player's "hitbox", or the bounds of its
collision area. For this character, a CapsuleShape2D
node gives the best
fit, so next to "Shape" in the Inspector, click "[empty]"" -> "New
CapsuleShape2D". Using the two size handles, resize the shape to cover the
sprite:
When you're finished, your Player
scene should look like this:
Make sure to save the scene again after these changes.
In the next part, we'll add a script to the player node to move and animate it. Then, we'll set up collision detection to know when the player got hit by something.