这段时间对go语言特别感兴趣,又在不经意间发现了godot游戏引擎这个好东西,感觉特别有意思,于是就用godot写了一个2D游戏。
游戏截图:
游戏初始化:
游戏内容:
脚本:
player.gd
extends Area2D
signal hit # 碰撞信号
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
# Called when the node enters the scene tree for the first time.
func _ready():
screen_size = get_viewport_rect().size
hide() # 游戏开始时隐藏玩家
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
if velocity.x != 0:
$AnimatedSprite2D.animation = "walk"
$AnimatedSprite2D.flip_v = false
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = "up"
$AnimatedSprite2D.flip_v = velocity.y > 0
$AnimatedSprite2D.flip_h = false
# 碰撞检测
func _on_body_entered(_body):
hide() # player disappear after being hit
hit.emit()
# 触发过一次信号就禁用碰撞检测
$CollisionShape2D.set_deferred('disabled', true)
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false
mob.gd
extends RigidBody2D
# Called when the node enters the scene tree for the first time.
func _ready():
var mob_types = $AnimatedSprite2D.sprite_frames.get_animation_names()
$AnimatedSprite2D.play(mob_types[randi() % mob_types.size()])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_visible_on_screen_notifier_2d_screen_exited():
queue_free()
HUD.gd
extends CanvasLayer
signal start_game
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func show_message(text):
$Message.text = text
$Message.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
# wait until the MessageTimer has counted down
await $MessageTimer.timeout
$Message.text = "Dodge the Creeps"
$Message.show()
# Make a one-shot timer and wait for it to finish.
await get_tree().create_timer(1.0).timeout
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_start_button_pressed():
$StartButton.hide()
start_game.emit()
func _on_message_timer_timeout():
$Message.hide()
main.gd
extends Node
@export var mob_scene: PackedScene
var score
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
func new_game():
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
$HUD.update_score(score)
$HUD.show_message("Get Ready")
func _on_score_timer_timeout():
score += 1
$HUD.update_score(score)
func _on_start_timer_timeout():
$MobTimer.start()
$ScoreTimer.start()
func _on_mob_timer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = $MobPath/MobSpawnLocation
mob_spawn_location.progress_ratio = randf()
# 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 += randf_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(randf_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)