Den Spieler töten¶
We can kill enemies by jumping on them, but the player still can't die. Let's fix this.
We want to detect being hit by an enemy differently from squashing them. We want the player to die when they're moving on the floor, but not if they're in the air. We could use vector math to distinguish the two kinds of collisions. Instead, though, we will use an Area node, which works well for hitboxes.
Hitbox with the Area node¶
Head back to the Player scene and add a new Area node. Name it MobDetector. Add a CollisionShape node as a child of it.
In the Inspector, assign a cylinder shape to it.
Here is a trick you can use to make the collisions only happen when the player is on the ground or close to it. You can reduce the cylinder's height and move it up to the top of the character. This way, when the player jumps, the shape will be too high up for the enemies to collide with it.
You also want the cylinder to be wider than the sphere. This way, the player gets hit before colliding and being pushed on top of the monster's collision box.
The wider the cylinder, the more easily the player will get killed.
Next, select the MobDetector node again, and in the Inspector, turn off its Monitorable property. This makes it so other physics nodes cannot detect the area. The complementary Monitoring property allows it to detect collisions. Then, remove the Collision -> Layer and set the mask to the "enemies" layer.
When areas detect a collision, they emit signals. We're going to connect
one to the Player node. In the Node tab, double-click the
body_entered
signal and connect it to the Player.
The MobDetector will emit body_entered
when a KinematicBody or a
RigidBody node enters it. As it only masks the "enemies" physics
layers, it will only detect the Mob nodes.
Code-mäßig werden wir zwei Dinge tun: Ein Signal senden welches wir später verwenden werden um das Spiel zu beenden und den Spieler zu zerstören. Wir können diese Vorgänge in eine die()
Funktion verpacken um dem Code eine aussagekräftige Beschriftung zu geben.
# Emitted when the player was hit by a mob.
# Put this at the top of the script.
signal hit
# And this function at the bottom.
func die():
emit_signal("hit")
queue_free()
func _on_MobDetector_body_entered(_body):
die()
// Don't forget to rebuild the project so the editor knows about the new signal.
// Emitted when the player was hit by a mob.
[Signal]
public delegate void Hit();
// ...
private void Die()
{
EmitSignal(nameof(Hit));
QueueFree();
}
// We also specified this function name in PascalCase in the editor's connection window
public void OnMobDetectorBodyEntered(Node body)
{
Die();
}
Testen sie das Spiel erneut indem sie F5 Drücken. Wenn alles richtig eingereichtet ist, sollte der Charakter sterben sobald ein Gegner gegen ihn läuft.
Beachten Sie jedoch, dass dies vollständig von der Größe und Position der Kollisionsformen des Players und des Mobs abhängt. Möglicherweise müssen Sie sie etwas verschieben oder ihre größe verändern, um ein gutes Spielgefühl zu erreichen.
Das Spiel beenden¶
Wir können das Signal hit
des Players verwenden um das Spiel zu beenden. Alles was wir dazu tun müssen, ist das Signal mit der Main Node zu verbinden und als Reaktion den MobTimer auszuschalten.
Öffnen Sie Main.tscn
, wählen sie das Player Node und verbinden Sie in dem Node Panel das hit
Signal mit der Main Node.
Rufen Sie den Timer in der _on_Player_hit()
Funktion ab und Stoppen Sie ihn.
func _on_Player_hit():
$MobTimer.stop()
// We also specified this function name in PascalCase in the editor's connection window
public void OnPlayerHit()
{
GetNode<Timer>("MobTimer").Stop();
}
Wenn Sie das Spiel jetzt testen, hören die Monster auf zu spawnen sobald Sie sterben und die verbleibenden Monster werden den Bildschirmbereich verlassen.
Sie können sich selbst auf die Schulter klopfen: Sie haben einen Vollständigen Prototypen für ein 3D Spiel erstellt, auch wenn er noch etwas unfertig ist.
Als nächstest fügen wir einen Punkestand, die Option das Spiel zu wiederholen und Sie werden sehen wie Sie mit ein paar minimalen Animationen das Spiel lebendiger gestalten können.
Code-Checkpoint¶
Hier sind die vollständigen Skripte der Main, Mob und Spieler Nodes als Referenz. Sie können sie verwenden um Ihren Code zu vergleichen und zu überprüfen.
Beginnend mit Main.gd
.
extends Node
export(PackedScene) var mob_scene
func _ready():
randomize()
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instance()
# Choose a random location on the SpawnPath.
var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
# And give it a random offset.
mob_spawn_location.unit_offset = randf()
# Communicate the spawn location and the player's location to the mob.
var player_position = $Player.transform.origin
mob.initialize(mob_spawn_location.translation, player_position)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_Player_hit():
$MobTimer.stop()
public class Main : Node
{
#pragma warning disable 649
[Export]
public PackedScene MobScene;
#pragma warning restore 649
public override void _Ready()
{
GD.Randomize();
}
public void OnMobTimerTimeout()
{
// Create a new instance of the Mob scene.
var mob = (Mob)MobScene.Instance();
// Choose a random location on the SpawnPath.
// We store the reference to the SpawnLocation node.
var mobSpawnLocation = GetNode<PathFollow>("SpawnPath/SpawnLocation");
// And give it a random offset.
mobSpawnLocation.UnitOffset = GD.Randf();
// Communicate the spawn location and the player's location to the mob.
Vector3 playerPosition = GetNode<Player>("Player").Transform.origin;
mob.Initialize(mobSpawnLocation.Translation, playerPosition);
// Spawn the mob by adding it to the Main scene.
AddChild(mob);
}
public void OnPlayerHit()
{
GetNode<Timer>("MobTimer").Stop();
}
}
Als nächstes Mob.gd
.
extends KinematicBody
# Emitted when the player jumped on the mob.
signal squashed
# Minimum speed of the mob in meters per second.
export var min_speed = 10
# Maximum speed of the mob in meters per second.
export var max_speed = 18
var velocity = Vector3.ZERO
func _physics_process(_delta):
move_and_slide(velocity)
func initialize(start_position, player_position):
look_at_from_position(start_position, player_position, Vector3.UP)
rotate_y(rand_range(-PI / 4, PI / 4))
var random_speed = rand_range(min_speed, max_speed)
velocity = Vector3.FORWARD * random_speed
velocity = velocity.rotated(Vector3.UP, rotation.y)
func squash():
emit_signal("squashed")
queue_free()
func _on_VisibilityNotifier_screen_exited():
queue_free()
public class Mob : KinematicBody
{
// Emitted when the played jumped on the mob.
[Signal]
public delegate void Squashed();
// Minimum speed of the mob in meters per second
[Export]
public int MinSpeed = 10;
// Maximum speed of the mob in meters per second
[Export]
public int MaxSpeed = 18;
private Vector3 _velocity = Vector3.Zero;
public override void _PhysicsProcess(float delta)
{
MoveAndSlide(_velocity);
}
public void Initialize(Vector3 startPosition, Vector3 playerPosition)
{
LookAtFromPosition(startPosition, playerPosition, Vector3.Up);
RotateY((float)GD.RandRange(-Mathf.Pi / 4.0, Mathf.Pi / 4.0));
float randomSpeed = (float)GD.RandRange(MinSpeed, MaxSpeed);
_velocity = Vector3.Forward * randomSpeed;
_velocity = _velocity.Rotated(Vector3.Up, Rotation.y);
}
public void Squash()
{
EmitSignal(nameof(Squashed));
QueueFree();
}
public void OnVisibilityNotifierScreenExited()
{
QueueFree();
}
}
Schließlich das längste Skript, Player.gd
.
extends KinematicBody
# Emitted when a mob hit the player.
signal hit
# How fast the player moves in meters per second.
export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
export var fall_acceleration = 75
# Vertical impulse applied to the character upon jumping in meters per second.
export var jump_impulse = 20
# Vertical impulse applied to the character upon bouncing over a mob in meters per second.
export var bounce_impulse = 16
var velocity = Vector3.ZERO
func _physics_process(delta):
var direction = Vector3.ZERO
if Input.is_action_pressed("move_right"):
direction.x += 1
if Input.is_action_pressed("move_left"):
direction.x -= 1
if Input.is_action_pressed("move_back"):
direction.z += 1
if Input.is_action_pressed("move_forward"):
direction.z -= 1
if direction != Vector3.ZERO:
direction = direction.normalized()
$Pivot.look_at(translation + direction, Vector3.UP)
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# Jumping.
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y += jump_impulse
velocity.y -= fall_acceleration * delta
velocity = move_and_slide(velocity, Vector3.UP)
for index in range(get_slide_count()):
var collision = get_slide_collision(index)
if collision.collider.is_in_group("mob"):
var mob = collision.collider
if Vector3.UP.dot(collision.normal) > 0.1:
mob.squash()
velocity.y = bounce_impulse
func die():
emit_signal("hit")
queue_free()
func _on_MobDetector_body_entered(_body):
die()
public class Player : KinematicBody
{
// Emitted when the player was hit by a mob.
[Signal]
public delegate void Hit();
// How fast the player moves in meters per second.
[Export]
public int Speed = 14;
// The downward acceleration when in the air, in meters per second squared.
[Export]
public int FallAcceleration = 75;
// Vertical impulse applied to the character upon jumping in meters per second.
[Export]
public int JumpImpulse = 20;
// Vertical impulse applied to the character upon bouncing over a mob in meters per second.
[Export]
public int BounceImpulse = 16;
private Vector3 _velocity = Vector3.Zero;
public override void _PhysicsProcess(float delta)
{
var direction = Vector3.Zero;
if (Input.IsActionPressed("move_right"))
{
direction.x += 1f;
}
if (Input.IsActionPressed("move_left"))
{
direction.x -= 1f;
}
if (Input.IsActionPressed("move_back"))
{
direction.z += 1f;
}
if (Input.IsActionPressed("move_forward"))
{
direction.z -= 1f;
}
if (direction != Vector3.Zero)
{
direction = direction.Normalized();
GetNode<Spatial>("Pivot").LookAt(Translation + direction, Vector3.Up);
}
_velocity.x = direction.x * Speed;
_velocity.z = direction.z * Speed;
// Jumping.
if (IsOnFloor() && Input.IsActionJustPressed("jump"))
{
_velocity.y += JumpImpulse;
}
_velocity.y -= FallAcceleration * delta;
_velocity = MoveAndSlide(_velocity, Vector3.Up);
for (int index = 0; index < GetSlideCount(); index++)
{
KinematicCollision collision = GetSlideCollision(index);
if (collision.Collider is Mob mob && mob.IsInGroup("mob"))
{
if (Vector3.Up.Dot(collision.Normal) > 0.1f)
{
mob.Squash();
_velocity.y = BounceImpulse;
}
}
}
}
private void Die()
{
EmitSignal(nameof(Hit));
QueueFree();
}
public void OnMobDetectorBodyEntered(Node body)
{
Die();
}
}
Wir sehen uns in der nächsten Lektion, um den Punktestand und die Option das Spiel zu wiederholen hinzuzufügen.