.. _doc_your_first_2d_game_creating_the_enemy: Creating the enemy ================== Now it's time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen, choose a random direction, and move in a straight line. We'll create a ``Mob`` scene, which we can then *instance* to create any number of independent mobs in the game. Node setup ~~~~~~~~~~ Click Scene -> New Scene from the top menu and add the following nodes: - :ref:`RigidBody2D ` (named ``Mob``) - :ref:`AnimatedSprite2D ` - :ref:`CollisionShape2D ` - :ref:`VisibleOnScreenNotifier2D ` Don't forget to set the children so they can't be selected, like you did with the Player scene. Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:`RigidBody2D ` section of the inspector to ``0``. This will prevent the mob from falling downwards. In addition, under the :ref:`CollisionObject2D ` section just beneath the **RigidBody2D** section, expand the **Collision** group and uncheck the ``1`` inside the ``Mask`` property. This will ensure the mobs do not collide with each other. .. image:: img/set_collision_mask.webp Set up the :ref:`AnimatedSprite2D ` like you did for the player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There are two images for each animation in the art folder. The ``Animation Speed`` property has to be set for each individual animation. Adjust it to ``3`` for all 3 animations. .. image:: img/mob_animations.webp You can use the "Play Animation" buttons on the right of the ``Animation Speed`` input field to preview your animations. We'll select one of these animations randomly so that the mobs will have some variety. Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``. As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align the shape with the image, you'll need to set the ``Rotation`` property to ``90`` (under "Transform" in the Inspector). Save the scene. Enemy script ~~~~~~~~~~~~ Add a script to the ``Mob`` like this: .. tabs:: .. code-tab:: gdscript GDScript extends RigidBody2D .. code-tab:: csharp using Godot; public partial class Mob : RigidBody2D { // Don't forget to rebuild the project. } Now let's look at the rest of the script. In ``_ready()`` we play the animation and randomly choose one of the three animation types: .. tabs:: .. code-tab:: gdscript GDScript func _ready(): var mob_types = $AnimatedSprite2D.sprite_frames.get_animation_names() $AnimatedSprite2D.play(mob_types[randi() % mob_types.size()]) .. code-tab:: csharp public override void _Ready() { var animatedSprite2D = GetNode("AnimatedSprite2D"); string[] mobTypes = animatedSprite2D.SpriteFrames.GetAnimationNames(); animatedSprite2D.Play(mobTypes[GD.Randi() % mobTypes.Length]); } First, we get the list of animation names from the AnimatedSprite2D's ``sprite_frames`` property. This returns an Array containing all three animation names: ``["walk", "swim", "fly"]``. We then need to pick a random number between ``0`` and ``2`` to select one of these names from the list (array indices start at ``0``). ``randi() % n`` selects a random integer between ``0`` and ``n-1``. The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code: .. tabs:: .. code-tab:: gdscript GDScript func _on_visible_on_screen_notifier_2d_screen_exited(): queue_free() .. code-tab:: csharp private void OnVisibleOnScreenNotifier2DScreenExited() { QueueFree(); } This completes the `Mob` scene. With the player and enemies ready, in the next part, we'll bring them together in a new scene. We'll make enemies spawn randomly around the game board and move forward, turning our project into a playable game.