.. _doc_your_first_2d_game_player_scene: 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 :ref:`Area2D ` node to the scene. .. image:: 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." .. image:: 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 :ref:`doc_gdscript_styleguide`). - **C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`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 :ref:`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 :ref:`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: .. image:: img/spriteframes_panel.png 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: .. image:: img/spriteframes_panel2.png 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. .. image:: img/player_scale.png Finally, add a :ref:`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: .. image:: img/player_coll_shape.png When you're finished, your ``Player`` scene should look like this: .. image:: img/player_scene_nodes.png 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.