.. _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 and add the following nodes: - :ref:`RigidBody2D ` (named ``Mob``) - :ref:`AnimatedSprite ` - :ref:`CollisionShape2D ` - :ref:`VisibilityNotifier2D ` Don't forget to set the children so they can't be selected, like you did with the Player scene. In the :ref:`RigidBody2D ` properties, set ``Gravity Scale`` to ``0``, so the mob will not fall downward. In addition, under the :ref:`CollisionObject2D ` section, click the ``Mask`` property and uncheck the first box. This will ensure the mobs do not collide with each other. .. image:: img/set_collision_mask.png Set up the :ref:`AnimatedSprite ` 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. Adjust the "Speed (FPS)" to ``3`` for all animations. .. image:: img/mob_animations.gif Set the ``Playing`` property in the Inspector to "On". 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 ``AnimatedSprite``'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 Degrees`` 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 public class Mob : RigidBody2D { // Don't forget to rebuild the project. } .. code-tab:: cpp // Copy `player.gdns` to `mob.gdns` and replace `Player` with `Mob`. // Attach the `mob.gdns` file to the Mob node. // Create two files `mob.cpp` and `mob.hpp` next to `entry.cpp` in `src`. // This code goes in `mob.hpp`. We also define the methods we'll be using here. #ifndef MOB_H #define MOB_H #include #include #include class Mob : public godot::RigidBody2D { GODOT_CLASS(Mob, godot::RigidBody2D) godot::AnimatedSprite *_animated_sprite; public: void _init() {} void _ready(); void _on_VisibilityNotifier2D_screen_exited(); static void _register_methods(); }; #endif // MOB_H 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(): $AnimatedSprite.playing = true var mob_types = $AnimatedSprite.frames.get_animation_names() $AnimatedSprite.animation = mob_types[randi() % mob_types.size()] .. code-tab:: csharp public override void _Ready() { var animSprite = GetNode("AnimatedSprite"); animSprite.Playing = true; string[] mobTypes = animSprite.Frames.GetAnimationNames(); animSprite.Animation = mobTypes[GD.Randi() % mobTypes.Length]; } .. code-tab:: cpp // This code goes in `mob.cpp`. #include "mob.hpp" #include #include void Mob::_ready() { godot::Ref random = godot::RandomNumberGenerator::_new(); random->randomize(); _animated_sprite = get_node("AnimatedSprite"); _animated_sprite->_set_playing(true); godot::PoolStringArray mob_types = _animated_sprite->get_sprite_frames()->get_animation_names(); _animated_sprite->set_animation(mob_types[random->randi() % mob_types.size()]); } First, we get the list of animation names from the AnimatedSprite's ``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``. .. note:: You must use ``randomize()`` if you want your sequence of "random" numbers to be different every time you run the scene. We're going to use ``randomize()`` in our ``Main`` scene, so we won't need it here. The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``VisibilityNotifier2D`` node and add this code: .. tabs:: .. code-tab:: gdscript GDScript func _on_VisibilityNotifier2D_screen_exited(): queue_free() .. code-tab:: csharp public void OnVisibilityNotifier2DScreenExited() { QueueFree(); } .. code-tab:: cpp // This code goes in `mob.cpp`. void Mob::_on_VisibilityNotifier2D_screen_exited() { queue_free(); } 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.