Single Player FPS Part 6
Important Note – Please Read
This tutorial was made for the Godot documentation way back in February, 2018, for Godot 3.0. Since then, Godot contributors and I have been maintaining it and fixing bugs.
The tutorial will/was be removed in Godot 4.0 as part of the documentation rewrite/audit. Because I do not have the resources to continue to support this tutorial, Godot 3.2.3 is the last version of Godot this tutorial supports.
Huge thanks to everyone who has helped contribute to the tutorial over the years!
In this part, we’re going to add a main menu and pause menu, add a respawn system for the player, and change/move the sound system so we can use it from any script.
This is the last part of the FPS tutorial; by the end of this, you will have a solid base to build amazing FPS games with Godot!
Note
Let’s get started!
Adding the main menu
Firstly, open up Main_Menu.tscn
and take a look at how the scene is set up.
The main menu is broken up into three different panels, each representing a different ‘screen’ of our main menu.
Note
The Background_Animation
node is just so the background of the menu is a bit more interesting than a solid color. It’s a camera looking around the skybox, nothing fancy.
Feel free to expand all the nodes and see how they’re set up. Remember to keep only Start_Menu
visible when you’re done, as that’s the screen we want to show first when we enter the main menu.
Select Main_Menu
(the root node) and create a new script called Main_Menu.gd
. Add the following:
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extends Control var start_menu var level_select_menu var options_menu export (String, FILE) var testing_area_scene export (String, FILE) var space_level_scene export (String, FILE) var ruins_level_scene func _ready(): start_menu = $Start_Menu level_select_menu = $Level_Select_Menu options_menu = $Options_Menu $Start_Menu/Button_Start.connect("pressed", self, "start_menu_button_pressed", ["start"]) $Start_Menu/Button_Open_Godot.connect("pressed", self, "start_menu_button_pressed", ["open_godot"]) $Start_Menu/Button_Options.connect("pressed", self, "start_menu_button_pressed", ["options"]) $Start_Menu/Button_Quit.connect("pressed", self, "start_menu_button_pressed", ["quit"]) $Level_Select_Menu/Button_Back.connect("pressed", self, "level_select_menu_button_pressed", ["back"]) $Level_Select_Menu/Button_Level_Testing_Area.connect("pressed", self, "level_select_menu_button_pressed", ["testing_scene"]) $Level_Select_Menu/Button_Level_Space.connect("pressed", self, "level_select_menu_button_pressed", ["space_level"]) $Level_Select_Menu/Button_Level_Ruins.connect("pressed", self, "level_select_menu_button_pressed", ["ruins_level"]) $Options_Menu/Button_Back.connect("pressed", self, "options_menu_button_pressed", ["back"]) $Options_Menu/Button_Fullscreen.connect("pressed", self, "options_menu_button_pressed", ["fullscreen"]) $Options_Menu/Check_Button_VSync.connect("pressed", self, "options_menu_button_pressed", ["vsync"]) $Options_Menu/Check_Button_Debug.connect("pressed", self, "options_menu_button_pressed", ["debug"]) Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) var globals = get_node("/root/Globals") $Options_Menu/HSlider_Mouse_Sensitivity.value = globals.mouse_sensitivity $Options_Menu/HSlider_Joypad_Sensitivity.value = globals.joypad_sensitivity func start_menu_button_pressed(button_name): if button_name == "start": level_select_menu.visible = true start_menu.visible = false elif button_name == "open_godot": OS.shell_open("https://godotengine.org/") elif button_name == "options": options_menu.visible = true start_menu.visible = false elif button_name == "quit": get_tree().quit() func level_select_menu_button_pressed(button_name): if button_name == "back": start_menu.visible = true level_select_menu.visible = false elif button_name == "testing_scene": set_mouse_and_joypad_sensitivity() get_node("/root/Globals").load_new_scene(testing_area_scene) elif button_name == "space_level": set_mouse_and_joypad_sensitivity() get_node("/root/Globals").load_new_scene(space_level_scene) elif button_name == "ruins_level": set_mouse_and_joypad_sensitivity() get_node("/root/Globals").load_new_scene(ruins_level_scene) func options_menu_button_pressed(button_name): if button_name == "back": start_menu.visible = true options_menu.visible = false elif button_name == "fullscreen": OS.window_fullscreen = !OS.window_fullscreen elif button_name == "vsync": OS.vsync_enabled = $Options_Menu/Check_Button_VSync.pressed elif button_name == "debug": pass func set_mouse_and_joypad_sensitivity(): var globals = get_node("/root/Globals") globals.mouse_sensitivity = $Options_Menu/HSlider_Mouse_Sensitivity.value globals.joypad_sensitivity = $Options_Menu/HSlider_Joypad_Sensitivity.value |
Most of the code here relates to making UIs, which is outside of the purpose of this tutorial series. We’re only going to look at the UI related code briefly.
Tip
See Design a title screen and the tutorials following for better ways to make GUIs and UIs!
Let’s look at the class variables first.
start_menu
: A variable to hold theStart_Menu
Panel.level_select_menu
: A variable to hold theLevel_Select_Menu
Panel.options_menu
: A variable to hold theOptions_Menu
Panel.testing_area_scene
: The path to theTesting_Area.tscn
file, so we can change to it from this scene.space_level_scene
: The path to theSpace_Level.tscn
file, so we can change to it from this scene.ruins_level_scene
: The path to theRuins_Level.tscn
file, so we can change to it from this scene.
Warning
You’ll have to set the paths to the correct files in the editor before testing this script! Otherwise it will not work!
Now let’s go over _ready
Firstly, we get all the Panel nodes and assign them to the proper variables.
Next, we connect all the buttons pressed
signals to their respective [panel_name_here]_button_pressed
functions.
We then set the mouse mode to MOUSE_MODE_VISIBLE
to ensure whenever the player returns to this scene, the mouse will be visible.
Then we get a singleton, called Globals
. We then set the values for the HSlider nodes so their values line up with the mouse and joypad sensitivity in the singleton.
Note
We have not made the Globals
singleton yet, so don’t worry! We’re going to make it soon!
In start_menu_button_pressed
, we check to see which button is pressed.
Based on the button pressed, we either change the currently visible panel, quit the application, or open the Godot website.
In level_select_menu_button_pressed
, we check to see which button is pressed.
If the back
button has been pressed, we change the currently visible panels to return to the main menu.
If one of the scene changing buttons is pressed, we fist call set_mouse_and_joypad_sensitivity
so the singleton (Globals.gd
) has the values from the HSlider nodes. Then, we tell the singleton to change nodes using its load_new_scene
function, passing in the file path of the scene the player has selected.
Note
Don’t worry about the singleton, we’ll get there soon!
In options_menu_button_pressed
, we check to see which button is pressed.
If the back
button has been pressed, we change the currently visible panels to return to the main menu.
If the fullscreen
button is pressed, we toggle the OS‘s full screen mode by setting it to the flipped version of its current value.
If the vsync
button is pressed, we set the OS‘s Vsync based on the state of the Vsync check button.
Finally, lets take a look at set_mouse_and_joypad_sensitivity
.
Firstly, we get the Globals
singleton and assign it to a local variable.
We then set the mouse_sensitivity
and joypad_sensitivity
variables to the values in their respective HSlider node counterparts.
Making the Globals
singleton
Now, for all this to work, we need to create the Globals
singleton. Make a new script in the Script
tab and call it Globals.gd
.
Note
To make the Globals
singleton, go to the Script
tab in the editor, then click New
and a Create Script
box will appear, leave everything unchanged except for the Path
where you need to insert the script’s name Globals.gd
.
Add the following to Globals.gd
:
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extends Node var mouse_sensitivity = 0.08 var joypad_sensitivity = 2 func _ready(): pass func load_new_scene(new_scene_path): get_tree().change_scene(new_scene_path) |
As you can see, it’s quite small and simple. As this part progresses, we will keep adding more complex logic to Globals.gd
, but for now, all it is doing is holding two class variables, and abstract defining how we change scenes.
mouse_sensitivity
: The current sensitivity for our mouse, so we can load it inPlayer.gd
.joypad_sensitivity
: The current sensitivity for our joypad, so we can load it inPlayer.gd
.
Right now, all we will be using Globals.gd
for is a way to carry variables across scenes. Because the sensitivities of our mouse and joypad are stored in Globals.gd
, any changes we make in one scene (like in Options_Menu
) will affect the sensitivity for the player.
All we’re doing in load_new_scene
is calling SceneTree‘s change_scene
function, passing in the scene path given in load_new_scene
.
That’s all the code needed for Globals.gd
right now! Before we can test the main menu, we first need to set Globals.gd
as an autoload script.
Open up the Project Settings
and click the AutoLoad
tab.
Then select the path to Globals.gd
in the Path
field by clicking the button (..
) beside it. Make sure the name in the Node Name
field is Globals
. If you have everything like in the picture above, then press Add
!
This will make Globals.gd
a singleton/autoload script, which will allow us to access it from any script, in any scene.
Tip
For more information on singleton/autoload scripts, see Singletons (AutoLoad).
Now that Globals.gd
is a singleton/autoload script, you can test the main menu!
You may want to change the main scene from Testing_Area.tscn
to Main_Menu.tscn
so when we export the game the player will start at the main menu. You can do this through the Project Settings
, under the General
tab. Then in the Application
category, click the Run
subcategory and you can change the main scene by changing the value in Main Scene
.
Warning
You’ll have to set the paths to the correct files in Main_Menu
in the editor before testing the main menu! Otherwise you will not be able to change scenes from the level select menu/screen.
Adding the debug menu
Now, let’s add a simple debugging scene so we can track things like FPS (Frames Per Second) in-game. Open up Debug_Display.tscn
.
You can see it’s a Panel positioned in the top right corner of the screen. It has three Labels, one for displaying the FPS at which the game is running, one for showing on what OS the game is running, and a label for showing with which Godot version the game is running.
Let’s add the code needed to fill these Labels. Select Debug_Display
and create a new script called Debug_Display.gd
. Add the following:
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extends Control func _ready(): $OS_Label.text = "OS: " + OS.get_name() $Engine_Label.text = "Godot version: " + Engine.get_version_info()["string"] func _process(delta): $FPS_Label.text = "FPS: " + str(Engine.get_frames_per_second()) |
Let’s go over what this script does.
In _ready
, we set the OS_Label
‘s text to the name provided by OS using the get_name
function. This will return the name of the OS (or Operating System) for which Godot was compiled. For example, when you are running Windows, it will return Windows
, while when you are running Linux, it will return X11
.
Then, we set the Engine_Label
‘s text to the version info provided by Engine.get_version_info
. Engine.get_version_info
returns a dictionary full of useful information about the version of Godot which is currently running. We only care about the string version, for this label at least, so we get the string and assign that as the text
in Engine_Label
. See Engine for more information on the values get_version_info
returns.
In _process
, we set the text of the FPS_Label
to Engine.get_frames_per_second
, but because get_frames_per_second
returns an integer, we have to cast it to a string using str
before we can add it to the Label.
Now let’s jump back to Main_Menu.gd
and change the following in options_menu_button_pressed
:
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elif button_name == "debug": pass |
to this instead:
1 2 |
elif button_name == "debug": get_node("/root/Globals").set_debug_display($Options_Menu/Check_Button_Debug.pressed) |
This will call a new function called set_debug_display
in our singleton, so let’s add that next!
Open up Globals.gd
and add the following class variables:
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# ------------------------------------ # All the GUI/UI-related variables var canvas_layer = null const DEBUG_DISPLAY_SCENE = preload("res://Debug_Display.tscn") var debug_display = null # ------------------------------------ |
canvas_layer
: A canvas layer so the GUI/UI created inGlobals.gd
is always drawn on top.DEBUG_DISPLAY
: The debug display scene we worked on earlier.debug_display
: A variable to hold the debug display when/if there is one.
Now that we have the class variables defined, we need to add a few lines to _ready
so Globals.gd
will have a canvas layer to use (which we will store in canvas_layer
). Change _ready
to the following:
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func _ready(): canvas_layer = CanvasLayer.new() add_child(canvas_layer) |
Now in _ready
, we create a new canvas layer, assign it to canvas_layer
and add it as a child. Because Globals.gd
is an autoload/singleton, Godot will make a Node when the game is launched, and it will have Globals.gd
attached to it. Since Godot makes a Node, we can treat Globals.gd
like any other node with regard to adding/removing children nodes.
The reason we’re adding a CanvasLayer is so all our GUI and UI nodes we instance/spawn in Globals.gd
are always drawn on top of everything else.
When adding nodes to a singleton/autoload, you have to be careful not to lose reference to any of the child nodes. This is because nodes will not be freed/destroyed when you change the active scene, meaning you can run into memory problems if you are instancing/spawning lots of nodes and you are not freeing them.
Now we need to add set_debug_display
to Globals.gd
:
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func set_debug_display(display_on): if display_on == false: if debug_display != null: debug_display.queue_free() debug_display = null else: if debug_display == null: debug_display = DEBUG_DISPLAY_SCENE.instance() canvas_layer.add_child(debug_display) |
Let’s go over what’s happening.
First we check to see if Globals.gd
is trying to turn on the debug display, or turn it off.
If Globals.gd
is turning off the display, we then check to see if debug_display
is not equal to null
. If debug_display
is not equal to null
, then Globals.gd
must have a debug display currently active. If Globals.gd
has a debug display active, we free it using queue_free
and then assign debug_display
to null
.
If Globals.gd
is turning on the display, we then check to make sure Globals.gd
do not already have a debug display active. We do this by making sure debug_display
is equal to null
. If debug_display
is null
, we instance a new DEBUG_DISPLAY_SCENE
, and add it as a child of canvas_layer
.
With that done, we can now toggle the debug display on and off by switching the CheckButton in the Options_Menu
panel. Go give it a try!
Notice how the debug display stays even when you change scenes from the Main_Menu.tscn
to another scene (like Testing_Area.tscn
). This is the beauty of instancing/spawning nodes in a singleton/autoload and adding them as children to the singleton/autoload. Any of the nodes added as children of the singleton/autoload will stay for as long as the game is running, without any additional work on our part!
Adding a pause menu
Let’s add a pause menu so we can return to the main menu when we press the ui_cancel
action.
Open up Pause_Popup.tscn
.
Notice how the root node in Pause_Popup
is a WindowDialog; WindowDialog inherits from Popup, which means WindowDialog can act like a popup.
Select Pause_Popup
and scroll down all the way till you get to the Pause
menu in the inspector. Notice how the pause mode is set to process
instead of inherit
like it is normally set by default. This makes it so it will continue to process even when the game is paused, which we need in order to interact with the UI elements.
Now that we’ve looked at how Pause_Popup.tscn
is set up, let’s write the code to make it work. Normally, we’d attach a script to the root node of the scene, Pause_Popup
in this case, but since we’ll need to receive a couple of signals in Globals.gd
, we’ll write all the code for the popup there.
Open up Globals.gd
and add the following class variables:
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const MAIN_MENU_PATH = "res://Main_Menu.tscn" const POPUP_SCENE = preload("res://Pause_Popup.tscn") var popup = null |
MAIN_MENU_PATH
: The path to the main menu scene.POPUP_SCENE
: The pop up scene we looked at earlier.popup
: A variable to hold the pop up scene.
Now we need to add _process
to Globals.gd
so it can respond when the ui_cancel
action is pressed. Add the following to _process
:
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func _process(delta): if Input.is_action_just_pressed("ui_cancel"): if popup == null: popup = POPUP_SCENE.instance() popup.get_node("Button_quit").connect("pressed", self, "popup_quit") popup.connect("popup_hide", self, "popup_closed") popup.get_node("Button_resume").connect("pressed", self, "popup_closed") canvas_layer.add_child(popup) popup.popup_centered() Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) get_tree().paused = true |
Let’s go over what’s happening here.
Firstly, we check to see if the ui_cancel
action is pressed. Then, we check to make sure Globals.gd
does not already have a popup
open by checking to see if popup
is equal to null
.
If Globals.gd
do not have a pop-up open, we instance POPUP_SCENE
and assign it to popup
.
We then get the quit button and assign its pressed
signal to popup_quit
, which we will be adding shortly.
Next, we assign both the popup_hide
signal from the WindowDialog and the pressed
signal from the resume button to popup_closed
, which we will be adding shortly.
Then, we add popup
as a child of canvas_layer
so it’s drawn on top. We then tell popup
to pop up at the center of the screen using popup_centered
.
Next, we make sure the mouse mode is MOUSE_MODE_VISIBLE
so the player can interact with the pop-up. If we did not do this, the player would not be able to interact with the pop up in any scene where the mouse mode is MOUSE_MODE_CAPTURED
.
Finally, we pause the entire SceneTree.
Note
For more information on pausing in Godot, see Pausing games
Now, we need to add the functions to which we’ve connected the signals. Let’s add popup_closed
first.
Add the following to Globals.gd
:
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func popup_closed(): get_tree().paused = false if popup != null: popup.queue_free() popup = null |
popup_closed
will resume the game and destroy the pop-up if there is one.
popup_quit
is similar, but we’re also making sure the mouse is visible and changing scenes to the title screen.
Add the following to Globals.gd
:
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func popup_quit(): get_tree().paused = false Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if popup != null: popup.queue_free() popup = null load_new_scene(MAIN_MENU_PATH) |
popup_quit
will resume the game, set the mouse mode to MOUSE_MODE_VISIBLE
to ensure the mouse is visible in the main menu, destroy the pop-up if there is one, and change scenes to the main menu.
Before we’re ready to test the pop-up, we should change one thing in Player.gd
.
Open up Player.gd
and in process_input
, change the code for capturing/freeing the cursor to the following:
Instead of:
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# Capturing/Freeing cursor if Input.is_action_just_pressed("ui_cancel"): if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) |
We will leave only:
1 2 3 |
# Capturing/Freeing cursor if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
Now, instead of capturing/freeing the mouse, we check whether the current mouse mode is MOUSE_MODE_VISIBLE
. If it is, we set it back to MOUSE_MODE_CAPTURED
.
Because the pop-up makes the mouse mode MOUSE_MODE_VISIBLE
whenever you pause, we no longer have to worry about freeing and capturing the cursor in Player.gd
.
Now the pause menu pop-up is finished. You can now pause at any point in the game and return to the main menu!
Starting the respawn system
Since the player can lose all their health, it would be ideal if the player died and respawned too, so let’s add that next!
Firstly, open up Player.tscn
and expand HUD
. Notice how there is a ColorRect called Death_Screen
. When the player dies, we’re going to make Death_Screen
visible, and show them how long they have to wait before the player is able to respawn.
Open up Player.gd
and add the following class variables:
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const RESPAWN_TIME = 4 var dead_time = 0 var is_dead = false var globals |
RESPAWN_TIME
: The amount of time (in seconds) it takes to respawn.dead_time
: A variable to track how long the player has been dead.is_dead
: A variable to track whether or not the player is currently dead.globals
: A variable to hold theGlobals.gd
singleton.
We now need to add a couple lines to _ready
, so we can use Globals.gd
in Player.gd
. Add the following to _ready
:
1 2 |
globals = get_node("/root/Globals") global_transform.origin = globals.get_respawn_position() |
Now we’re getting the Globals.gd
singleton and assigning it to globals
. We also set the player’s global position by setting the origin in the player’s global Transform to the position returned by globals.get_respawn_position
.
Note
Don’t worry, we will be adding get_respawn_position
further below!
Next, we need to make a few changes to _physics_process
. Change _physics_process
to the following:
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func _physics_process(delta): if !is_dead: process_input(delta) process_view_input(delta) process_movement(delta) if (grabbed_object == null): process_changing_weapons(delta) process_reloading(delta) process_UI(delta) process_respawn(delta) |
Now the player will not be processing input or movement input when the player is dead. We are also now calling process_respawn
.
Note
The if !is_dead:
expression is equivalent and works in the same way as the expression if is_dead == false:
. And by removing the !
sign from the expression we obtain the opposite expression if is_dead == true:
. It is just a shorter way of writing the same code functionality.
We have not made process_respawn
yet, so let’s change that.
Let’s add process_respawn
. Add the following to Player.gd
:
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func process_respawn(delta): # If we've just died if health <= 0 and !is_dead: $Body_CollisionShape.disabled = true $Feet_CollisionShape.disabled = true changing_weapon = true changing_weapon_name = "UNARMED" $HUD/Death_Screen.visible = true $HUD/Panel.visible = false $HUD/Crosshair.visible = false dead_time = RESPAWN_TIME is_dead = true if grabbed_object != null: grabbed_object.mode = RigidBody.MODE_RIGID grabbed_object.apply_impulse(Vector3(0, 0, 0), -camera.global_transform.basis.z.normalized() * OBJECT_THROW_FORCE / 2) grabbed_object.collision_layer = 1 grabbed_object.collision_mask = 1 grabbed_object = null if is_dead: dead_time -= delta var dead_time_pretty = str(dead_time).left(3) $HUD/Death_Screen/Label.text = "You died\n" + dead_time_pretty + " seconds till respawn" if dead_time <= 0: global_transform.origin = globals.get_respawn_position() $Body_CollisionShape.disabled = false $Feet_CollisionShape.disabled = false $HUD/Death_Screen.visible = false $HUD/Panel.visible = true $HUD/Crosshair.visible = true for weapon in weapons: var weapon_node = weapons[weapon] if weapon_node != null: weapon_node.reset_weapon() health = 100 grenade_amounts = {"Grenade":2, "Sticky Grenade":2} current_grenade = "Grenade" is_dead = false |
Let’s go through what this function is doing.
Firstly, we check whether the player has just died by checking if health
is less than or equal to 0
and is_dead
is false
.
If the player has just died, we disable the collision shapes for the player. We do this to make sure the player is not blocking anything with their dead body.
Next, we set changing_weapon
to true
and set changing_weapon_name
to UNARMED
. This is so, if the player is using a weapon, it is put away when they dies.
We then make the Death_Screen
ColorRect visible so the player gets a nice grey overlay over everything when they have died. We then make the rest of the UI, the Panel
and Crosshair
nodes, invisible.
Next, we set dead_time
to RESPAWN_TIME
so we can start counting down how long the player has been dead. We also set is_dead
to true
so we know the player has died.
If the player is holding an object when they died, we need to throw it. We first check whether the player is holding an object or not. If the player is holding a object, we throw it using the same code as the throwing code we added in Part 5.
Tip
The \n
combination from the expression You have died\n
is a command used to display the text following after it on a new line below. This is always useful when you want to nicely group displayed text in multiple lines so it looks better and is more readable by the players of your games.
Then we check whether the player is dead. If so, we then remove delta
from dead_time
.
We then make a new variable called dead_time_pretty
, where we convert dead_time
to a string, using only the first three characters starting from the left. This gives the player a nice looking string showing how much time the player has left to wait before the player can respawn.
We then change the Label in Death_Screen
to show how much time the player has left.
Next we check to see if the player has waited long enough and can respawn. We do this by checking to see if dead_time
is 0
or less.
If the player has waited long enough to respawn, we set the player’s position to a new respawn position provided by get_respawn_position
.
We then enable both of the player’s collision shapes so the player can collide again with the environment.
Next, we make the Death_Screen
invisible and make the rest of the UI, the Panel
and Crosshair
nodes, visible again.
We then go through each weapon and call its reset_weapon
function, which we will add soon.
Then, we reset health
to 100
, grenade_amounts
to its default values, and change current_grenade
to Grenade
. This effectively resets these variables to their default values.
Finally, we set is_dead
to false
.
Before we leave Player.gd
, we need to add one quick thing to _input
. Add the following at the beginning of _input
:
1 2 3 |
if is_dead: return |
Now, when the player is dead, they cannot look around with the mouse.
Finishing the respawn system
Firstly, let’s open Weapon_Pistol.gd
and add the reset_weapon
function. Add the following:
1 2 3 |
func reset_weapon(): ammo_in_weapon = 10 spare_ammo = 20 |
Now, when we call reset_weapon
, the ammo in the pistol and the ammo in the spares will be reset to their default values.
Now let’s add reset_weapon
in Weapon_Rifle.gd
:
1 2 3 4 |
func reset_weapon(): ammo_in_weapon = 50 spare_ammo = 100 |
And add the following to Weapon_Knife.gd
:
1 2 3 |
func reset_weapon(): ammo_in_weapon = 1 spare_ammo = 1 |
Now all the weapons will reset when the player dies.
Now we need to add a few things to Globals.gd
. Firstly, add the following class variable:
1 |
var respawn_points = null |
respawn_points
: A variable to hold all the respawn points in a level
Because we’re getting a random spawn point each time, we need to randomize the number generator. Add the following to _ready
:
1 |
randomize() |
randomize
will get us a new random seed so we get a (relatively) random string of numbers when we use any of the random functions.
Now let’s add get_respawn_position
to Globals.gd
:
1 2 3 4 5 6 |
func get_respawn_position(): if respawn_points == null: return Vector3(0, 0, 0) else: var respawn_point = rand_range(0, respawn_points.size() - 1) return respawn_points[respawn_point].global_transform.origin |
Let’s go over what this function does.
Firstly, we check if Globals.gd
has any respawn_points
by checking whether respawn_points
is null
or not.
If respawn_points
is null
, we return a position of empty Vector 3 with the position (0, 0, 0)
.
If respawn_points
is not null
, we then get a random number between 0
and the number of elements we have in respawn_points
, minus 1
since most programming languages, including GDScript
, start counting from 0
when you are accessing elements in a list.
We then return the position of the Spatial node at respawn_point
position in respawn_points
.
Before we are done with Globals.gd
, we need to add the following to load_new_scene
:
1 |
respawn_points = null |
We set respawn_points
to null
so when/if the player gets to a level with no respawn points, we do not respawn the player at the respawn points that were in the level prior.
Now all we need is a way to set the respawn points. Open up Ruins_Level.tscn
and select Spawn_Points
. Add a new script called Respawn_Point_Setter.gd
and attach it to Spawn_Points
. Add the following to Respawn_Point_Setter.gd
:
1 2 3 4 5 |
extends Spatial func _ready(): var globals = get_node("/root/Globals") globals.respawn_points = get_children() |
Now, when a node with Respawn_Point_Setter.gd
has its _ready
function called, all the children nodes of the node with Respawn_Point_Setter.gd
, Spawn_Points
in the case of Ruins_Level.tscn
, will be added to respawn_points
in Globals.gd
.
Warning
Any node with Respawn_Point_Setter.gd
has to be above the player in the SceneTree so the respawn points are set before the player needs them in the player’s _ready
function.
Now, when the player dies, they will respawn after waiting 4
seconds!
Note
No spawn points are already set up for any of the levels besides Ruins_Level.tscn
! Adding spawn points to Space_Level.tscn
is left as an exercise for the reader.
Writing a sound system we can use anywhere
Finally, let’s make a sound system so we can play sounds from anywhere, without having to use the player.
Firstly, open up SimpleAudioPlayer.gd
and change it to the following:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 |
extends Spatial var audio_node = null var should_loop = false var globals = null func _ready(): audio_node = $Audio_Stream_Player audio_node.connect("finished", self, "sound_finished") audio_node.stop() globals = get_node("/root/Globals") func play_sound(audio_stream, position=null): if audio_stream == null: print ("No audio stream passed; cannot play sound") globals.created_audio.remove(globals.created_audio.find(self)) queue_free() return audio_node.stream = audio_stream # If you are using an AudioStreamPlayer3D, then uncomment these lines to set the position. #if audio_node is AudioStreamPlayer3D: # if position != null: # audio_node.global_transform.origin = position audio_node.play(0.0) func sound_finished(): if should_loop: audio_node.play(0.0) else: globals.created_audio.remove(globals.created_audio.find(self)) audio_node.stop() queue_free() |
There are several changes from the old version, first and foremost being we are no longer storing the sound files in SimpleAudioPlayer.gd
anymore. This is much better for performance since we’re no longer loading each audio clip when we create a sound, but instead we are forcing an audio stream to be passed in to play_sound
.
Another change is we have a new class variable called should_loop
. Instead of just destroying the audio player every time it’s finished, we instead want to check and see if the audio player is set to loop or not. This allows us to have audio like looping background music without having to spawn a new audio player with the music when the old one is finished.
Finally, instead of being instanced/spawned in Player.gd
, the audio player is instead going to be spawned in Globals.gd
so we can create sounds from any scene. Now the audio player stores Globals.gd
singleton so when the audio player is destroyed, we can also remove it from a list in Globals.gd
.
Let’s go over the changes.
For the class variables, we removed all the audio_[insert name here]
variables since we will instead have these passed in from Globals.gd
.
We also added two new class variables, should_loop
and globals
. We’ll use should_loop
to tell whether the audio player should loop when the sound has finished, and globals
will hold the Globals.gd
singleton.
The only change in _ready
is now audio player is getting the Globals.gd
singleton and assigning it to globals
.
play_sound
now expects an audio stream, named audio_stream
, to be passed in, instead of sound_name
. Instead of checking the sound name and setting the stream for the audio player, we instead check to make sure an audio stream was passed in. If an audio stream was not passed in, we print an error message, remove the audio player from a list in the Globals.gd
singleton called created_audio
, and then free the audio player.
Finally, in sound_finished
we first check to see if the audio player is supposed to loop or not using should_loop
. If the audio player is supposed to loop, we play the sound again from the start, at position 0.0
. If the audio player is not supposed to loop, we remove the audio player from a list in the Globals.gd
singleton called created_audio
, and then free the audio player.
Now that we’ve finished our changes to SimpleAudioPlayer.gd
, we now need to turn our attention to Globals.gd
. First, add the following class variables:
1 2 3 4 5 6 7 8 9 10 11 |
# All the audio files. # You will need to provide your own sound files. var audio_clips = { "Pistol_shot": null, #preload("res://path_to_your_audio_here!") "Rifle_shot": null, #preload("res://path_to_your_audio_here!") "Gun_cock": null, #preload("res://path_to_your_audio_here!") } const SIMPLE_AUDIO_PLAYER_SCENE = preload("res://Simple_Audio_Player.tscn") var created_audio = [] |
Let’s go over these global variables.
audio_clips
: A dictionary holding all the audio clipsGlobals.gd
can play.SIMPLE_AUDIO_PLAYER_SCENE
: The simple audio player scene.created_audio
: A list to hold all the simple audio playersGlobals.gd
has created.
Note
If you want to add additional audio, you need to add it to audio_clips
. No audio files are provided in this tutorial, so you will have to provide your own.
One site I’d recommend is GameSounds.xyz. I’m using the Gamemaster audio gun sound pack included in the Sonniss’ GDC Game Audio bundle for 2017. The tracks I’ve used (with some minor editing) are as follows:
gun_revolver_pistol_shot_04,
gun_semi_auto_rifle_cock_02,
gun_submachine_auto_shot_00_automatic_preview_01
Now we need to add a new function called play_sound
to Globals.gd
:
1 2 3 4 5 6 7 8 9 10 11 12 |
func play_sound(sound_name, loop_sound=false, sound_position=null): if audio_clips.has(sound_name): var new_audio = SIMPLE_AUDIO_PLAYER_SCENE.instance() new_audio.should_loop = loop_sound add_child(new_audio) created_audio.append(new_audio) new_audio.play_sound(audio_clips[sound_name], sound_position) else: print ("ERROR: cannot play sound that does not exist in audio_clips!") |
Let’s go over what this function does.
Firstly, we check whether Globals.gd
has an audio clip with the name sound_name
in audio_clips
. If it does not, we print an error message.
If Globals.gd
has an audio clip with the name sound_name
, we then instance/spawn a new SIMPLE_AUDIO_PLAYER_SCENE
and assign it to new_audio
.
We then set should_loop
, and add new_audio
as a child of Globals.gd
.
Note
Remember, we have to be careful adding nodes to a singleton, since these nodes will not be destroyed when changing scenes.
We add the new_audio
into the created_audio
list to hold all created audios.
We then call play_sound
, passing in the audio clip associated with sound_name
and the sound position.
Before we leave Globals.gd
, we need to add a few lines of code to load_new_scene
so when the player changes scenes, all the audio is destroyed.
Add the following to load_new_scene
:
1 2 3 4 |
for sound in created_audio: if (sound != null): sound.queue_free() created_audio.clear() |
Now, before Globals.gd
changes scenes, it goes through each simple audio player in created_sounds
and frees/destroys them. Once Globals.gd
has gone through all the sounds in created_audio
, we clear created_audio
so it no longer holds any references to any (now freed/destroyed) simple audio players.
Let’s change create_sound
in Player.gd
to use this new system. First, remove simple_audio_player
from Player.gd
‘s class variables since we will no longer be directly instancing/spawning sounds in Player.gd
.
Now, change create_sound
to the following:
1 2 |
func create_sound(sound_name, position=null): globals.play_sound(sound_name, false, position) |
Now, whenever create_sound
is called, we simply call play_sound
in Globals.gd
, passing in all the arguments received.
Now all the sounds in our FPS can be played from anywhere. All we have to do is get the Globals.gd
singleton, and call play_sound
, pass in the name of the sound we want to play, whether we want it to loop or not, and the position from which to play the sound.
For example, if you want to play an explosion sound when the grenade explodes you’d need to add a new sound to audio_clips
in Globals.gd
, get the Globals.gd
singleton, and then you just need to add something like globals.play_sound("explosion", false, global_transform.origin)
in the grenades _process
function, right after the grenade damages all the bodies within its blast radius.
Final notes
Now you have a fully working single player FPS!
At this point, you have a good base to build more complicated FPS games.
Warning
If you ever get lost, be sure to read over the code again!
You can download the finished project for the entire tutorial here: https://randommomentania.com/freebie-downloads/
Note
The finished project source files contain the same code, just written in a different order. This is because the finished project source files are what the tutorial is based on.
The finished project code was written in the order that features were created, not necessarily in a order that is ideal for learning.
Other than that, the source is exactly the same, just with helpful comments explaining what each part does.
Tip
The finished project source is hosted on GitHub as well: https://github.com/TwistedTwigleg/Godot_FPS_Tutorial
Please note that the code in GitHub may or may not be in sync with the tutorial in the documentation.
The code in the documentation is likely better managed and/or more up to date. If you are unsure of which to use, use the project(s) provided in the documentation, as they are maintained by the Godot community.
This tutorial series will be removed in Godot 4.0, making this the last copy of the series. The GitHub repository is still availible, though because I do not have the resources to support this tutorial, it is archieved: https://github.com/TwistedTwigleg/Godot_FPS_Tutorial
You can download all the .blend
files used in this tutorial here: https://randommomentania.com/freebie-downloads/
All assets provided in the started assets (unless otherwise noted) were originally created by TwistedTwigleg, with changes/additions by the Godot community and TwistedTwigleg. All original assets provided for this tutorial are released under the MIT
license.
Feel free to use these assets however you want! All original assets belong to the Godot community, with the other assets belonging to those listed below:
The skybox is created by StumpyStrust and can be found at OpenGameArt.org. https://opengameart.org/content/space-skyboxes-0 . The skybox is licensed under the CC0
license.
The font used is Titillium-Regular, and is licensed under the SIL Open Font License, Version 1.1
.
The skybox was converted to a 360 equirectangular image using this tool: https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html
While no sounds are provided, you can find many game ready sounds at https://gamesounds.xyz/
Warning
OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.