Now that the player can move around the screen, our next step will be to implement shooting
The player will fire many “bullets” during the game, but all of them will be identical. A bullet needs to do the following:
- Appear just ahead of the player
- Travel forward until going off the screen
- Detect collisions with enemies
Since all bullets will do these same things, we can save ourselves a great deal of work by designing one “prototype” bullet, and using that as the blueprint for creating as many duplicates as we need. Godot’s scene system is ideal for this.
Create a new scene by selecting Scene -> New Scene in the menu, or by clicking the + in the tabs on the top of the viewport.
Just like we did with the
Player scene, we need to consider what nodes we’ll need to make the bullet work. We can again use an
Area2D, since that will allow us to detect the bullet hitting things. This means we’ll need a collision shape, and a sprite to display the bullet image. Finally, we need a way to detect when the bullet goes offscreen so we can automatically remove it.
Here’s the node setup:
Area2D- name this
From the asset pack folder, drop the
Player_charged_beam (16 x 16).png image on the Texture of the
As with the ship image, there are multiple versions here, so set the *Hframes to
2 so we’ll only see one at a time.
Set the shape of the
CollisionShape2D just like you did earlier in the
Attach a script to the
Bullet node and let’s start with the movement:
@export var speed = -250
position = pos
position.y += speed * delta
This should look fairly familiar, as it’s similar to the player script. We’re only changing the
position.y since the bullet should travel straight up.
start() function we defined. That will let us set the bullet’s starting
position, since the player will move around and spawn the bullets at different locations.
Now select the
Bullet node and then click the Node tab next to the Inspector.
This is a list of all the signals this node can emit. Signals are how Godot lets you know that something has happened. In this case, we can use the
area_entered signal to tell us whenever this bullet touches another
area_entered signal and click the Connect… button (you can also double-click the signal name). In the dialog that opens up, just click Connect - we don’t need to change anything there.
You’ll notice that you’re back in the script editor, looking at
bullet.gd, and a new function as been added. It has a green “connected” icon next to its name to show that a signal is connected to it. This function will be called whenever the area touches something, so let’s add some code here:
Here we’ll check if the bullet hit an enemy (more about that later), and if it did, we tell the enemy to explode and then delete the bullet.
Do the same thing to connect the
screen_exited signal of the
This completes the bullet scene, so now we can go back and add shooting to the player.