Killing the player
We want to detect being hit by an enemy differently from squashing them. We want the player to die when they’re moving on the floor, but not if they’re in the air. We could use vector math to distinguish the two kinds of collisions. Instead, though, we will use an Area node, which works well for hitboxes.
Head back to the Player scene and add a new Area node. Name it MobDetector. Add a CollisionShape node as a child of it.
In the Inspector, assign a cylinder shape to it.
Here is a trick you can use to make the collisions only happen when the player is on the ground or close to it. You can reduce the cylinder’s height and move it up to the top of the character. This way, when the player jumps, the shape will be too high up for the enemies to collide with it.
You also want the cylinder to be wider than the sphere. This way, the player gets hit before colliding and being pushed on top of the monster’s collision box.
The wider the cylinder, the more easily the player will get killed.
Next, select the MobDetector node again, and in the Inspector, turn off its Monitorable property. This makes it so other physics nodes cannot detect the area. The complementary Monitoring property allows it to detect collisions. Then, remove the Collision -> Layer and set the mask to the “enemies” layer.
When areas detect a collision, they emit signals. We’re going to connect one to the Player node. In the Node tab, double-click the signal and connect it to the Player.
The MobDetector will emit body_entered
when a KinematicBody or a RigidBody node enters it. As it only masks the “enemies” physics layers, it will only detect the Mob nodes.
Code-wise, we’re going to do two things: emit a signal we’ll later use to end the game and destroy the player. We can wrap these operations in a die()
function that helps us put a descriptive label on the code.
GDScript C#
// Don't forget to rebuild the project so the editor knows about the new signal.
// Emitted when the player was hit by a mob.
[Signal]
public delegate void Hit();
// ...
private void Die()
{
EmitSignal(nameof(Hit));
QueueFree();
}
// We also specified this function name in PascalCase in the editor's connection window
public void OnMobDetectorBodyEntered(Node body)
{
Die();
}
Try the game again by pressing F5. If everything is set up correctly, the character should die when an enemy runs into it.
However, note that this depends entirely on the size and position of the Player and the Mob‘s collision shapes. You may need to move them and resize them to achieve a tight game feel.
We can use the Player‘s hit
signal to end the game. All we need to do is connect it to the Main node and stop the MobTimer in reaction.
Open Main.tscn
, select the Player node, and in the Node dock, connect its hit
signal to the Main node.
GDScript C#
func _on_Player_hit():
$MobTimer.stop()
If you try the game now, the monsters will stop spawning when you die, and the remaining ones will leave the screen.
You can pat yourself in the back: you prototyped a complete 3D game, even if it’s still a bit rough.
From there, we’ll add a score, the option to retry the game, and you’ll see how you can make the game feel much more alive with minimalistic animations.
Here are the complete scripts for the Main, Mob, and Player nodes, for reference. You can use them to compare and check your code.
Starting with Main.gd
.
GDScript C#
extends Node
export(PackedScene) var mob_scene
func _ready():
randomize()
func _on_MobTimer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instance()
# Choose a random location on the SpawnPath.
var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
# And give it a random offset.
mob_spawn_location.unit_offset = randf()
# Communicate the spawn location and the player's location to the mob.
var player_position = $Player.transform.origin
mob.initialize(mob_spawn_location.translation, player_position)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_Player_hit():
$MobTimer.stop()
public class Main : Node
{
#pragma warning disable 649
[Export]
public PackedScene MobScene;
#pragma warning restore 649
public override void _Ready()
GD.Randomize();
public void OnMobTimerTimeout()
{
// Create a new instance of the Mob scene.
var mob = (Mob)MobScene.Instance();
// Choose a random location on the SpawnPath.
// We store the reference to the SpawnLocation node.
var mobSpawnLocation = GetNode<PathFollow>("SpawnPath/SpawnLocation");
// And give it a random offset.
mobSpawnLocation.UnitOffset = GD.Randf();
// Communicate the spawn location and the player's location to the mob.
Vector3 playerPosition = GetNode<Player>("Player").Transform.origin;
mob.Initialize(mobSpawnLocation.Translation, playerPosition);
// Spawn the mob by adding it to the Main scene.
AddChild(mob);
}
public void OnPlayerHit()
{
GetNode<Timer>("MobTimer").Stop();
}
}
Next is Mob.gd
.
GDScript C#
public class Mob : KinematicBody
{
// Emitted when the played jumped on the mob.
[Signal]
public delegate void Squashed();
// Minimum speed of the mob in meters per second
[Export]
public int MinSpeed = 10;
// Maximum speed of the mob in meters per second
[Export]
public int MaxSpeed = 18;
private Vector3 _velocity = Vector3.Zero;
public override void _PhysicsProcess(float delta)
{
MoveAndSlide(_velocity);
}
public void Initialize(Vector3 startPosition, Vector3 playerPosition)
{
LookAtFromPosition(startPosition, playerPosition, Vector3.Up);
RotateY((float)GD.RandRange(-Mathf.Pi / 4.0, Mathf.Pi / 4.0));
float randomSpeed = (float)GD.RandRange(MinSpeed, MaxSpeed);
_velocity = Vector3.Forward * randomSpeed;
_velocity = _velocity.Rotated(Vector3.Up, Rotation.y);
}
public void Squash()
{
EmitSignal(nameof(Squashed));
QueueFree();
}
QueueFree();
}
}
Finally, the longest script, Player.gd
.
extends KinematicBody
# Emitted when a mob hit the player.
signal hit
# How fast the player moves in meters per second.
export var speed = 14
# The downward acceleration when in the air, in meters per second squared.
export var fall_acceleration = 75
# Vertical impulse applied to the character upon jumping in meters per second.
export var jump_impulse = 20
# Vertical impulse applied to the character upon bouncing over a mob in meters per second.
export var bounce_impulse = 16
var velocity = Vector3.ZERO
func _physics_process(delta):
var direction = Vector3.ZERO
if Input.is_action_pressed("move_right"):
direction.x += 1
if Input.is_action_pressed("move_left"):
direction.x -= 1
if Input.is_action_pressed("move_back"):
direction.z += 1
if Input.is_action_pressed("move_forward"):
direction.z -= 1
if direction != Vector3.ZERO:
direction = direction.normalized()
$Pivot.look_at(translation + direction, Vector3.UP)
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# Jumping.
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y += jump_impulse
velocity.y -= fall_acceleration * delta
velocity = move_and_slide(velocity, Vector3.UP)
for index in range(get_slide_count()):
var collision = get_slide_collision(index)
if collision.collider.is_in_group("mob"):
var mob = collision.collider
if Vector3.UP.dot(collision.normal) > 0.1:
mob.squash()
velocity.y = bounce_impulse
func die():
emit_signal("hit")
queue_free()
func _on_MobDetector_body_entered(_body):
die()
See you in the next lesson to add the score and the retry option.