Summary of PRO PLATFORMER MOVEMENT with State Machines | Godot 4+ Game Tutorial #godot #gamedev
Video Summary: PRO PLATFORMER MOVEMENT with State Machines | Godot 4+ Game Tutorial
Storyline / Context:
The video continues the development of a Platformer Game in Godot 4, focusing on improving player movement by implementing a State Machine system. The presenter, Bill, builds on a basic platformer template with running, jumping, collisions, and parallax background, aiming to organize movement logic more cleanly and prepare for advanced movement mechanics.
Key Concepts and Gameplay Highlights:
- Improving Movement with Acceleration and Deceleration:
- Added a new
deceleration
variable separate fromacceleration
to allow different speeds for speeding up and slowing down. - Modified the movement function to accept acceleration and deceleration as arguments with default values.
- Result: Player speeds up quickly but slows down gradually, creating smoother movement.
- Added a new
- Introduction to State Machines:
- Purpose: Separate player behavior into manageable, independent states rather than one large script.
- Basic implementation using enums was shown but rejected for scalability.
- Preferred method: Use nodes as states, each with its own script attached, managed by a parent "State Machine" node.
- This modular approach keeps code organized and manageable, especially as complexity grows.
- Player States Defined:
- Lock (for pausing or cutscenes)
- Idle (player standing still)
- Run (player moving on ground)
- Jump (initial upward movement)
- Jump Peak (transition state at jump apex)
- Fall (player descending or falling)
- State Machine Setup:
- Created a base
PlayerState
class (extends Node) that all states inherit from. PlayerState
includes:- Variables for reference to player and all states
- Functions for
enter_state()
,exit_state()
,update()
, anddraw()
(empty by default)
- Created a
States
script attached to the State Machine node to hold references to all state nodes for easy switching.
- Created a base
- Player Script Adjustments:
- Added variables for current and previous states.
- Added
change_state(next_state)
function to handle state transitions, calling appropriate enter/exit functions. - Consolidated common functions in the player script such as:
handle_gravity(delta, gravity)
handle_falling()
(checks if player walked off ledge to switch to fall state)handle_jump()
(jump input and logic)handle_landing()
(detect landing and reset jumps)horizontal_movement()
(handle side-to-side movement)handle_flip_h()
(flip sprite based on direction)
- Individual State Scripts:
- Idle State:
- Checks for falling, jump input, and horizontal input to transition to run or fall states.
- Plays idle animation and flips sprite accordingly.
- Run State:
- Handles horizontal movement, jump, falling, and transitions back to idle if no input.
- Plays running animation.
- Jump State:
- Sets upward velocity on enter.
- Handles gravity, horizontal movement in air, transitions to jump peak when vertical velocity ≥ 0.
- Plays jump animation.
- Jump Peak State:
- Simple transition state that immediately switches to fall state.
- Fall State:
- Handles horizontal movement, gravity, landing detection to transition back to idle.
- Plays fall animation.
- Lock State:
- Empty state used for pausing or cutscenes, ignores inputs.
- Idle State:
- Debugging and Final Testing:
- Fixed issues like calling gravity twice, missing functions (e.g.,
handle_flip_h
), and state transition bugs. - Verified smooth transitions between states: idle → run → jump → jump peak → fall → idle, with proper animations and movement.
- Fixed issues like calling gravity twice, missing functions (e.g.,
Strategies and Tips:
- Use default arguments in functions to avoid errors when optional parameters are not passed.
- Implement dependency injection by passing references (like player and states) into state scripts for modularity.
- Separate common logic (gravity, movement) in the player script to avoid duplication in states.
- Use regions or code folding to organize large scripts into logical sections (main loop, custom functions).
- Keep animations handling local to each state to prevent bloated player scripts and maintain clarity.
- Use debug prints in
change_state
to track state transitions during development. - Prepare for advanced mechanics by creating intermediary states (like jump peak) even if unused initially.
Summary:
This tutorial provides a detailed walkthrough of implementing a State Machine for a platformer player character in Godot 4. It emphasizes clean code organization
Category
Gaming