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Game Scene Setup

When setting up a game scene, it is useful to refer to the game_scene/game_ui.tscn included in the examples.

There are a few parts to setting up a basic game scene, as done in the GameUI example used in the template.

Pausing

The pause_menu_controller.gd script may be attached to a node in the scene tree. Any empty Node is fine. Selecting the node should then allow for setting the pause_menu_packed value in the inspector. Set it to the pause_menu.tscn scene and save.

This should be enough to capture when the ui-cancel input action is pressed in-game. On keyboards, this is commonly the Esc key.

Level Loading

Some level loading scripts are provided with the examples. They load levels in order from a list, or dynamically by file paths. It is called from a LevelListManager.

func _load_next_level():
	level_list_loader.advance_and_load_level()

A LevelLoader must be provided with a level_container in the scene. Levels will get added to and removed from this node. The example uses the SubViewport, but any leaf node (ie. node without children) in the scene should work.

An additional loading screen in the scene can show progress of loading levels, and is toggled by the LevelListManager.

func _on_level_loader_level_load_started():
	if level_loading_screen:
		level_loading_screen.reset()

Level Loading is not required if the entire game takes place in one scene.

Background Music

BackgroundMusicPlayer's are AudioStreamPlayer's with autoplay set to true and audio_bus set to "Music". These will automatically be recognized by the ProjectMusicController with the default settings, and allow for blending between tracks.

A BackgroundMusicPlayer can be added to the game scene, but the level scenes are typically a better place for them, as that allows for tracks to vary by level.

SubViewports

The game example has the levels loaded into a SubViewport node, contained within a SubViewportContainer. This has a couple of advantages.

  • Separates elements intended to appear inside the game world from those intended to appear on a layer above it.
  • Allows setting a fixed resolution for the game, like pixel art games.
  • Allows setting rendering setting, like anti-aliasing.
  • Supports easily adding visual effects with shaders on the SubViewportContainer.
  • Visual effects can be added to the game world without hurting the readability of the UI.

It has some disadvantages, as well.

  • Requires enabling Audio Listeners to hear audio from the game world.
  • Extra processing overhead for the viewport layer.

Read Inputs

Generally, any game is going to require reading some inputs from the player. Where in the scene hierarchy the reading occurs is best answered with simplicity.

If the game involves moving a player character, then the inputs for movements could be read by a player_character.gd script overriding the _process(delta) or _input(event) methods.

If the game involves sending commands to multiple units, then those inputs probably should be read by a game_ui.gd script, that then propagates those calls further down the chain.

Win & Lose Screens

The example includes win and lose screens. These are triggered by the LevelListManager when a level is won or lost.

func _load_level_complete_screen_or_next_level():
	if level_won_scene:
		var instance = level_won_scene.instantiate()
		get_tree().current_scene.add_child(instance)
		...
	else:
		_load_next_level()

Winning on the last level results in loading a win screen or ending for the game.

func _on_level_won():
	if level_list_loader.is_on_last_level():
		_load_win_screen_or_ending()
	else:
		_load_level_complete_screen_or_next_level()

The LevelListManager will need to be linked to direct back to the main menu and forward to end_credits.tscn.