All language subtitles for 07. Creating a Rat Enemy

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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:04,352 The creation of our first enemy is going to be very similar to the player but 2 00:00:04,608 --> 00:00:05,888 Minor diff 3 00:00:06,400 --> 00:00:07,168 So 4 00:00:07,424 --> 00:00:08,192 Let's get right into it 5 00:00:08,704 --> 00:00:12,288 So we're going to use control and to create a new scene 6 00:00:12,544 --> 00:00:14,080 And we're going to Sylhet 7 00:00:14,336 --> 00:00:15,616 Other note here 8 00:00:15,872 --> 00:00:17,152 And you're going to 9 00:00:17,408 --> 00:00:19,968 Add a character body to Diaz r 10 00:00:20,224 --> 00:00:20,736 Routenote 11 00:00:20,992 --> 00:00:23,552 Now we're going to call this a basic enemy 12 00:00:24,832 --> 00:00:26,112 Using past ok 13 00:00:27,136 --> 00:00:29,184 And what does go ahead and save that so 14 00:00:29,696 --> 00:00:30,464 We're going to save 15 00:00:30,720 --> 00:00:33,792 You can use the up arrow here to go up a path 16 00:00:34,048 --> 00:00:37,888 My saved things I want to save in the game camera folder but I don't 17 00:00:38,144 --> 00:00:40,704 Somebody got up a path create a new folder here 18 00:00:40,960 --> 00:00:42,496 Basic 19 00:00:42,752 --> 00:00:43,264 Enemy 20 00:00:43,520 --> 00:00:44,288 And then 21 00:00:44,544 --> 00:00:45,312 Save the Day 22 00:00:46,080 --> 00:00:46,592 In there 23 00:00:46,848 --> 00:00:51,456 How many klikovits in inspector tab right here so I have everything available to me 24 00:00:51,712 --> 00:00:53,248 Ever gonna need to find a 25 00:00:53,504 --> 00:00:55,808 Sprite for our enemy as well 26 00:00:56,576 --> 00:00:58,112 So go back to your candy ass 27 00:00:58,368 --> 00:00:58,880 An 28 00:00:59,392 --> 00:01:01,037 Go into the individual tiles here 29 00:01:01,039 --> 00:01:03,387 Subtitled by online-courses.club We compress knowledge for you! 30 00:01:03,388 --> 00:01:06,560 And trying to find a car to spray that you want to use it 31 00:01:06,816 --> 00:01:07,584 Your first enemy 32 00:01:08,096 --> 00:01:12,448 You can also look at the tilemap at said to see what looks like a good enemy type 33 00:01:12,960 --> 00:01:16,800 Looks like we got a couple of Monsters here as well as some characters 34 00:01:17,056 --> 00:01:18,848 I think I'm going to choose the rat 35 00:01:19,104 --> 00:01:20,128 As my first 36 00:01:20,640 --> 00:01:21,408 Perhaps the 37 00:01:21,920 --> 00:01:22,688 Grey 38 00:01:22,944 --> 00:01:24,992 Is well used for the first time 39 00:01:25,248 --> 00:01:28,064 I'm gonna go into my individual tiles and I'm going to find 40 00:01:28,320 --> 00:01:28,832 The 41 00:01:29,088 --> 00:01:29,600 Grey 42 00:01:29,856 --> 00:01:30,368 Rat 43 00:01:30,624 --> 00:01:31,648 The grey rat 44 00:01:31,904 --> 00:01:34,208 Tile underscore 01 45 00:01:34,464 --> 00:01:34,976 24 46 00:01:35,232 --> 00:01:37,536 I'm going to drag that right over into my 47 00:01:37,792 --> 00:01:39,328 File system in Godot 48 00:01:39,584 --> 00:01:43,168 I dragged my tile underscore 0124 49 00:01:43,424 --> 00:01:44,704 Military names 50 00:01:45,472 --> 00:01:45,984 2 51 00:01:46,752 --> 00:01:49,312 Keep a consistent income and basic and 52 00:01:49,824 --> 00:01:53,152 And I want to drag that into the scenes basic 53 00:01:53,408 --> 00:01:56,736 My folder so I've got the right alongside the tsyn 54 00:01:57,248 --> 00:01:59,040 Now just as a quick aside 55 00:01:59,296 --> 00:02:00,576 You can 56 00:02:00,832 --> 00:02:04,416 Use the Windows file system or the Linux and Mac file system 57 00:02:04,672 --> 00:02:06,208 To manage your 58 00:02:06,464 --> 00:02:07,488 Directory 59 00:02:08,000 --> 00:02:10,816 So it's more comfortable for you to copy and paste 60 00:02:11,072 --> 00:02:11,584 The row 61 00:02:12,096 --> 00:02:13,632 Sprayed or your character spread 62 00:02:13,888 --> 00:02:15,936 Beer the native operating system 63 00:02:16,448 --> 00:02:22,080 File manager you can definitely do that and then when you click back into Adele it will detect that change and Order 64 00:02:22,336 --> 00:02:22,848 Liam Porter 65 00:02:23,360 --> 00:02:25,408 I find it easier to drag and drop a thing 66 00:02:25,664 --> 00:02:26,176 Inmo 67 00:02:26,432 --> 00:02:26,944 Cases 68 00:02:27,712 --> 00:02:29,504 Something to my basic anime scene 69 00:02:29,760 --> 00:02:31,552 And we are going to create 70 00:02:31,808 --> 00:02:35,392 No I want you to think of a little bit about what we need what kind of nose 71 00:02:35,648 --> 00:02:36,160 Create 72 00:02:36,416 --> 00:02:37,952 In order to display a visual 73 00:02:38,464 --> 00:02:39,744 So I'm going to hit ctrl a 74 00:02:40,000 --> 00:02:40,768 If you answer 75 00:02:41,024 --> 00:02:43,840 Sprayed TV that's correct so we're going to add 76 00:02:44,096 --> 00:02:45,376 Spray to die again 77 00:02:45,632 --> 00:02:47,680 Control a brings of the adenoid 78 00:02:48,192 --> 00:02:48,704 Dialogue 79 00:02:48,960 --> 00:02:51,776 The number just gonna drag that text your overall 80 00:02:52,032 --> 00:02:52,544 The text 81 00:02:53,056 --> 00:02:54,848 And there is our little 82 00:02:55,360 --> 00:02:58,176 Typically out configure the offset such that the right 83 00:02:58,432 --> 00:03:00,224 Feet are at the Orange 84 00:03:00,736 --> 00:03:03,808 In so I can do that by again holding control 85 00:03:04,320 --> 00:03:07,904 And then clicking and dragging on the offset why property 86 00:03:08,160 --> 00:03:09,952 But you'll notice that the rats feet 87 00:03:10,208 --> 00:03:10,976 Sort of 88 00:03:11,232 --> 00:03:12,000 Right here 89 00:03:12,512 --> 00:03:15,584 So I'm just going to align the origin up with that 90 00:03:15,840 --> 00:03:17,120 I think that will look 91 00:03:17,376 --> 00:03:17,888 5 92 00:03:18,400 --> 00:03:22,496 Now we got this morning right here which is note configuration warning it has no shape 93 00:03:23,008 --> 00:03:25,568 So let's go ahead and add a collision 94 00:03:25,824 --> 00:03:26,336 2D 95 00:03:26,848 --> 00:03:28,640 So go ahead and get your ad no dialogue 96 00:03:28,896 --> 00:03:29,664 Control a 97 00:03:29,920 --> 00:03:31,712 And then search for collision 98 00:03:31,968 --> 00:03:32,480 2D 99 00:03:32,736 --> 00:03:34,016 Go ahead and 100 00:03:34,528 --> 00:03:35,808 Then in the shape 101 00:03:36,064 --> 00:03:36,576 Property 102 00:03:36,832 --> 00:03:37,856 Create a new 103 00:03:38,112 --> 00:03:38,880 Circle shape 104 00:03:40,160 --> 00:03:43,488 Change that radius by clicking into it and say 105 00:03:43,744 --> 00:03:44,256 5 106 00:03:44,512 --> 00:03:45,536 And then you can 107 00:03:45,792 --> 00:03:49,376 Move the position of it by scrolling down to the transform position 108 00:03:49,632 --> 00:03:50,144 And then 109 00:03:50,656 --> 00:03:51,680 Building control 110 00:03:51,936 --> 00:03:53,728 And clicking and dragging to the la 111 00:03:54,240 --> 00:03:55,008 With your mouth 112 00:03:55,264 --> 00:03:56,544 On Wye 113 00:03:56,800 --> 00:03:59,360 Adjust position in a way that makes sense to you 114 00:04:00,128 --> 00:04:00,640 Perfect 115 00:04:01,152 --> 00:04:07,040 Basic enemy setup let's go ahead and add a script to it so click on the root note 116 00:04:07,296 --> 00:04:08,576 Click add script 117 00:04:08,832 --> 00:04:11,136 All these default should be fine so go ahead 118 00:04:11,648 --> 00:04:12,672 Create 119 00:04:12,928 --> 00:04:13,952 Once again in 120 00:04:15,232 --> 00:04:16,768 Control the movement 121 00:04:17,024 --> 00:04:19,583 Of this auntie simulator Howie 122 00:04:19,839 --> 00:04:20,607 Control the player 123 00:04:20,863 --> 00:04:21,887 So what we're going to do 124 00:04:22,143 --> 00:04:23,679 Is we are going to 125 00:04:24,191 --> 00:04:27,775 Create a new function in here by creating two new lines at the end of the file 126 00:04:28,287 --> 00:04:28,799 Funk 127 00:04:29,055 --> 00:04:29,567 Jet 128 00:04:29,823 --> 00:04:30,591 Direction 129 00:04:31,615 --> 00:04:32,127 2 130 00:04:32,895 --> 00:04:33,407 Claire 131 00:04:34,431 --> 00:04:38,271 This is going to do exactly what it says get direction to player is going to return 132 00:04:38,527 --> 00:04:39,295 The direction 133 00:04:39,551 --> 00:04:40,063 At the end 134 00:04:40,319 --> 00:04:41,855 You should move in 135 00:04:42,111 --> 00:04:47,487 And how we can do this whilst going to be the same thing that we did in the camera we're going to save our player notes 136 00:04:48,255 --> 00:04:49,279 Is equal to 137 00:04:49,535 --> 00:04:50,559 Get tree 138 00:04:51,839 --> 00:04:52,863 Get nodes 139 00:04:53,375 --> 00:04:55,167 Group we can also use 140 00:04:55,423 --> 00:04:56,703 First note in 141 00:04:56,959 --> 00:04:59,263 So let's go ahead and use that here instead 142 00:04:59,775 --> 00:05:00,287 Claire 143 00:05:00,543 --> 00:05:02,591 My name is variable two player 144 00:05:03,103 --> 00:05:05,151 So get first loading group player 145 00:05:05,407 --> 00:05:06,943 Unless do as no 146 00:05:07,199 --> 00:05:07,711 2D 147 00:05:07,967 --> 00:05:10,271 Then we need to check if player no 148 00:05:10,527 --> 00:05:12,319 Is not equal to 149 00:05:13,343 --> 00:05:14,879 We're going to return 150 00:05:15,391 --> 00:05:18,719 And then vector subtraction is how you get a direct 151 00:05:18,975 --> 00:05:20,255 Show the position that you 152 00:05:20,511 --> 00:05:22,559 2.2 comes first in the subtract 153 00:05:23,071 --> 00:05:24,607 So Player download 154 00:05:24,863 --> 00:05:25,631 Global position 155 00:05:26,655 --> 00:05:27,167 Miners 156 00:05:27,935 --> 00:05:29,727 The global position of the end 157 00:05:30,751 --> 00:05:32,287 No again same issue 158 00:05:32,543 --> 00:05:33,055 Supplier 159 00:05:33,311 --> 00:05:35,103 We want this to be a unit vector 160 00:05:35,359 --> 00:05:36,127 So that when we 161 00:05:36,383 --> 00:05:37,663 Quiet by speed 162 00:05:37,919 --> 00:05:39,199 It's x 163 00:05:39,455 --> 00:05:41,247 A magnitude of 1% 164 00:05:41,759 --> 00:05:45,343 So we're going to put a parentheses around that and you can do that by highlighting this 165 00:05:45,599 --> 00:05:46,623 Line and then 166 00:05:46,879 --> 00:05:50,207 Doing shift in an open parenthesis in that will 167 00:05:50,463 --> 00:05:51,743 The parenthesize that for you 168 00:05:51,999 --> 00:05:53,279 And then you can type 169 00:05:53,535 --> 00:05:55,071 Normalized at the end 170 00:05:55,327 --> 00:05:56,607 And that will return 171 00:05:57,375 --> 00:05:59,167 The direction to the player Northern line 172 00:05:59,423 --> 00:06:02,751 Now what happens if the player is no we're just going to return 173 00:06:03,007 --> 00:06:03,519 For 2 174 00:06:04,031 --> 00:06:04,543 0 175 00:06:05,311 --> 00:06:05,823 Perfect 176 00:06:06,079 --> 00:06:07,359 Ok up at 8 177 00:06:07,615 --> 00:06:10,431 Let's create a new line up here and sake 178 00:06:10,943 --> 00:06:11,455 Max 179 00:06:11,711 --> 00:06:12,223 Speed 180 00:06:12,479 --> 00:06:13,503 Is equal to 181 00:06:13,759 --> 00:06:16,063 What's a 2 something like 75 182 00:06:16,575 --> 00:06:18,879 In our process nothing what we're going to do 183 00:06:19,391 --> 00:06:20,159 Is we are going to say 184 00:06:20,671 --> 00:06:21,951 Via Direction 185 00:06:22,463 --> 00:06:23,487 Is equal to 186 00:06:23,743 --> 00:06:26,559 We're going to call R function get direction to player 187 00:06:27,327 --> 00:06:30,655 Set up a last week because again this is a character body 2 188 00:06:30,911 --> 00:06:32,447 Velocity is equal to 189 00:06:32,703 --> 00:06:33,471 Direction 190 00:06:33,983 --> 00:06:34,495 Time 191 00:06:35,519 --> 00:06:36,031 Speed 192 00:06:36,287 --> 00:06:37,055 And I would 193 00:06:37,567 --> 00:06:38,335 Move on 194 00:06:38,591 --> 00:06:39,103 Slide 195 00:06:40,127 --> 00:06:41,663 Ok let's give that a try 196 00:06:41,919 --> 00:06:43,967 So we're going to go back to our main scene 197 00:06:44,223 --> 00:06:46,527 And again we cannot forget to add our and 198 00:06:47,039 --> 00:06:48,063 The same so 199 00:06:48,319 --> 00:06:49,087 The way to add 200 00:06:49,599 --> 00:06:51,135 Instantiated seen 201 00:06:51,647 --> 00:06:52,159 To you 202 00:06:52,671 --> 00:06:53,695 Seen is 2 203 00:06:53,951 --> 00:06:55,743 Hit ctrl shift a 204 00:06:55,999 --> 00:06:59,327 And that will bring up your instantiated child scene window 205 00:06:59,839 --> 00:07:00,351 In the week 206 00:07:00,607 --> 00:07:01,887 Clique basic and 207 00:07:02,399 --> 00:07:02,911 And then 208 00:07:03,167 --> 00:07:03,935 Here is that 209 00:07:04,959 --> 00:07:09,823 To move the position of the enemy within the scene you can click w or them 210 00:07:10,079 --> 00:07:10,591 Mode 211 00:07:10,847 --> 00:07:11,871 Tool up here 212 00:07:12,127 --> 00:07:14,431 And then you can just click and drag to move 213 00:07:14,943 --> 00:07:15,967 The Entity around 214 00:07:16,479 --> 00:07:19,039 And just place The Entity in the middle of the room some 215 00:07:19,551 --> 00:07:20,063 And then 216 00:07:20,319 --> 00:07:24,671 Play and you can see that our enemy is now moving slowly 217 00:07:24,927 --> 00:07:27,743 The player and changing direction as we move out 218 00:07:28,255 --> 00:07:30,047 Now there is a problem here which is 219 00:07:30,559 --> 00:07:33,119 The Entity and the player can collide with each other 220 00:07:33,631 --> 00:07:34,655 What's fix that really 221 00:07:35,167 --> 00:07:36,447 What's good for a player scene 222 00:07:37,471 --> 00:07:41,823 Select the route character by 2D and scroll down until you see 223 00:07:43,103 --> 00:07:46,431 And so here is collision layers and collision masks 224 00:07:47,455 --> 00:07:52,319 What is this is this determines how things or if things can kill 225 00:07:52,831 --> 00:07:54,623 And what these two settings do 226 00:07:54,879 --> 00:07:57,183 Determinate things should register 227 00:07:57,439 --> 00:07:57,951 Collision 228 00:07:58,463 --> 00:08:00,255 Sew a collision layer 229 00:08:00,767 --> 00:08:04,095 Is the layer in which the object exist 230 00:08:05,119 --> 00:08:06,143 And the mass 231 00:08:06,399 --> 00:08:09,727 Is the layers that the object checks for 232 00:08:10,751 --> 00:08:12,031 So the reason that 233 00:08:12,287 --> 00:08:15,359 The player and the enemy are colliding 234 00:08:15,871 --> 00:08:16,895 Is because 235 00:08:17,151 --> 00:08:18,943 The player for an example 236 00:08:19,199 --> 00:08:20,735 Exist on layer 1 237 00:08:20,991 --> 00:08:23,807 And the enemy is checking for collisions on laya 238 00:08:24,319 --> 00:08:27,391 And the player is checking for collisions on layer 1 239 00:08:27,647 --> 00:08:29,439 Any anime exist online 240 00:08:30,207 --> 00:08:33,535 So they're both colliding with each other because they both 241 00:08:33,791 --> 00:08:37,375 In the layer that the other one looks for collisions for 242 00:08:38,655 --> 00:08:39,935 Given that information 243 00:08:40,191 --> 00:08:41,215 What do you think 244 00:08:41,471 --> 00:08:42,239 We need a chat 245 00:08:42,495 --> 00:08:44,287 In order to make them not come 246 00:08:44,799 --> 00:08:45,567 And the answer is 247 00:08:45,823 --> 00:08:47,359 We just want to turn off the layer 248 00:08:47,615 --> 00:08:50,943 We don't want entities to exist on a layer 249 00:08:51,199 --> 00:08:54,527 That registers movement collisions we don't want that 250 00:08:54,783 --> 00:08:57,343 As I was going to unkick a player one 251 00:08:57,599 --> 00:08:58,367 By clicking 252 00:08:58,623 --> 00:09:00,927 In the enemy and also do the same thing 253 00:09:01,439 --> 00:09:01,951 In the player 254 00:09:02,207 --> 00:09:05,279 So now they're only looking for 255 00:09:05,535 --> 00:09:06,047 Nuclear war 256 00:09:06,303 --> 00:09:08,351 But neither of them exist in there 257 00:09:08,863 --> 00:09:10,399 So they're not going to collide with each other 258 00:09:10,655 --> 00:09:13,215 But when we add terrine in the future 259 00:09:13,471 --> 00:09:14,495 Michael adebolajo 260 00:09:15,007 --> 00:09:17,823 We're going to set the terrain to exist in lair 261 00:09:18,335 --> 00:09:20,639 So that entities and the player career 262 00:09:20,895 --> 00:09:21,663 With 263 00:09:22,175 --> 00:09:24,223 What's verify real quick that fix it 264 00:09:24,479 --> 00:09:27,807 Is a now I cannot collide with enemies anymore 265 00:09:28,063 --> 00:09:31,647 That's a basic enemy AI and move 266 00:09:32,159 --> 00:09:35,743 In the next lesson we're going to start implementing the players ability 267 00:09:35,999 --> 00:09:36,767 To damage 268 00:09:37,023 --> 00:09:38,303 And kill Em 16809

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