This time around we're making little clickable chests with loot in them, mostly to learn how to handle mouse inputs and handle the animation player, which is pretty neat and straight forward until we enter 3D space.
Starting off with Canvasgroup I learned an important lesson about how sprites are drawn, grouping it together like that helps treat the item as one which is important especially when dealing with transparency. More important then that I now finally understand what the Onready function does, so far I have been using it because otherwise it gives an error, but I now understand that because of the way Godot launches it needs certain variables to wait until its ready.
I was also made aware that storing @onready variables actually gives my games a performance increase, because the game can now easily reference this instead of having to make connections from scratch everytime. I was just using it because storing variables like this make changes easier as the coder, but better performance yes please.
Finished up with this little spaceship game, added random item spawning and limited it to 6, gave each item a small floating animation and made the spaceship appear on the opposite side of the screen when reaching the edge.
Tween animations are quite interesting, its a good way to make really simple animations purely in code and its very versatile in that. Though I probably wont be using them much when I get back to my 3D character animations, those all require a lot more work, I think I spend almost a week perfecting a simple sword drawing animation.
Starting off by smoothing out the steering of the ship, done by calculating a difference in desired velocity and current velocity. It does feel smoother now, more important its time to deal with other subjects in this course than just the ship itself.
Area2D and Collision shapes are important for any game and that's mostly what was tackled next, I knew about these parts even if I couldn't exactly remember where each parameter had to go to correctly spawn and then get freed from memory. but now the Health will appear when the level is entered and disappear when touched by the ship.
More interesting is the UI system which I haven't really used before, I always kept pushing the UI aside since there was so much else to get working first, it has a lot of options, but its a lot more straightforward then anything I ever did in Unity.