Now we want to move, perhaps our player
not to start in that top left corner there.
So we can select the player in the Scene Dock,
select the Move Tool in the toolbar and click and drag
to move them somewhere else, maybe closer to that bridge
or to the center of the room.
Then press F5 and use the W A S D key to move.
You can start to attack the enemies.
When you enter a room, it closes, etc.
You can play the game.
One problem is it looks really empty, right?
That purple background is not looking too great.
We want to add perhaps some kind of sky to the game.
We have one.
So you can select the Main Node,
and in the search bar,
you're going to look for "sky", and you'll find the BackgroundBlueSky.
This one we can drag and drop onto the scene.
You can see it snaps immediately in some place.
You can release the key to add it behind the rooms.
And there you have the sky with some parallax happening.
You can see the islands in the background that scroll at different speeds.
All right, what else are we missing?
Well, we have something called the UILayer up there,
and we might want a life bar for our character.
It can take damage,
and you can see a "game over" if you lose your health,
but you don't see your health which sucks a bit.
So in the search bar, we're going to look for "health",
and I think it's "healthbar".
We start to type that, and you can click and drag it.
This time we're going to drag it onto the screen.
We want to be a bit careful in how we do that.
So you can see the green and red arrows there,
they define the origin of our game world.
And where we place the health bar is going to be where it will appear
on the screen.
So we want to place it
pretty close to that point in the top left.
It will snap to the grid.
So you do want to select the UIHealthBar
and perhaps turn off grid snapping
and move it a little bit away from the corner
so that when you play the game, you can see it appears,
it's not tucked against the screen edges, but it appears separated from them.
All right.
And now if you go take damage, you're going to see your health goes down.
Next up, we want to add, perhaps some things to our room.
Room A right now is a bit empty.
Perhaps you want to add some things
that you have in other rooms, like monsters, statues?
Well, maybe not statues, but chests, entrances, those kinds of things.
So let's do that.
To do so we're going to have to open our room scene and add things to it.
And you're going to see it looks very much like our main scene.
So select the RoomA and you're going
to click the Open in Editor icon to the right of it.
Any change you make here will also appear in the main scene.
So once again, we're going to clear our search bar,
and we're going to look for "pickup".
And perhaps we want to give the player, I don't know, a health pickup.
So you can click and drag the HealthPickup.tscn file,
and you can place it wherever you want in the room.
You can create multiple ones.
Just be sure that you have the root node, the RoomA node, selected when you do so.
So the health pickups appear as children of it.
And perhaps you want to add a chest,
so you can look for "chest" in the search bar and click and drag Chest.tscn
and place it near a wall,
over the grass, or on those rocks in the middle, whatever you prefer.
Then you can save by pressing Ctrl+S.
And when you go back to the main scene,
you can see in the room our pickups appeared.
So this gives you a sense for how you nest those scenes into one another.
You go work on one room,
and within that room, you're going to place some pickups
or some little things,
and you're going to work on those separately.
And once you save, everything exists in your main game scene.