diff --git a/projects/add-interactable-objects-to-your-godot-game/add-interactable-objects-to-your-godot-game.mdx b/projects/add-interactable-objects-to-your-godot-game/add-interactable-objects-to-your-godot-game.mdx
index b2529b53..b5c3898e 100644
--- a/projects/add-interactable-objects-to-your-godot-game/add-interactable-objects-to-your-godot-game.mdx
+++ b/projects/add-interactable-objects-to-your-godot-game/add-interactable-objects-to-your-godot-game.mdx
@@ -17,158 +17,234 @@ tags:
- game-development
---
-## Introduction
+# Introduction
-Have you ever wondered how you can go up to a chest in Minecraft and press e to open it? Or how, when someone dies right next to you, you just pick up all their items by walking into them. Well, wonder no more because I’ll be showing you how those systems work in this project tutorial!
+Have you ever wondered how left-clicking on a Minecraft chest opens it?
-To start, I’m gonna discuss the various elements that we are gonna be using in this project tutorial.
+{/* minecraftChestGif.gif */}
-- StaticBody2D - An element you can use to create barriers, walls, and any type of collision handling. Basically, it doesn't let the characters or any other objects pass through it.
-- Area2D - This is similar to StaticBody2D, but is used for detecting collisions, signals, and more. In more fun terms, you could blow up a player character who carelessly walks onto a mine.
-- CollisionShape2D - This is what actually provides form and shape to Area2D and StaticBody2D, and is the most crucial piece to this tutorial.
+Or how, when someone dies next to you, your inventory fills up with their items.
-With that being said, we can move on to how to use these ingredients to make our game come alive!
+{/* minecraftPickupGif.gif */}
-## Prerequisites
+Well, wonder no more because I’ll be showing you how those interactions work in this project tutorial! By the end of this tutorial, you’ll have built your very own minigame showcasing interactions in Godot!
-Godot game engine downloaded, download here: https://godotengine.org/
+{/* interactGif.gif */}
-Player character made using CharacterBody2D, tutorial: https://www.youtube.com/watch?v=3M3olvGE-EI
+As I was working on my game, “[Before I Fade](https://vishyyyyyyyyy.itch.io/before-i-fade),” for the Codedex 2025 Game Jam, I was really taken aback by how intuitive yet versatile this “interact” feature was (I’m putting it in quotes as that is just one use for it). This game is a murder mystery where you play as the victim’s ghost and find clues to uncover the truth behind your death. We’ve used this interact feature throughout the game, and I have a feeling you’ll be able to spot most of the spots we’ve used it after reading this tutorial.
-A simple background image and an object that you can drag and drop into your Godot scene
+# Project setup
+Before I jump into building the interact feature, I’ll walk through how I set up the project. Feel free to skip this section if you already have a project set up or would like to customize and make your own project.
-## Getting Started
-Now, in your Godot, you want to make sure that your player character has a CollisionShape2D attached to it because that is the most crucial piece to being able to make interactions happen. Here’s my character as an example:
+First, go ahead and download [this folder](https://drive.google.com/drive/folders/1PFkQHH8nX4CnLZWXYhQ5pWgJmV__gRTQ), as it contains all the assets that I will be using in this tutorial. Next, download Godot from [this website](https://godotengine.org/) if you don't already have it installed, and make sure the version is at least 4.6. Now open Godot, and click create in the top left corner:
-
+{/* creatProjectInGodot.png */}
-## Collision shapes
+A popup menu will appear, make sure you select compatibility in the renderer option, and then click on create:
-Now, we will discuss collision handling.
+{/* compatabilitySettingGodot.png */}
-In your game, add a StaticBody2D node to all the items that require a collision/barrier so the character can’t just walk on it. Once you’ve added that, attach a CollisionShape2D node to the staticBody2D. It should look something like this:
+Voilà, your project is now ready, on the top middle of your screen click on 2D, you should be greeted by a screen that looks like this:
-
+{/* Godot2DprojectScreen.png */}
-Once you have this, go to the inspector on the right side of the screen, and select what kind of shape you want from the dropdown:
+Now right click on the resources folder in the bottom left of your screen and then click on create new folder:
-
+{/* folderCreationGodot.png */}
-From here you can drag the shape and place it onto your object, change its shape and size, and repeat this process for all the objects you need collisions for. Here is what the game looks like after adding all the collisions:
+Name this folder “assets”, and copy over all the files from the drive folder you downloaded earlier into this new assets folder.
-
+Now, in the left panel, click on the "+" icon:
-Getting the placement of the collision shapes to feel just right is a very trial and error heavy process, so I suggest you take your time and experiment with the placement and sizing of your collision shapes to get them just right. Now, if you try playing your game, you will not be able to walk into these objects anymore, and will have to walk around them!
+{/* addNode.png */}
-## Adding interactivity
+Now add a node component and name it whatever you like (you can do this by double-clicking on the node component that appears once you have added it); I’ve named mine “attic”.
-Now lets move onto the more fun part, adding the ability to interact with objects in your game! To start off you want to add an Area2D node to each of the objects in your game that you specifically want some type of interaction with like being able to click on them, or run into them and trigger something. Once you have that add a collision shape to them, but make sure that these collision shapes are larger than the ones for the static body because these ones you will need your character to enter in order to make the interaction happen!
+{/* addNode2.png */}
-Here’s my game for example, as you can see these collision shapes are much larger than the ones for the StaticBody2D:
+Create a new folder inside the resources folder and name it “scenes”. Now press ```ctrl + s``` on your keyboard to bring up the save menu and click on the scenes folder, then save to save your new scene to the scenes folder.
-
+{/* saveScene.png */}
-## Code!
+Now we have all the ground work setup, your file manager in the bottom left should be looking something like this:
-Now that everything is set up, we can move onto the brain of the interaction: Code!
+{/* fileSystemGodot.png */}
-Pick one of the objects, and attach an empty script to its Area2D. Put these lines of code in it:
+Now drag and drop the Background.png file into the editor screen:
-```python
-extends Area2D
-signal clicked(text)
+{/* backgroundImageAddition.mp4 */}
+
+We can do the same thing with the rest of the assets, you can even drag in the same asset multiple times, and it’ll be numbered accordingly. Here’s mine; try to get yours somewhat similar, as it will make it easier to follow along:
+
+{/* sceneSetup.png */}
+
+Make sure to also drag in the asset called “E”, next to each of the objects you have placed, this is going to be important for our interact feature. Make sure to drag the Es under the object you are placing them next to in the left panel, Here’s how I have it setup:
+
+{/* ESetup.png */}
+
+Now, we also need to add labels for the text that will appear when we interact with an object. Click on an object in the left panel, then ```ctrl + a```, search for “label” and add it. Now click on your new label node, and in its right panel you should see a box to type text. Add whatever text you want to see when you interact with that object, and move the text on top of the black bar.
+It should look something like this:
+
+{/* labelText.png */}
+
+You can also edit font size, color, and more by scrolling down in the right panel, clicking on Theme Overrides → colors → font size.
+
+{/* fontEdit.png */}
+
+Make sure to add a label for the other objects, so you can have different text for each one! With that done, we have one last step in this section. In the left panel, next to each item, you should see a symbol that looks like an eye, click on it for every E object and label. This will turn off their visibility.
+
+{/* EAndLabelVisibility.png */}
+
+With that setup, you can watch [this video](https://www.youtube.com/watch?v=3M3olvGE-EI) to set up a simple character in Godot, you can use the boyGhostSingle.png file for the texture. Make sure to save your character into the scenes folder.
+
+Drag your character in like you have been doing for everything else, and bam, we’re done setting up the project. Now let’s move on to adding our interactive feature!
+
+# Collision shapes
+Let’s discuss how to handle collisions using collision shapes in Godot. But first, what is a collision shape and what is it used for?
+
+- `StaticBody2D` - An element you can use to create barriers, walls that characters can’t walk through
+- `Area2D` - Detects when objects enter or leave an area as well as triggers other events. In more fun terms, you could blow up a player character who carelessly walks onto a mine.
+- `CollisionShape2D` - Defines the shape of an `Area2D` and a `StaticBody2D`. Without it, neither node can detect a collision.
+
+With that being said, let’s use these ingredients to make our game come alive!
+
+In your game, add a `StaticBody2D` node to all the items that require a barrier collision. You can do this by clicking on the item in the left panel you want to add it to, then pressing ```ctrl + a``` , and choosing a `StaticBody2D` node. After that, attach a `CollisionShape2D` node to the `StaticBody2D`. It should look something like this:
+
+{/* staticBodySetup.png */}
+
+Once you have this structure, go to the inspector on the right side of the screen and select an appropriate shape in the dropdown. For this tutorial, we’ll be using a RectangleShape2D.
+
+{/* rectangleShape.png */}
+
+From here, drag the shape and place it onto your object, change its shape and size, and repeat this process for all the objects you need collisions for. Here is what the game looks like after adding all the collisions:
+
+{/* collisionPlacement.png */}
+
+Getting the placement of the collision shapes to feel just right is a very trial and error heavy process, so take your time and experiment with the placement and sizing of the collision shapes.
+
+Now, if you try playing your game, you won’t be able to walk into these objects anymore and will have to navigate around them!
+
+# Adding interactivity
+Now, let's move on to the fun part, adding the ability to interact with objects in your game!
+
+To start, add an `Area2D` node to each of the objects that require an interaction. (these are the same objects we added `StaticBody2D`s to. )
+
+{/* area2dSetup.png */}
-@export var label_text: String = ""
+Once you have that, add a collision shape to each `Area2D` node. Make sure these collision shapes are larger than the static body collision shapes because you will need your character to enter the area surrounding the object to make the interaction happen.
-var player_inside := false
+A helpful hint: To help you differentiate which collision shape belongs to StaticBody2D or `Area2D` is to click on your collision shape in the left panel, then change the debug color of it in the right panel to help differentiate between the group of collision shapes.
+
+{/* debugColor.png */}
+
+For example, as you can see, the collision shapes in orange are much larger than the ones for the blue collision shapes for `StaticBody2D`:
+
+{/* area2dExample.png */}
+
+## Input setup
+Before we get into the code, here’s a brief guide on how to set up a new input in Godot, so we can gain the ability to interact with objects by pressing “E” on our keyboard.
+
+Now, let’s create some user input actions. Click on the project tab in the top bar, and to project settings
+
+1. Go to the input map tab, enter a name in the “Add new action” field, and then press Add. The name I gave was “interact.” Your new input should show up under that field.
+2. Click the plus to the right of your new input, type the letter “E” and then click ok.
+3. Voilà, your new input is ready to be used when you reference the name in your code!
+
+It should look like this once you have followed all the steps:
+
+{/* keySetup.png */}
+
+Now we have our input set up to be the letter “E” key press on the keyboard!
+
+# Code
+Now that everything is set up, we can move on to the brain of the interaction: Code!
+
+Click on one of the objects we have set up in the left panel, for example, bloodBlanket, and attach an empty script to its `Area2D`. You can do this by clicking the button I have shown in the image below.
+
+{/* attachScript.png */}
+
+Now, a pop-up menu will appear, and in it, click create.
+
+{/* createScript.png */}
+
+Once that is done, let’s add some starting code to the script.
+
+```python
+ extends Area2D //Allows the use of Area2D-specific features
+
+ var player_inside := false
```
-These are just variables and some essential signals that need to be setup prior, so we can use them later on in the code.
+Here we created a boolean variable to flag if our player is inside an `Area2D`.
+
+Next let’s add 2 functions to our script:
```python
-func _ready():
- body_entered.connect(_on_body_entered)
- body_exited.connect(_on_body_exited)
-
-func _on_body_entered(body):
- if body.name == "blobGhostPlayer":
- player_inside = true
- $Node2D/EAnim.play("E")
+ func _ready(): //runs ONCE at the start of a scene
+ body_entered.connect(_on_body_entered)
+ body_exited.connect(_on_body_exited)
+
+ func _on_body_entered(body):
+ if body.name == "blobGhostPlayer":
+ player_inside = true
+ $"../E".visible = true
```
-These lines of code are very important. The `_on_body_entered` function receives a signal when a body enters that Area2D node (meaning it enters the collision shape attached to the Area2D node) and triggers the code inside the function. In this case, the function actually triggers the code above in _ready which connects our player character’s body to the `_on_body_entered` function, so it can get information about the character like its name. Which is then used inside _on_body_entered in line 13, as it verifies if it was the player character that entered the body. If this condition is passed, the variable, player_inside is set to true, and an animation I made is played!
+The ```_on_body_entered``` function receives a signal when a body enters that `Area2D` node’s collision shape and triggers the code inside the function.
+
+In ```ready()```, a signal is connected to the ```_on_body_entered``` function. Without this connection, the game doesn’t know how to call ```_on_body_entered()``` when a body enters the area, so the player detection and “E” prompt wouldn’t work.
-
+Right now, that function will trigger for any body entering it, not just the player. The ```body``` parameter allows the function to access information about the object that entered, like the name we gave it in the left panel.
-Isn’t that cool? With just a few lines of code you can set up the interaction! Now, we can’t forget about what happens when you leave the Area2D, so that’s what this next bit of code handles:
+This is then used in``` _on_body_entered(body)``` to check if the player entered the `Area2D`. If this condition is met, the variable ```player_inside``` is set to true, and the “E” image becomes visible!
+
+{/* interactDemo */}
+
+Isn’t that cool? With just a few lines of code, you can set up an interaction when a player touches an object! Now, don’t forget about what happens when you leave the `Area2D`. That’s what this next bit of code handles:
```python
-func _on_body_exited(body):
- if body.name == "blobGhostPlayer":
- player_inside = false
- $Node2D/EAnim.stop()
- $Node2D/EAnim/letterE.visible = false
+ func _on_body_exited(body):
+ if body.name == "blobGhostPlayer":
+ player_inside = false
+ $"../E".visible = false
```
-This function is very similar to the `_on_body_entered` we saw earlier, except now it's checking for the player character exiting the Area2D. Here, the player_inside variable gets set to false, the animation gets stopped and hidden.
+This function is very similar to the ```_on_body_entered()``` from earlier, except now it's checking if the player exited the `Area2D`. If it does, then the ```player_inside``` variable gets set to false, and the E image hides.
-```python
-func _process(delta: float) -> void:
- if player_inside and Input.is_action_pressed("interact"):
- print("interact pressed on area")
- $"../Label".visible=true
- $"../../Box2/Label".visible=false
- $"../../Box7/Label".visible=false
- $"../../Bloodblanket/Label".visible=false
+Moving onto the final bit of code. This is where things get interesting. Instead of triggering an event solely by detecting if the character walked into an `Area2D`, we add another level of interaction requiring the character to press a key while standing in the area.
+
+```
+ func _process(delta: float) -> void: //_process() runs every frame
+ if player_inside and Input.is_action_pressed("interact"):
+ print("interact pressed on area")
+ $"../Label".visible=true
+ $"../../Box2/Label".visible=false
+ $"../../Box7/Label".visible=false
+ $"../../Bloodblanket/Label".visible=false
```
-Moving on, we have the final bit of code. This is actually really cool because not only do we have an event triggering just for walking into the Area2D, but now we are adding an additional level of interaction to that! Now we are checking for two new conditions, which are the player_inside variable that we have been turning on and off whenever we enter and exit our Area2D, and we are checking for an input. In this case, I’ve set up the input to be the letter “E” being pressed on the keyboard, but you can make it whatever you want! Now, when I go into an object's Area2D and press e, I get to see a description about that object in the game!
+Now we are checking for two new conditions:
+- If the player is inside an `Area2D` using the player_inside variable that we have been turning on and off
+- The "interact" keyboard input
+
+Now, when I walk into an object's `Area2D` and press E, I see a description about that object in the game!
-If you are curious about how to set up that input, here are the steps:
+{/* interactGif.gif */}
-1. Click on the project in the top bar, and then go to project settings
-2. Go to the input map, give your input a name in the “Add new action” field, and then press Add. The name I gave was “interact”
-3. Your new input should show up under that field, click the plus to the right of your new input
-4. The input you want should show up as you press that key, and then click ok
-5. Voilà, your new input is ready to be used when you reference the name in your code!
+# Conclusion
+Congratulations on building your own interactive feature! I know it wasn’t easy, but you made it!
-
+To summarize, we used different collision types: `StaticBody2D` to create physical barriers and `Area2D` for receiving and emitting signals, and looked at how these signals could be used to create different interactions in our game!
-## Conclusion
+Pretty cool, huh? Well, this is only the tip of the iceberg, and you can do so much more with this.
-To summarize, we used StaticBody2D to create physical barriers, we used Area2D for receiving and emitting signals, and we looked at how these signals could be used to create different interactions in our game!
+Here are a few ideas you could try out:
-Pretty cool, huh? Well, this is only the tip of the iceberg, and you can do so much more with this. Want an example? I made a [hide-and-seek game](https://aadityananbumani.itch.io/) that checked if the character was in multiple different collision shapes at once and crouching in order to stay hidden and not get caught.
+- Attach a “death” collision shape to an enemy, which will cause your character to die if you touch the enemy
+- Make a hide and seek feature, where you won't get caught if you are crouched and hiding behind an object (in its `Area2D`)
+- Add a feature where your character or object has to stay out of a collision shape that is moving around
-Therefore, go out there and try different things; this is one of my favorite things in game development because it is so versatile and you can do so many things with it!
+Go out there and try different things; this is one of my favorite things in game development because it is so versatile!
-Thanks for your time!
+Thanks for following along, and I can’t wait to see the interactions you create in your own Godot game!
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