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Learning GDScript by Developing a Game with Godot 4

You're reading from   Learning GDScript by Developing a Game with Godot 4 A fun introduction to programming in GDScript 2.0 and game development using the Godot Engine

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Length 378 pages
Edition 1st Edition
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Author (1):
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Sander Vanhove Sander Vanhove
Author Profile Icon Sander Vanhove
Sander Vanhove
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment FREE CHAPTER 3. Chapter 2: Getting Familiar with Variables and Control Flow 4. Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries 5. Chapter 4: Bringing Structure with Methods and Classes 6. Chapter 5: How and Why to Keep Your Code Clean 7. Part 2: Making a Game in Godot Engine
8. Chapter 6: Creating a World of Your Own in Godot 9. Chapter 7: Making the Character Move 10. Chapter 8: Splitting and Reusing Scenes 11. Chapter 9: Cameras, Collisions, and Collectibles 12. Chapter 10: Creating Menus, Making Enemies, and Using Autoloads 13. Chapter 11: Playing Together with Multiplayer 14. Part 3: Deepening Our Knowledge
15. Chapter 12: Exporting to Multiple Platforms 16. Chapter 13: OOP Continued and Advanced Topics 17. Chapter 14: Advanced Programming Patterns 18. Chapter 15: Using the File System 19. Chapter 16: What Next? 20. Index 21. Other Books You May Enjoy

Lambda functions

So far, every function we have written belonged to a class or file, which could be treated as a class, but there is actually a way to define functions separately from any class definition. These kinds of functions are called lambda functions.

Creating a lambda function

Let’s take a look at a lambda function:

var print_hello: Callable = func(): print("Hello")

You can see that we’ve defined a function, just as we normally do, but this time without a function name. Instead, we assigned the function to a variable. This variable now contains the function in the form of the Callable object type. We can call a Callable object later on, like this:

print_hello.call()

This will run the function that we defined and, thus, print out Hello to the console.

Lambda functions, just like normal functions, can take arguments too:

var print_largest: Callable = func(number_a: float, number_b: float):
   if number_a > number_b...
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