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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

Debugging a running game

Until now, we have been able to debug our game by printing values to the output console. This is a very quick and effective way of debugging, but there are actually more options available that can shed way more clarity on what is happening during our game’s execution.

Let’s look at these ways in detail.

Breakpoints

The first, and most classic way of debugging is by using breakpoints. A breakpoint literally breaks, or halts, the program at the line of code in which the breakpoint was put. To place a breakpoint, click next to the line number of a line of code within the code editor.

Figure 7.21 – Adding a breakpoint in the code

Figure 7.21 – Adding a breakpoint in the code

When the interpreter comes over this line, and thus this breakpoint, it will stop everything and show you where the execution of the code is.

Try it out by placing a breakpoint in the _physics_process() function of the player. Once the program halts, the Debug panel will unfold...

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