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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

Vector math refresher

I know math isn’t the first thing people think about when talking about game development, but the truth is that it’s an important part when dealing with positions, movement, and physics. It is a great tool that will serve us well along our complete game development journey.

In this section, we’ll refresh our minds on vectors and how to manipulate them.

The 2D coordinate system

Let’s first look at how we define positions in 2D space. Two-dimensional space is defined by two axes: a horizontal axis named x and a vertical axis named y. Each point within the space can be expressed as values over these axes:

Figure 7.1 – A point in 2D space is defined by an x and a y value

Figure 7.1 – A point in 2D space is defined by an x and a y value

Mathematically, and in this book, we write these positions as (x, y). The first value in the brackets is the x value and the second is the y value.

In school, you probably learned that the x-axis is positive to the right...

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