Cameras, Collisions, and Collectibles
While playing a game, the player doesn’t want to have to think about the camera and its placement. The camera should always follow the player’s character and anticipate what the player wants to achieve so it doesn’t obstruct the player’s vision.
In bigger games, full teams are tasked with producing the smoothest camera possible. In this chapter, we will attempt to do the same with some Godot Engine nodes.
After that, we’ll stop the player from walking through walls and have a look at sprinkling collectibles, such as health and money, around our arena.
In this chapter, we will cover the following main topics:
- Making a camera that follows the player
- Collisions with boulders and walls
- Collision masks
- Creating inherited scenes
- Connecting to signals