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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

What this book covers

Chapter 1, Setting Up the Environment, starts off the book by setting up everything we need to create games in the Godot Engine and gives a brief overview of the engine and how to write scripts.

Chapter 2, Getting Familiar with Variables and Control Flow, explains the major concepts of what variables are and how we can store data within them. From here, we go over different control flows that help us make decisions during the execution of our game.

Chapter 3, Grouping Information in Arrays, Loops, and Dictionaries, teaches about two new data types: arrays and dictionaries. These will help us group data in a more structured format. Along the way, we will learn about the two different kinds of loops with which we can loop over different sets of data.

Chapter 4, Bringing Structure with Methods and Classes, delves into writing reusable pieces of code using methods and how to structure variables and methods into classes.

Chapter 5, How and Why to Keep Your Code Clean, introduces many concepts around writing clean code, which will help us create code that is reusable and understandable by others as well as ourselves.

Chapter 6, Creating a World of Your Own in Godot, will kick off our own game project. We’ll start by defining what kind of game we will be making and progress to making the base of a player character and the environment in which they will be moving around.

Chapter 7, Making the Character Move, offers a refresher on vector math, which is integral to moving entities around in two-dimensional space. Then, we’ll write the physics code to make our layer character move and go into debugging the game while it is running.

Chapter 8, Splitting and Reusing Scenes, shows how we can easily split up our game into multiple smaller scenes that are easier to manage and maintain, followed by how we can organize all the scene and script files in tidy folders within the project.

Chapter 9, Cameras, Collisions, and Collectibles, starts by making a smooth camera that will follow the player character without making the real-life player nauseous. After this, we’ll move on to handling collisions with the terrain and creating collectible items.

Chapter 10, Creating Menus, Making Enemies, and Using Autoloads, finishes up our single-player game by teaching us about the menu system of the Godot Engine, followed by the creation of enemies that can navigate through the world and projectiles with which the player can shoot these enemies. We conclude this chapter with an introduction to autoloads, with which we can store the high score.

Chapter 11, Playing Together with Multiplayer, converts our single-player experience into a multiplayer one. We start with a crash course in computer networking. After this, we will learn about MultiplayerSpawner and MultiplayerSynchronizer to be able to play our game with others over a network.

Chapter 12, Exporting to Multiple Platforms, shows how we can export the game for different platforms such as Windows, macOS, Linux, and even the web. We will conclude the chapter by uploading our game to Itch.io, a popular platform for indie games.

Chapter 13, OOP Continued and Advanced Topics, introduces the more advanced object-oriented programming (OOP) topics such as the super keyword, static variables, enumerations, lambda functions, the different ways of passing values to methods, and the tool keyword.

Chapter 14, Advanced Programming Patterns, gives us a basis for programming patterns and explores the Event Bus, Object Pool, and State Machine patterns so that we can use them in our next project.

Chapter 15, Using the File System, introduces the file system of the Godot Engine and shows us how we can save and load data in our game.

Chapter 16, What Next?, leaves us with some last techniques and resources to start the next game project as well as introduce the game development community we can be part of.

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