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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 are variables?

Secretly, under the hood, games are all about data. The position of the player character, the names of your teammates in an online match, the volume amount in the setting window, or the maximum distance a fireball can travel – these are all pieces of data that the game works with to create an experience users like to play.

For example, a player character’s position can change during play by pressing the arrow keys on a keyboard. The computer will take this input, calculate the new position, and show the player where their character is within the virtual world. The computer will do this in some capacity for every piece of data within the game. We will learn a lot more about how the computer does all of these calculations throughout the book, but first, we’ll have to learn about these little pieces of data, where they get stored on the computer, and how they are used while the game is running.

Within the code of a game, each of these pieces...

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