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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

Saving a branch as a new scene

In the Creating new scenes section of Chapter 2, we learned how to create new scenes for different code experiments. This process can be followed to create any scene at all. But another way to do this is to save part of an existing scene tree. We’ll be splitting a branch of the scene tree into its separate sub-scene that we can reuse anywhere.

Creating a separate player scene

Let’s save the Player node as a separate scene so that we can work on it in isolation. Go to our Main scene and follow these steps:

  1. Right-click the Player node.
  2. From the pop-up menu, select Save Branch as Scene:
Figure 8.1 – Selecting Save Branch as Scene to save the node as a separate scene

Figure 8.1 – Selecting Save Branch as Scene to save the node as a separate scene

  1. Now, we have to select a location and name for the new scene. Leaving everything as-is should do the trick:
Figure 8.2 – Saving the scene under an appropriate name

Figure 8.2 – Saving the scene under an appropriate name

  1. The new...
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