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Godot 4 Game Development Cookbook
Godot 4 Game Development Cookbook

Godot 4 Game Development Cookbook: Over 50 solid recipes for building high-quality 2D and 3D games with improved performance

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Godot 4 Game Development Cookbook

Transitioning to GDScript 2.0

In Godot 4, the GDScript language backend was rewritten, allowing the runtime to be faster and more stable than it was in Godot 3.x. Some additions to the language were also implemented, which we will look at in this chapter: annotations that replace some keywords, such as export; the set and get properties, which replace setget; the await keyword, which replaces yield; and the super keyword, which refers to the parent class object and makes it easier to call the parent class methods.

Typed arrays now allow us to create arrays of a specific type such as all strings, which helps to cut down on errors. We will look at two ways to write a lambda function with a button signal along with other examples using lambda functions. We will also look at two callable static methods and how to use callables with signals.

In this chapter, we will cover the following recipes:

  • Investigating annotations in Godot 4
  • Using properties with getters and setters
  • Using the new await keyword and coroutines
  • Using the super keyword to call a function
  • Working with typed arrays
  • Working with lambda functions
  • Using callables with signals

Technical requirements

For this chapter, you need the standard version of Godot 4.0 or later running on one of the following:

  • Windows 64-bit or 32-bit
  • macOS
  • Linux 64-bit or 32-bit
  • Android
  • Web Editor

You can find the code and the project files for the projects in this chapter on GitHub: https://github.com/PacktPublishing/Godot-4-Game-Development-Cookbook/tree/main/Chapter%202.

Investigating annotations in Godot 4

In this recipe, we will first look at @export and some of the variations associated with that annotation and then show how to use @onready.

Getting ready

For this recipe, open Godot 4 and start a new project called Chapter 2.

How to do it…

To investigate annotations, we will use each in a script by doing the following:

  1. Open a new project in Godot.
  2. In the Scene tab, click 2D Scene.
  3. Click on the paper icon above Node2D and to the right of the filter Search box or in the Inspector tab under Node | Script. Click <empty>, then select New Script, and name the script Annotations.
  4. Click on Script at the top of the editor to look at the new script we added.
  5. @export is the same as export in Godot 3.x, so we will add a score to the node so we can see it in the Inspector tab:
    1  extends Node2D                           
    2     
    3  @export var score = 0
  6. As you saw from the auto-completion, there are new @export options available now. Let’s add @export_range() to line 4:
    4  @export_range(0, 100, .1) var input_range

Note

This gives a range from 0 to 100 in increments of .1 to the input_range variable, which you can change in the Inspector tab.

  1. We can show named enum values in the Inspector tab by adding the following to lines 5 and 6:
                                                          
    5    enum WeatherEnum {Sunny, Rainy, Cloudy = -1}
                                                       
    6    @export var weather: WeatherEnum
  2. On line 7, let’s add a file to show up on the Inspector tab using @export_file:
    7    @export_file("*.txt") var file
  3. Click on Node2D in the Scene tab. Then, click on + under Scene in the Scene tab to bring up the Create New Node window.
  4. Then, type camer2d in the Search box. Select and add Camera2D to Node2D.
  5. The onready keyword is now @onready. We will add a Camera2D node and use @onready with the camera on line 7:
    8    @onready var camera = $Camera2d
  6. Click on Node2D at the top of the tree in the Scene tab to see everything we used with @export in the Inspector tab.
Figure 2.1 – Annotations.gd

Figure 2.1 – Annotations.gd

How it works…

We added a score variable so we can could see it in the Inspector tab using @export instead of the export keyword.

We added @export_range(0, 100, .1) var input_range to show a range of 0 to 100 that snapped the value in .10 increments. You could also just use @export_range (0, 100) var input_range or @export_range (0, 100) var input_range: float.

We created an enum and then we used @export var weather: WeatherEnum to put the enum into the weather variable so we could see it in the Inspector tab. You could also do @export_enum(Sunny, Rainy, Cloudy) var weather.

We used the @export_file("*.txt") var file to show how a file is seen in the Inspector tab.

We added a Camera2D node to Node2D so we could use @onready with it. First, we just used @onready var camera = $Camera2d to add the Camera2D node to the camera variable.

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Key benefits

  • Take advantage of the new Vulkan renderer and 3D physics in Godot 4 to create high-quality games
  • Streamline your game development workflow with Godot’s new TileMap, TileSet, and Animation Editor features
  • Discover what’s changed in GDScript 2.0 and Shader additions to enhance your game development skills

Description

Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned. The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail. By the end of this game development book, you’ll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.

Who is this book for?

The Godot 4 Game Development Cookbook is for seasoned game developers who want to acquire skills in creating games using a contemporary game engine. It is an invaluable resource for indie game developers and Godot developers who are familiar with Godot 3 and have some level of expertise in maneuvering the interface.

What you will learn

  • Speed up 2D game development with new TileSet and TileMap updates
  • Improve 2D and 3D rendering with the Vulkan Renderer
  • Master the new animation editor in Godot 4 for advanced game development
  • Enhance visuals and performance with visual shaders and the updated shader language
  • Import Blender blend files into Godot to optimize your workflow
  • Explore new physics system additions for improved realism and behavior of game objects
  • Experience innovative features by building multiplayer games in Godot 4
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Table of Contents

12 Chapters
Chapter 1: Exploring the Godot 4 Editor Chevron down icon Chevron up icon
Chapter 2: Transitioning to GDScript 2.0 Chevron down icon Chevron up icon
Chapter 3: 2D and 3D Rendering with Vulkan Chevron down icon Chevron up icon
Chapter 4: Practicing Physics and Handling Navigation in Godot 4 Chevron down icon Chevron up icon
Chapter 5: Playing with Shaders in Godot 4 Chevron down icon Chevron up icon
Chapter 6: Importing 3D Assets in Godot 4 Chevron down icon Chevron up icon
Chapter 7: Adding Sound and Music to Your Game Chevron down icon Chevron up icon
Chapter 8: Making 2D Games Easier with TileSet and TileMap Chevron down icon Chevron up icon
Chapter 9: Achieving Better Animations Using the New Animation Editor Chevron down icon Chevron up icon
Chapter 10: Exploring New Multiplayer Features in Godot 4 Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.1
(17 Ratings)
5 star 41.2%
4 star 35.3%
3 star 11.8%
2 star 11.8%
1 star 0%
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AsasinoManik Jul 01, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I haven't completed the whole book yet, but I liked the format and examples. Its a huge book a lot of content. Keep it up.
Amazon Verified review Amazon
Asaad Al-Barwani Jun 11, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The book covers many of the 4.0 update's changes to the engine, going into detail for both beginners to the engine and experienced developers who have used previous versions of the engine. It introduces many of the versions most significant features, including a dedicated chapter on the new GDScript 2.0. The book feels a bit more geared towards the current developers to transition towards the new version, but a beginner could just as easily pick up the book and learn the basics through it as it explains itself every step of the way.The multiplayer chapter was especially useful to me, as I have no experience in net code or using multiplayer features, and the book walked me through it all exceptionally well.
Amazon Verified review Amazon
Xavier Jun 09, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
All the updates to Godot have been happening rather quickly, I appreciate straightforward written tutorials that allow me to learn by doing. This cookbook is an excellent reference with valuable scripts and scene setups for decals, volumetric fogs that look good, and all the basics of character bodies both 2d and 3d and more.
Amazon Verified review Amazon
Ajo S S Jun 10, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It is really helpful for people who are trying to get into Game Development using the latest version of Godot Engine.
Amazon Verified review Amazon
Jaleen Michai Bowens-Kelly Jun 12, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
After going through the contents of this book I can say that if you are a Godot developer from any skill level and background you might gain some value from this book. The book is loaded with examples to follow and learn from, how to structure certain work flows and patterns, and additional information on features you might not heard about. In general, if you want a project oriented guide for learning the changes to Godot 4 or a new user of Godot then this book I would recommend.
Amazon Verified review Amazon
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