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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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Toc

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

OOP primer

So far in this chapter, we have learned about functions, classes, and objects. These concepts are very powerful: they give us a completely different way of working with data and the logic that accompanies it.

In programming, there are multiple different paradigms of structuring code and data, one of them is Object Oriented Programming (OOP). GDScript is an object-oriented (OO) and imperative programming language, which means that we group data and its accompanying logic within classes and objects. The logic we write consists of statements that tell the computer fairly exactly what to do and how to do it for us. Each statement changes the internal state of the program. Most game engines and their accompanying programming languages are OO and imperative.

OOP is built upon four key principles: inheritance, abstraction, encapsulation, and polymorphism. So, let’s have a look at these.

Inheritance

OOP allows classes to inherit from one another. This means that...

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