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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

Additional exercises – Sharpening the axe

  1. Enemies get spawned at a slow, fixed rate. This can get a little boring because the difficulty never really increases. Make it so that enemies get spawned faster and faster after every round. For a simple way of doing this, you could follow the next steps:
    1. Add start_interval, end_interval, and time_delta as export variables to the EntitySpawner node. The start_interval variable will be the time we use between spawning entities at the start of the game, end_interval will be the final value, and time_delta is the increment at which we will go from the start_interval variable to the end_interval variable:
Figure 10.54 – The new exported variables for the EntitySpawner node

Figure 10.54 – The new exported variables for the EntitySpawner node

  1. Now, track in a separate variable, _current_spawn_interval, the time for the next enemy to spawn. Set _current_spawn_interval equal to the start_interval variable at the start of the game. This variable replaces the old...
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