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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

Product type Book
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Pages 378 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Sander Vanhove Sander Vanhove
Profile icon Sander Vanhove
Toc

Table of Contents (22) Chapters close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment 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

Collisions

With our brand-new camera in place, let’s take a look at collisions. For now, we have the visuals of a nice arena, including walls and rocks, but they don’t really act like them. The player character is able to just run through them as if they were made out of air instead of solid matter.

Just like with the movement of the player, we can solve this using the built-in physics engine. Let’s start by taking a look at the different physics bodies at our disposal.

The different physics bodies

For the player character, we used the CharacterBody2D physics body. But this is not the only kind that comes with the physics engine Godot. There are a few other ones:

Figure 9.8 – The three different physics bodies as displayed in the scene tree

Figure 9.8 – The three different physics bodies as displayed in the scene tree

For 2D games, there are three different kinds of physics bodies available. Each has its own uses within a game or physics simulation. Let’s take a look at each.

RigidBody2D...

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