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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

Creating collectibles

Now, let’s create some collectibles for our hero to pick up. We’ll create two different collectibles:

  • A health potion, which will replenish the health of the character
  • A coin, which will add one gold to the player’s money

We’ll start off by creating a base collectible, from which we can easily implement the two different behaviors we want the two collectibles to have.

Creating the base collectible scene

The base scene and class that we will build to inherit each specific collectible is very important; it should cover the use case of all other collectibles that we want to create. So let’s start:

  1. Create a new scene called collectible.tscn in a new folder, parts/collectibles.
  2. Set up the scene as shown in Figure 9.18:
    1. Make the root node a Node2D and call it Collectible.
    2. Add an Area2D node and a Sprite2D as direct children.
    3. Add a CollisionShape2D to the area.
Figure 9.18 – The base scene structure for our collectibles

Figure...

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