Book Image

Godot 4 Game Development Projects - Second Edition

By : Chris Bradfield
5 (1)
Book Image

Godot 4 Game Development Projects - Second Edition

5 (1)
By: Chris Bradfield

Overview of this book

Godot 4.0 is one of the most sought-after open-source game engines, and if you’re enthusiastic about exploring its features, then this book is for you. Written by an author with over twenty-five years of experience, the Godot 4 Game Development Projects introduces the Godot game engine and its feature-rich 4.0 version. With an array of new capabilities, Godot 4.0 is a strong alternative to expensive commercial game engines. If you’re a beginner, this book will help you learn game development techniques, while experienced developers will understand how to use this powerful and customizable tool to bring their creative visions to life. This updated edition consists of five projects with an emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills through small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover game development techniques that you can apply to your projects. Using a step-by-step approach and practical examples, this book covers everything from the absolute basics to sophisticated game physics, animations, and much more. By the time you complete the final project, you’ll have a strong foundation for future success with Godot 4.0 and you’ll be well on your way to developing a variety of games.
Table of Contents (10 chapters)

Ending the game

In this section, you’ll make the player detect when it is hit by rocks, add an invulnerability feature, and end the game when the player runs out of lives.

Add an instance of the Explosion scene to the Player scene and uncheck its Visibility property. Also add a Timer node named InvulnerabilityTimer and set Wait Time to 2 and One Shot to “on.”

You’ll emit the dead signal to notify Main that the game should end. Before that, however, you need to update the state machine to do a little more with each state:

func change_state(new_state):
    match new_state:
        INIT:
            $CollisionShape2D.set_deferred("disabled",
                true)
            $Sprite2D...