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

The Godot 4 Game Development Projects book 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 user-friendly 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 more emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills by showing you how to create small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover important game development techniques that you can apply to your own projects. Using a straightforward, step-by-step approach and practical examples, this Godot book covers everything from the absolute basics to sophisticated game physics, animations, and much more. Upon completing the final project, you’ll have a strong foundation for future success with Godot 4.0 and be ready to develop a variety of games and game systems.
Table of Contents (10 chapters)

Collectible items

Before you start making the level, you need to create some items that the player can collect, since those will be part of the level as well. The assets/sprites folder contains sprite sheets for two types of collectibles: cherries and gems.

Rather than make a separate scene for each type of item, you can use a single scene and swap out the texture property in the script. Both objects have the same behavior: animating in place and disappearing when collected by the player. You can also add a tween effect for the collection (see Chapter 2).

Scene setup

Start the new scene with Area2D and name it Item. Save the scene in a new items folder.

An area is a good choice for these objects because you want to detect when the player contacts them, but you don’t need a collision response from them. In the Inspector, set Collision/Layer to collectibles (layer 4) and Collision/Mask to player (layer 2). This will ensure that only the Player node will be able to...