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)

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...