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)

Scripting the game

In this section, you’ll create the scripts needed to make everything work together. The flow of the game will be as follows:

  1. Place the ball at the Tee.
  2. Switch to Aim mode and animate the arrow until the player clicks.
  3. Switch to Power mode and animate the power bar until the player clicks.
  4. Launch the ball.
  5. Repeat the process from step 2 until the ball falls into the hole.

UI code

Add this script to the UI instance to update the UI elements:

extends CanvasLayer
@onready var power_bar = $MarginContainer/VBoxContainer/PowerBar
@onready var shots = $MarginContainer/VBoxContainer/Shots
var bar_textures = {
    "green": preload("res://assets/bar_green.png"),
    "yellow": preload("res://assets/bar_yellow.png"),
    "red": preload("res://assets/bar_red.png")
}
func update_shots(value):
    ...