Godot 4 game development projects : build five cross-platform 2D and 3D games using one of the most powerful open source game engines /
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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing Ltd.,
2023.
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Edición: | Second edition. |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover
- Title Page
- Copyright and Credits
- Contributors
- Table of Contents
- Preface
- Chapter 1: Introduction to Godot 4.0
- General advice
- The secret to learning effectively
- What is a game engine?
- What is Godot?
- Downloading Godot
- Alternate installation methods
- Overview of the Godot UI
- Project Manager
- Editor window
- Learning about nodes and scenes
- Scripting in Godot
- About GDScript
- Summary
- Chapter 2: Coin Dash
- Build Your First 2D Game
- Technical requirements
- Setting up the project
- Vectors and 2D coordinate systems
- Part 1
- the player scene
- Creating the scene
- Sprite animation
- Collision shape
- Scripting the player
- Moving the player
- Choosing animations
- Starting and ending the player's movement
- Preparing for collisions
- Part 2
- the coin scene
- The node setup
- Coin script
- Part 3
- the Main scene
- Node setup
- Main script
- Starting a new game
- Part 4
- the user interface
- Node setup
- Message label
- Score and time display
- Score and time display
- Updating the UI via GDScript
- Game over
- Adding HUD to Main
- Part 5
- finishing up
- Visual effects
- Sound
- Powerups
- Coin animation
- Obstacles
- Summary
- Chapter 3: Space Rocks: Build a 2D Arcade Classic with Physics
- Technical requirements
- Setting up the project
- Rigid body physics
- The player's ship
- Body and physics setup
- State machines
- Adding player controls
- Screen wrap
- Shooting
- Adding the rocks
- Scene setup
- Variable size rocks
- Instantiating rocks
- Exploding rocks
- Creating the UI
- Layout
- Scripting the UI
- The Main scene's UI code
- Player code
- Ending the game
- Detecting collisions between rigid bodies
- Pausing the game
- Enemies
- Following a path
- Enemy scene
- Moving the enemy
- Spawning enemies
- Shooting and collisions
- Player shield
- Sound and visual effects
- Sound and music
- Particles
- Enemy trail
- Summary
- Chapter 4: Jungle Jump
- Running and Jumping in a 2D Platformer
- Technical requirements
- Setting up the project
- Introducing kinematic bodies
- Collision response
- Creating the player scene
- Collision layers and masks
- About AnimationPlayer
- Animations
- Collision shape
- Finishing the player scene
- Player states
- Player script
- Player movement
- Player health
- Collectible items
- Scene setup
- Collectible script
- Designing the level
- Using TileMaps
- Designing the first level
- Adding dangerous objects
- Scrolling background
- Adding enemies
- Scene setup
- Scripting the enemy
- Damaging the enemy
- Player script
- Game UI
- Scene setup
- Scripting the HUD
- Attaching the HUD
- Title screen
- Scene setup
- Setting up the main scene
- Transitioning between levels
- Door scene
- Screen settings
- Finishing touches
- Sound effects
- Double jumping
- Dust particles
- Ladders
- Moving platforms
- Summary