Godot Engine Game Development Projects : Build Five Cross-Platform 2D and 3D Games with Godot 3. 0.
Material type:
- text
- computer
- online resource
- 9781788836425
- QA76.76.C672 .B733 2018
Cover -- Title Page -- Copyright and Credits -- Dedication -- www.packtpub.com -- Foreword -- Contributors -- Table of Contents -- Preface -- Chapter 1: Introduction -- General advice -- What is a game engine? -- What is Godot? -- Downloading Godot -- Alternate installation methods -- Overview of the Godot UI -- Project Manager -- Choosing filenames -- Editor window -- About nodes and scenes -- Scripting in Godot -- About GDScript -- Summary -- Chapter 2: Coin Dash -- Project setup -- Vectors and 2D coordinate systems -- Vectors -- Pixel rendering -- Part 1 - Player scene -- Creating the scene -- Sprite animation -- Collision shape -- Scripting the Player -- Moving the Player -- About delta -- Choosing animations -- Starting and Ending the Player's Movement -- Preparing for collisions -- Part 2 - Coin scene -- Node setup -- Using groups -- Script -- Part 3 - Main scene -- Node setup -- Main script -- Initializing -- Starting a new game -- Checking for remaining coins -- Part 4 - User Interface -- Node setup -- Anchors and margins -- Message label -- Score and time display -- Containers -- Updating UI via GDScript -- Using buttons -- Game over -- Adding the HUD to Main -- Part 5 - Finishing up -- Visual effects -- What is a tween? -- Sound -- Powerups -- Coin animation -- Obstacles -- Summary -- Chapter 3: Escape the Maze -- Project setup -- Project organization -- Inheritance -- Character scene -- Animations -- Collision detection -- Character script -- Player scene -- Player script -- Enemy scene -- Optional - turn-based movement -- Creating the level -- Items -- TileSets -- Creating a TileSet -- TileMaps -- Level script -- Adding more levels -- Game flow -- Start and end screens -- Globals -- Global script -- Score -- Saving the High Score -- Reading and writing files -- Finishing touches -- Death animation -- Sound effects -- Summary.
Chapter 4: Space Rocks -- Project setup -- Rigid body physics -- Player ship -- Body setup and physics -- State machines -- Controls -- Screen wrap -- Shooting -- Bullet scene -- Firing bullets -- Rocks -- Scene setup -- Variable size -- Instancing -- Exploding rocks -- Explosion scene -- Adding to Rock -- Spawning smaller rocks -- UI -- Layout -- UI functions -- Main scene code -- Player code -- Game over -- Detecting collisions between physics bodies -- Pausing the game -- Enemies -- Following a path -- Enemy scene -- Moving the Enemy -- Spawning enemies -- Enemy shooting and collisions -- Additional features -- Sound/music -- Particles -- Enemy trail -- Player shield -- Summary -- Chapter 5: Jungle Jump (Platformer) -- Project setup -- Introducing kinematic bodies -- Collision response -- move_and_collide -- move_and_slide -- Player scene -- Collision Layer/Mask -- Sprite -- Collision shape -- Shapes -- Animations -- Finishing up the scene tree -- Player states -- Player script -- Player movement -- Testing the moves -- Player health -- Collectible items -- Collectible scene -- Collectible script -- Designing the level -- TileSet configuration -- Base-level setup -- Designing the first level -- Scrolling background -- Dangerous objects -- About slide collisions -- Enemies -- Scene setup -- Script -- Damaging the enemy -- HUD -- Scene setup -- Script -- Attaching the HUD -- Title screen -- Scene setup -- Main scene -- Level transitions -- Door scene -- Finishing touches -- Sound effects -- Infinite falling -- Double jump -- Dust particles -- Crouching state -- Climbing ladders -- Player code -- Level code -- Moving platforms -- Summary -- Chapter 6: 3D Minigolf -- Introduction to 3D -- Orienting in 3D space -- Godot's 3D editor -- Adding 3D objects -- Global versus Local Space -- Transforms -- Transforms in code -- Meshes -- Importing meshes.
Primitives -- Multiple meshes -- Cameras -- Project setup -- Creating the course -- GridMaps -- Making a MeshLibrary -- Drawing the course -- WorldEnvironment -- Finishing the scene -- Ball -- Testing the ball -- Improving collisions -- UI -- Aiming arrow -- UI display -- Scripts -- UI -- Main -- Ball -- Hole -- Testing it out -- Improving aiming - option 1 -- Improving aiming - option 2 -- Camera improvements -- Multiple cameras -- Orbiting camera -- Creating a gimbal -- Tracking camera -- Visual effects -- SpatialMaterials -- Environment options -- Lighting -- Summary -- Chapter 7: Additional Topics -- Using Godot's documentation -- Reading the API documentation -- Exporting projects -- Getting the export templates -- Export presets -- Exporting -- Example - Coin Dash for Android -- Modifying the game -- Preparing your system -- Exporting -- Shaders -- Creating a shader -- Learning more -- Using other languages -- C# -- VisualScript -- Native code - GDNative -- Language bindings -- Asset library -- Contributing to Godot -- Contributing to the engine -- Writing documentation -- Donations -- Getting help - community resources -- GitHub -- Godot Q and A -- Discord / Forum -- Summary -- Other Books You May Enjoy -- Index.
Godot is a free open source game engine that provides a huge set of common tools. This book is an introduction to the Godot game engine and its newly released version: 3.0. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. For beginners, it offers a.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
There are no comments on this title.