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Programming for Game Design: A Hands-On Guide with Godot 1st Edition Wang full chapter instant download
Programming for Game Design: A Hands-On Guide with Godot 1st Edition Wang full chapter instant download
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Wallace Wang and Tonnetta Walcott
Tonnetta Walcott
El Cajon, CA, USA
This work is subject to copyright. All rights are solely and exclusively
licensed by the Publisher, whether the whole or part of the material is
concerned, specifically the rights of translation, reprinting, reuse of
illustrations, recitation, broadcasting, reproduction on microfilms or in any
other physical way, and transmission or information storage and retrieval,
electronic adaptation, computer software, or by similar or dissimilar
methodology now known or hereafter developed.
The publisher, the authors, and the editors are safe to assume that the advice
and information in this book are believed to be true and accurate at the date
of publication. Neither the publisher nor the authors or the editors give a
warranty, expressed or implied, with respect to the material contained
herein or for any errors or omissions that may have been made. The
publisher remains neutral with regard to jurisdictional claims in published
maps and institutional affiliations.
Tonnetta Walcott
is a writer, podcaster, gamer, and
programmer who is passionate about video
games and technology. She graduated from
San Diego State University with a
bachelor’s in English and has a certificate
in computer programming. After being
offered an internship at Sony Online
Entertainment, Tonnetta learned computer
programming (C++ and Java), web
development, and game design using the
Unity and Godot game engines. Tonnetta
has programmed a simulation to chess,
Battleship, and a matching concentration
game and is currently working on a game
called NinChibi, where tiny chibi ninjas
play tag in single-player and multiplayer modes. The NinChibi game is
built with the Godot game engine.
About the Technical Reviewer
Massimo Nardone
has more than 27 years of experience in
security, web/mobile development, and
cloud and IT architecture. His true IT
passions are security and Android. He has
been programming and teaching how to
program with Android, Perl, PHP, Java,
VB, Python, C/C++, and MySQL for more
than 27 years. He holds a Master of
Science degree in Computing Science from
the University of Salerno, Italy. He has
worked as chief information security
officer (CISO), software engineer, chief
security architect, security executive, and
OT/IoT/IIoT security leader and architect
for many years.
© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2024
W. Wang, T. Walcott, Programming for Game Design
https://doi.org/10.1007/979-8-8688-0190-7_1
The best way to learn any new skill is to start practicing it and not be afraid
of making a mistake. To learn programming, you need to spend time
practicing on your computer, so before you go any further, download and
install the Godot game engine (https://godotengine.org) on your
computer. Once you’ve installed Godot, you won’t need to install any other
programs to write programs in Godot. Remember, practicing takes time and
patience in order to be good at something. Learning Godot is a fresh start!
The main steps to using Godot involve creating, editing, and running a
project. A project represents a complete video game. Each time you want to
create a different video game, you’ll need to create a separate project.
Godot isolates projects by storing them in different folders. The more
projects that you create, the more you’ll understand the mechanisms of
Godot. Still, it would be wise to focus on one project at a time to avoid
overload.
Although projects represent a complete video game, you may want to
create projects to test out different ideas. For example, you might want to
create a project to test out a combat system and another project to test out
an inventory system. Separate projects let you experiment with different
ideas in isolation, making them easier and faster to test without worrying
about integrating with the rest of an existing project.
While you can create as many projects as you wish, you’ll most likely
spend the bulk of your time editing an existing project rather than creating
new projects. Editing a project involves several tasks. The first way to edit
any project is to add assets such as graphic items to represent players,
obstacles, or background images. The best part of the project is that you can
be as creative as you want with your assets to your game. There are
different ways to create or obtain assets with enough research, so you don’t
have to make everything yourself.
Once you’ve added assets to a project, a second way to edit a project is
to modify the assets such as defining their position on the game field, their
size, their orientation, and their appearance. Assets have both a physical
appearance and a spatial location that you can define. Take as much time as
you need to modify and position your assets in order to build a fun,
playable, and functional game.
The appearance and position of assets create a static image. To make a
project interactive, you’ll need to write scripts that define how an asset
should behave when your project runs. A script is a code or program that
gives instructions to make assets function in a certain way. You will learn
more about scripts later on throughout this book. For example, a cartoon car
might need to avoid running into trees, telephone poles, and other cars. If
that should happen, then the cartoon car needs to change its appearance to
show the results of the crash. In addition, the cartoon car should also behave
differently after it’s been damaged.
In Godot, such scripts are written in a proprietary language called
GDScript, which resembles the Python programming language. Scripts let
assets in a project respond to user control through a keyboard or touch
screen and interact with other game assets.
A cartoon spaceship might fire lasers that can destroy asteroids in the
way. This might require a script to control and fire lasers from the spaceship
and another script for the asteroid to detect when it’s been hit by a laser.
Essentially, scripts make assets interactive and controllable by the user.
Editing a project lets you change the way the project looks and behaves.
To test if your project looks and works the way you want, you’ll need to run
the project periodically. These three steps (creating a project, editing a
project, and running a project) define the main actions you’ll take while
using Godot.
2. Click New in the upper left corner. A Create New Project dialog box
appears as shown in Figure 2-2. Godot requires that you create a new
folder for each project.
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The Project Gutenberg eBook of Landesverein
Sächsischer Heimatschutz — Mitteilungen Band
XIII, Heft 5-6
This ebook is for the use of anyone anywhere in the United
States and most other parts of the world at no cost and with
almost no restrictions whatsoever. You may copy it, give it away
or re-use it under the terms of the Project Gutenberg License
included with this ebook or online at www.gutenberg.org. If you
are not located in the United States, you will have to check the
laws of the country where you are located before using this
eBook.
Language: German
Mitteilungen
Heft
5 bis 6
Monatsschrift für Heimatschutz, Volkskunde und Denkmalpflege
Band XIII
Inhalt: Weinberghäuser in der Lößnitz und den Meißner
Bergen – Herrensitze der Lößnitz – Die Lößnitz und die
Dresdner Heide – Der Untergang des Weinbaus – Die
Rotalge Hildenbrandia rivularis (Liebm.) Bréb., ein
ausgestorbenes (?) Naturdenkmal Sachsens – Vom
neuen Weinbau
An der Ecke der Nizza- und Sophienstraße treffen wir auf einen
besonders rassigen Bau, (Abb. 5), ohne jede schmückende Zierat ist
er in strenger Gesetzmäßigkeit aufgebaut, das obere Geschoß ist
kräftig zurückgesetzt und mittels breiter Dachschräge mit dem
Unterbau verbunden.
Abb. 5 Haus Ecke Nizza- und Sophienstraße, Oberlößnitz
Wem daran gelegen ist, zunächst die architektonisch reicher
behandelten Bauten aufzusuchen, dem wird man empfehlen, in
allererster Linie das reizende kleine Bennoschlößchen zu
besichtigen (Abb. 6). Es liegt noch weiter ab vom Bergfuß an der
mittleren Bergstraße und ist einer der ältesten Zeugen der hier
behandelten Hausgattung. Da die Weinpresse später angebaut
wurde, ist es nicht ganz sicher, ob das aus der Zeit um 1600
stammende Häuschen schon von seiner Errichtung an als
Weinbergshaus gedient hat, es ist dies aber anzunehmen.
Bewundernswert ist der trotz bescheidener Größe mit
Renaissanceformen ausdrucksvoll gegliederte Gesamtumriß,
nebenbei erwähnt ein Beweis dafür, daß Bauwerke kleineren
Umfangs nicht immer auf reichere Formen verzichten müssen. Im
Innern freilich erinnert wenig mehr an alte Lebensfreude und
Weinlaunigkeit.
Aufnahme von J. Pfeiffer, Oberlößnitz
Abb. 6 Bennoschlößchen, Oberlößnitz
Abb. 7 Haus in der Bennostraße, Oberlößnitz