This book will make programming fun by teaching video game design in an accessible, fun, and interesting step-by-step manner. When you finish this book, you’ll be well on your way to creating more sophisticated programs and more complex video games. This book can help open the doors to the fun and excitement of programming and video game development. After this book, the entire world of programming and video game development will be open to you no matter what programming language or game engine you choose next.

Creating and Opening a Godot Project.
When you use a word processor, you create an empty document that you can fill with words that you can rearrange and format to change its appearance. Likewise, when you use a game engine like Godot, you create a bare-bones video game that you can fill with graphics and audio that you can rearrange and modify to change their appearance.
Before you can use Godot, you must first know how to create a Godot project. Every Godot project must be stored in a folder. To avoid mixing Godot files with any existing files, it’s best to create a new, empty folder to hold your Godot project.
Contents.
About the Authors.
About the Technical Reviewer.
Chapter 1: Why Learn Programming with the Godot Game Engine?.
Chapter 2: Getting to Know Godot.
Creating and Opening a Godot Project.
Creating a Scene and Nodes.
Viewing and Modifying a Scene.
Rotating and Scaling a Node.
Summary.
Chapter 3: Writing Scripts.
Creating a Script.
Writing a Script.
Viewing the GDScript Documentation.
Summary.
Chapter 4: Storing Data in Variables.
Creating a Variable.
Storing and Retrieving Values in a Variable.
Understanding Data Types.
Understanding Variable Scope.
Constants and Enumerations.
Comments.
Exercise: Seeing Variables Change.
Summary.
Chapter 5: Mathematical Operations.
Mathematical Operators.
Creating Constants.
Understanding Precedence.
Using Math Functions.
Creating Random Numbers.
Manipulating Strings.
Exercise: Randomizing an X and Y Position.
Summary.
Chapter 6: Branching Statements.
Working with Comparison Operators.
Working with Logical Operators.
The if Statement.
The if-else Statement.
The if-elif Statement.
The match Statement.
Exercise: Reacting to Different Boolean Values.
Summary.
Chapter 7: Looping Statements.
Using a For Loop.
Using a For Loop to Count with Different Values.
Using the For Loop with Strings and Arrays.
The While Loop.
Comparing For and While Loops.
Exercise: Repeating Code with Loops.
Summary.
Chapter 8: Understanding Arrays.
Using Arrays.
Creating and Adding Items to an Array.
Getting Information About Arrays.
Retrieving Data from Arrays.
Manipulating Arrays.
Searching for Data in an Array.
Deleting Data from an Array.
Exercise: Using Arrays.
Summary.
Chapter 9: Understanding Dictionaries.
Creating Dictionaries.
Retrieving Data from a Dictionary.
Getting Information About Dictionaries.
Changing and Deleting Data in Dictionaries.
Exercise: Using Dictionaries.
Summary.
Chapter 10: Functions.
Understanding Functions.
Creating Functions.
Using Parameters with Functions.
Optional Parameters.
Returning Values with Functions.
Exercise: Using Functions.
Summary.
Chapter 11: Object-Oriented Programming.
Creating a Class.
Initializing Properties.
Inheriting Classes.
Polymorphism.
Exercise: Understanding How Object-Oriented Programming Works in Godot.
Summary.
Chapter 12: Getting Input from the User.
Detecting Keyboard and Mouse Input.
Defining an Input Map.
Detecting Modifier Keys in an Input Map.
Summary.
Chapter 13: Shooting Projectiles.
Creating a Projectile Scene.
Changing the Name of a Node.
Adding a Projectile Image.
Adding a Collision Shape.
Making the Projectile Move.
Summary.
Chapter 14: Adding Projectiles to a Player.
Creating a Player Scene.
Changing the Name of a Node.
Adding a Player Image and Collision Shape.
Using the Marker2D Node to Define the Projectile Location.
Defining Ways to Control the Player.
Writing GDScript Code to Control the Player.
Firing a Projectile.
Removing Projectiles.
Summary.
Chapter 15: Hitting Enemies with Projectiles.
Creating an Enemy Scene.
Changing the Name of a Node.
Adding an Enemy Image and Collision Shape.
Creating a Main Scene.
Detecting Collisions.
Summary.
Chapter 16: Displaying a User Interface.
Inputting and Displaying Text.
Using Signals.
Working with TextEdit and Buttons.
Using Option Buttons and Item Lists.
Working with CheckButtons.
Working with Sliders.
Summary.
Chapter 17: Adding Physics.
Playing with Gravity.
Adding Damping.
Working with Static and Rigid Bodies.
Working with Polygons.
Using Layers and Masks.
Restricting Movement.
Summary.
Chapter 18: Playing Audio.
Audio Formats in Godot.
Starting and Stopping Audio.
Pausing Audio.
Looping Audio.
Playing Audio When Detecting a Collision.
Summary.
Chapter 19: Creating and Using Scenes.
Automatically Adding Objects in Scenes.
Modifying Instances of a Scene.
Automatically Moving and Rotating a Scene.
Following the Player with a Camera.
Summary.
Chapter 20: Using Signals.
Calling Down to a Function.
Signaling Up.
Summary.
Chapter 21: Creating a Simple Tic-Tac-Toe Game.
Detecting Clicks on the Board.
Displaying Player Moves.
Summary.
Index.
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