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Godot Engine Game Development Projects电子书

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54人正在读 | 0人评论 6.2

作       者:Chris Bradfield

出  版  社:Packt Publishing

出版时间:2018-06-29

字       数:29.7万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Create interactive cross-platform games with the Godot Engine 3.0 About This Book ? Learn the art of developing cross-platform games ? Leverage Godot’s node and scene system to design robust, reusable game objects ? Integrate Blender easily and efficiently with Godot to create powerful 3D games Who This Book Is For Godot Engine Game Development Projects is for both new users and experienced developers, who want to learn to make games using a modern game engine. Some prior programming experience is recommended. What You Will Learn ? Get started with the Godot game engine and editor ? Organize a game project ? Import graphical and audio assets ? Use Godot’s node and scene system to design robust, reusable game objects ? Write code in GDScript to capture input and build complex behaviors ? Implement user interfaces to display information ? Create visual effects to spice up your game ? Learn techniques that you can apply to your own game projects In Detail Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0. Style and approach The book is divided into five parts; each covering a different small-game project using a straightforward, step-by-step approach and practical examples. The book will take readers from the absolute basics through sophisticated game physics, animation, and other techniques.
目录展开

Title Page

Copyright and Credits

Godot Engine Game Development Projects

Dedication

www.packtpub.com

Why subscribe?

PacktPub.com

Foreword

Contributors

About the author

About the reviewer

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Get in touch

Reviews

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

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

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

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

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

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

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

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

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