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  • Book Overview & Buying Learning GDScript by Developing a Game with Godot 4
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

By : Vanhove
4.8 (10)
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

4.8 (10)
By: Vanhove

Overview of this book

In the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs. Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch. By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.
Table of Contents (22 chapters)
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1
Part 1:Learning How to Program
7
Part 2: Making a Game in Godot Engine
14
Part 3: Deepening Our Knowledge

Debugging a running game

Until now, we have been able to debug our game by printing values to the output console. This is a very quick and effective way of debugging, but there are actually more options available that can shed way more clarity on what is happening during our game’s execution.

Let’s look at these ways in detail.

Breakpoints

The first, and most classic way of debugging is by using breakpoints. A breakpoint literally breaks, or halts, the program at the line of code in which the breakpoint was put. To place a breakpoint, click next to the line number of a line of code within the code editor.

Figure 7.21 – Adding a breakpoint in the code

Figure 7.21 – Adding a breakpoint in the code

When the interpreter comes over this line, and thus this breakpoint, it will stop everything and show you where the execution of the code is.

Try it out by placing a breakpoint in the _physics_process() function of the player. Once the program halts, the Debug panel will unfold...

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