Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Godot 4 Game Development Cookbook

You're reading from   Godot 4 Game Development Cookbook Over 50 solid recipes for building high-quality 2D and 3D games with improved performance

Arrow left icon
Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781838826079
Length 258 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Jeff Johnson Jeff Johnson
Author Profile Icon Jeff Johnson
Jeff Johnson
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Chapter 1: Exploring the Godot 4 Editor 2. Chapter 2: Transitioning to GDScript 2.0 FREE CHAPTER 3. Chapter 3: 2D and 3D Rendering with Vulkan 4. Chapter 4: Practicing Physics and Handling Navigation in Godot 4 5. Chapter 5: Playing with Shaders in Godot 4 6. Chapter 6: Importing 3D Assets in Godot 4 7. Chapter 7: Adding Sound and Music to Your Game 8. Chapter 8: Making 2D Games Easier with TileSet and TileMap 9. Chapter 9: Achieving Better Animations Using the New Animation Editor 10. Chapter 10: Exploring New Multiplayer Features in Godot 4 11. Index 12. Other Books You May Enjoy

Transitioning to GDScript 2.0

In Godot 4, the GDScript language backend was rewritten, allowing the runtime to be faster and more stable than it was in Godot 3.x. Some additions to the language were also implemented, which we will look at in this chapter: annotations that replace some keywords, such as export; the set and get properties, which replace setget; the await keyword, which replaces yield; and the super keyword, which refers to the parent class object and makes it easier to call the parent class methods.

Typed arrays now allow us to create arrays of a specific type such as all strings, which helps to cut down on errors. We will look at two ways to write a lambda function with a button signal along with other examples using lambda functions. We will also look at two callable static methods and how to use callables with signals.

In this chapter, we will cover the following recipes:

  • Investigating annotations in Godot 4
  • Using properties with getters and setters
  • Using the new await keyword and coroutines
  • Using the super keyword to call a function
  • Working with typed arrays
  • Working with lambda functions
  • Using callables with signals
You have been reading a chapter from
Godot 4 Game Development Cookbook
Published in: Jun 2023
Publisher: Packt
ISBN-13: 9781838826079
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image