Events in Godot 🎉
• Events connect nodes.
• They are used for communication.
• Events make games interactive.
• They simplify node interactions.
What are Events? ⚡
• Events are triggered by input or system.
• They are handled by signals.
• They simplify code structure.
• They improve readability.
Types of Events
• Input events capture user actions.
• Built-in signals trigger automatically.
• Custom signals are user-defined.
• They cover most interactions.
Node Tree Flow 🌳
• Events propagate through the scene tree.
• They can be caught at multiple levels.
• Handled by _input or _unhandled_input.
• UI nodes use _gui_input.
InputEvent Example
• Check for key press.
• Check for mouse click.
• Check for touch input.
• Handle actions in _input.
Custom Signals
• Define a signal in script.
• Emit with emit_signal().
• Connect with connect() method.
• They decouple node logic.
Event Bus Pattern
• Use singleton for global events.
• Centralizes communication.
• Avoids tight coupling.
• Keeps nodes organized.
One-Time Events
• Use flags to avoid repetition.
• Good for cutscenes.
• Ensures unique triggers.
• Simplifies gameplay flow.
Input + Signal Example
• Player jumps on key press.
• Signal triggers animation.
• Animation plays once.
• Node stays decoupled.
UI Events
• Use _gui_input for buttons.
• Detect clicks on UI.
• Prevent event propagation.
• Useful for menus.
Unhandled Input
• Use _unhandled_input method.
• Catches unprocessed events.
• Allows fallback logic.
• Keeps input safe.
Best Practices
• Name signals clearly.
• Avoid too many signals.
• Document signal purpose.
• Test thoroughly.
Debugging 🐞
• Check signal connections.
• Print to console for debug.
• Use debugger tool.
• Fix missing connections.
Video Example
• Watch Godot Signals tutorial.
• Shows signals in practice.
• Demonstrates node linking.
• Helps beginners learn.
Summary ❓
• Events = interactivity.
• Signals = connections.
• Custom signals add flexibility.
• Best practice keeps code clean.
2D Physics in Godot 🚀
• Adds realism to games.
• Handles forces and movement.
• Controls collisions.
• Essential for gameplay.
Physics Nodes
• RigidBody2D = physics driven.
• StaticBody2D = static object.
• Area2D = detect overlaps.
• Each node has unique use.
Collision Shapes
• CollisionShape2D is basic.
• CollisionPolygon2D is custom.
• Defines interaction area.
• Shapes must fit objects.
Physics Materials
• Adjust friction property.
• Adjust bounce property.
• Material affects movement.
• Improves game realism.
Gravity & Forces
• Bodies respond to gravity.
• Apply forces in code.
• Use impulses for actions.
• Mimics real physics.
Physics Process
• Use _physics_process(delta).
• Runs at fixed intervals.
• Keeps physics consistent.
• Better for movement.
Joints & Constraints
• PinJoint2D connects bodies.
• Keeps them linked.
• Useful for mechanics.
• Prevents drift.
Area2D Triggers
• Detects body entered signal.
• Detects body exited signal.
• Triggers events in area.
• Great for sensors.
Movement & Collisions
• KinematicBody2D uses move_and_slide.
• Handles smooth movement.
• Detects collisions.
• Prevents overlap.
Layers & Masks
• Control collision layers.
• Organize interactions.
• Filter collisions easily.
• Helps performance.
Performance
• Simplify collision shapes.
• Avoid too many nodes.
• Keep physics efficient.
• Improves game speed.
Debugging
• Enable visible collision shapes.
• Print debug info.
• Use debugger tools.
• Fix overlaps.
Tips ⚠️
• Avoid overlap bugs.
• Use correct body type.
• Test frequently.
• Keep nodes simple.
Video Example
• Watch Godot Physics tutorial.
• Covers collisions and forces.
• Demonstrates physics nodes.
• Shows Area2D in action.
Summary 🌟
• Physics adds realism.
• Events connect gameplay.
• Both are core to Godot.
• Essential for fun games.

Godot_Events_Physics_BiggerFont (1).pptx

  • 1.
    Events in Godot🎉 • Events connect nodes. • They are used for communication. • Events make games interactive. • They simplify node interactions.
  • 2.
    What are Events?⚡ • Events are triggered by input or system. • They are handled by signals. • They simplify code structure. • They improve readability.
  • 3.
    Types of Events •Input events capture user actions. • Built-in signals trigger automatically. • Custom signals are user-defined. • They cover most interactions.
  • 4.
    Node Tree Flow🌳 • Events propagate through the scene tree. • They can be caught at multiple levels. • Handled by _input or _unhandled_input. • UI nodes use _gui_input.
  • 5.
    InputEvent Example • Checkfor key press. • Check for mouse click. • Check for touch input. • Handle actions in _input.
  • 6.
    Custom Signals • Definea signal in script. • Emit with emit_signal(). • Connect with connect() method. • They decouple node logic.
  • 7.
    Event Bus Pattern •Use singleton for global events. • Centralizes communication. • Avoids tight coupling. • Keeps nodes organized.
  • 8.
    One-Time Events • Useflags to avoid repetition. • Good for cutscenes. • Ensures unique triggers. • Simplifies gameplay flow.
  • 9.
    Input + SignalExample • Player jumps on key press. • Signal triggers animation. • Animation plays once. • Node stays decoupled.
  • 10.
    UI Events • Use_gui_input for buttons. • Detect clicks on UI. • Prevent event propagation. • Useful for menus.
  • 11.
    Unhandled Input • Use_unhandled_input method. • Catches unprocessed events. • Allows fallback logic. • Keeps input safe.
  • 12.
    Best Practices • Namesignals clearly. • Avoid too many signals. • Document signal purpose. • Test thoroughly.
  • 13.
    Debugging 🐞 • Checksignal connections. • Print to console for debug. • Use debugger tool. • Fix missing connections.
  • 14.
    Video Example • WatchGodot Signals tutorial. • Shows signals in practice. • Demonstrates node linking. • Helps beginners learn.
  • 15.
    Summary ❓ • Events= interactivity. • Signals = connections. • Custom signals add flexibility. • Best practice keeps code clean.
  • 16.
    2D Physics inGodot 🚀 • Adds realism to games. • Handles forces and movement. • Controls collisions. • Essential for gameplay.
  • 17.
    Physics Nodes • RigidBody2D= physics driven. • StaticBody2D = static object. • Area2D = detect overlaps. • Each node has unique use.
  • 18.
    Collision Shapes • CollisionShape2Dis basic. • CollisionPolygon2D is custom. • Defines interaction area. • Shapes must fit objects.
  • 19.
    Physics Materials • Adjustfriction property. • Adjust bounce property. • Material affects movement. • Improves game realism.
  • 20.
    Gravity & Forces •Bodies respond to gravity. • Apply forces in code. • Use impulses for actions. • Mimics real physics.
  • 21.
    Physics Process • Use_physics_process(delta). • Runs at fixed intervals. • Keeps physics consistent. • Better for movement.
  • 22.
    Joints & Constraints •PinJoint2D connects bodies. • Keeps them linked. • Useful for mechanics. • Prevents drift.
  • 23.
    Area2D Triggers • Detectsbody entered signal. • Detects body exited signal. • Triggers events in area. • Great for sensors.
  • 24.
    Movement & Collisions •KinematicBody2D uses move_and_slide. • Handles smooth movement. • Detects collisions. • Prevents overlap.
  • 25.
    Layers & Masks •Control collision layers. • Organize interactions. • Filter collisions easily. • Helps performance.
  • 26.
    Performance • Simplify collisionshapes. • Avoid too many nodes. • Keep physics efficient. • Improves game speed.
  • 27.
    Debugging • Enable visiblecollision shapes. • Print debug info. • Use debugger tools. • Fix overlaps.
  • 28.
    Tips ⚠️ • Avoidoverlap bugs. • Use correct body type. • Test frequently. • Keep nodes simple.
  • 29.
    Video Example • WatchGodot Physics tutorial. • Covers collisions and forces. • Demonstrates physics nodes. • Shows Area2D in action.
  • 30.
    Summary 🌟 • Physicsadds realism. • Events connect gameplay. • Both are core to Godot. • Essential for fun games.