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    <title>Programming :: Lintukoto Games - Godot</title>
    <link>https://godot.lintukoto.cc/programming/index.html</link>
    <description>Here you can find miscellaenous programming tips.&#xA;Debugging Dependency Injection File and directory names Scene unique names Signals Things about physics</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Tue, 21 Nov 2023 22:33:58 +0000</lastBuildDate>
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    <item>
      <title>Changing Scenes</title>
      <link>https://godot.lintukoto.cc/programming/changing-scenes/index.html</link>
      <pubDate>Tue, 21 Nov 2023 22:33:58 +0000</pubDate>
      <guid>https://godot.lintukoto.cc/programming/changing-scenes/index.html</guid>
      <description>Changing Scenes Godot has multiple ways to change the scene. The most common way is to use change_scene_to_packed or change_scene_to_file method.&#xA;Usage of change_scene_to_packed:&#xA;var next_scene = preload(&#34;res://levels/level2.tscn&#34;) func _on_Button_pressed(): get_tree().change_scene_to_packed(next_scene) Usage of change_scene_to_file:&#xA;func _on_Button_pressed(): get_tree().change_scene_to_file(&#34;res://scenes/Level1.tscn&#34;) More complex scene changing When you want to keep Player or some other game data between scenes you can use previously mentioned methods with Godot autoload system.</description>
    </item>
    <item>
      <title>Things About Physics</title>
      <link>https://godot.lintukoto.cc/programming/things-about-physics/index.html</link>
      <pubDate>Sat, 18 Nov 2023 17:19:53 +0000</pubDate>
      <guid>https://godot.lintukoto.cc/programming/things-about-physics/index.html</guid>
      <description>Some random things about physics in Godot Physics bodies vs. Areas StaticBody2D, RigidBody2D, and CharacterBody2D and theird 3D equivalents StaticBody3D, RigidBody3D, and CharacterBody3D are physics bodies. They are used to detect collisions and apply forces to other bodies.&#xA;Area2D and Area3D are used to detect overlappings.</description>
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    <item>
      <title>Dependency Injection</title>
      <link>https://godot.lintukoto.cc/programming/dependency-injection/index.html</link>
      <pubDate>Tue, 31 Oct 2023 11:00:38 +0000</pubDate>
      <guid>https://godot.lintukoto.cc/programming/dependency-injection/index.html</guid>
      <description>What is Dependency Injection? Everyone has heard “call down, signal up” in Godot. This is a good practice to follow, but it can be a bit cumbersome to implement in some cases.&#xA;Dependency Injection is a design pattern that allows you to inject dependencies into your classes. This is useful for decoupling your code and making it more testable.</description>
    </item>
    <item>
      <title>Signals</title>
      <link>https://godot.lintukoto.cc/programming/signals/index.html</link>
      <pubDate>Thu, 14 Sep 2023 10:14:08 +0300</pubDate>
      <guid>https://godot.lintukoto.cc/programming/signals/index.html</guid>
      <description>Godot signals are a way to send messages between objects. They are similar to events in other programming languages. Main use for signals is to decouple objects from each other.&#xA;In Godot most common usage of signals to to notifify nodes that are not children of the current node.&#xA;In short: signal up, call down.&#xA;Declaring signals Signals are declared in the script using signal keyword. Signals are declared in the same way as methods, but without body.</description>
    </item>
    <item>
      <title>Scene Unique Names</title>
      <link>https://godot.lintukoto.cc/programming/scene-unique-names/index.html</link>
      <pubDate>Wed, 13 Sep 2023 17:29:52 +0000</pubDate>
      <guid>https://godot.lintukoto.cc/programming/scene-unique-names/index.html</guid>
      <description>Scene unique names are a way to identify nodes in a scene tree despite their location in the tree. This is useful when you want to access a node from a different node, but you don’t know where it is in the tree.&#xA;How to use To use unique name on scene, you first need to set the name of the node in the scene tree. You can do this by selecting the node in the scene tree and then setting the name in the inspector.</description>
    </item>
    <item>
      <title>File and directory names</title>
      <link>https://godot.lintukoto.cc/programming/filenames/index.html</link>
      <pubDate>Tue, 12 Sep 2023 20:51:03 +0300</pubDate>
      <guid>https://godot.lintukoto.cc/programming/filenames/index.html</guid>
      <description>File and directory names should follow same rules as variable names. They should be meaningful and descriptive.&#xA;The most important thing is that everything must be lowercase. This is because Godot is case sensitive. If you have a file named Player.gd and you try to load it with load(&#34;player.gd&#34;), it will not work.&#xA;In many cases operating systems are case insensitive, but case preserving. This means that if you have a file named Player.gd and try to rename it to player.gd, it will not work. The file will still be named Player.gd. This will lead issues later on and it’s best to avoid it.</description>
    </item>
    <item>
      <title>Debugging</title>
      <link>https://godot.lintukoto.cc/programming/debugging/index.html</link>
      <pubDate>Tue, 12 Sep 2023 20:28:07 +0300</pubDate>
      <guid>https://godot.lintukoto.cc/programming/debugging/index.html</guid>
      <description>Debugging is the most important skill in programming. It’s the skill that allows to find and fix problems in your code. It’s the skill that allows you to write better code.&#xA;Tools for debugging are built into Godot. You can use print statements and breakpoints to debug your code. Unfortunately tools aren’t super great but they do the job.&#xA;How to debug Debugging is a skill that you learn by doing. The more you debug, the better you get at it. The most important thing is to be patient. Debugging can be frustrating, but it’s also very rewarding.</description>
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