Game Engine Tools Glossary
Quick definitions for the core terms used in this workshop.
Godot: A free, open-source game engine.
project: A folder containing your game’s files (scenes, scripts, art, settings).
scene: A saved collection of nodes. You can run a scene, reuse it, and place it inside other scenes.
node: A single building block in Godot (player, camera, gem, UI label, etc.). Nodes form a tree.
Scene Tree: The hierarchy of nodes in the current scene.
script (GDScript): Code attached to a node to control behavior.
GDScript: Godot’s Python-like scripting language.
CharacterBody2D: A node used for 2D characters that move and collide (player movement).
Area2D: A node used for detection (pickups, triggers, hitboxes). Often used for static power-ups.
CollisionShape2D: A node that defines the shape used for collisions.
physics: The part of the engine that simulates gravity and collisions.
signal: A message/event that nodes can send (like “gem collected”).
AnimatedSprite2D: A node that plays 2D sprite animations.
animation: A sequence of frames (idle, move, jump).
velocity: A vector that describes speed and direction (e.g., how fast the player is moving).
is_on_floor(): A common way to check if the player is on the ground.
UI (User Interface): On-screen text and elements like a score label.