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Course GE-210 Stage 2 · Godot Core

Godot Input, Signals, Time, and Physics

Connect typed GDScript to player input, game events, timing, collision, and physics behavior.

Interactive lessons live 24 syllabus topics
Interactive lessons available nowThis course already contains working browser exercises and downloadable Godot project checkpoints.

Connect typed GDScript to player input, game events, timing, collision, and physics behavior.

Stage 2 · Godot CoreSyllabus 24 topics

What you will learn

  • Read keyboard, mouse, and controller input
  • Connect and emit signals
  • Move and detect physics bodies correctly

Course syllabus

  1. 01
    Creating actions in the Input Map
  2. 02
    Reading keyboard input
  3. 03
    Reading mouse input
  4. 04
    Reading controller input
  5. 05
    Input polling
  6. 06
    _input()
  7. 07
    _unhandled_input()
  8. 08
    Event propagation
  9. 09
    Delta time
  10. 10
    Frame-independent movement
  11. 11
    Timers
  12. 12
    Tweens
  13. 13
    Built-in signals
  14. 14
    Connecting signals in the editor
  15. 15
    Connecting signals in code
  16. 16
    Creating custom signals
  17. 17
    Collision shapes
  18. 18
    Physics layers and masks
  19. 19
    Area2D
  20. 20
    StaticBody2D
  21. 21
    RigidBody2D
  22. 22
    CharacterBody2D
  23. 23
    Physics processing versus frame processing
  24. 24
    Input-remapping foundations
Course projectBlinkcade Physics Playground

Course lessons

Back to Academy
  1. 1

    Move a CharacterBody2D

    Replace the zero movement multiplier with the exported speed value. Run the scene and test arrow-key or WASD movement.

    Scene · 30 minutes
    Start
  2. 2

    Emit a Typed Collectible Signal

    Inside collect(), emit the collected signal with points before queue_free() is called.

    Scene · 25 minutes
    Start