<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Introduction to GDScript on Godot 4 レシピ</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/gdscript/index.html</link><description>Recent content in Introduction to GDScript on Godot 4 レシピ</description><generator>Hugo -- gohugo.io</generator><language>en</language><atom:link href="https://kamera25.github.io/godot_recipes/4.x/g101/gdscript/index.xml" rel="self" type="application/rss+xml"/><item><title>Getting started</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/gdscript/gdscript_01/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/gdscript/gdscript_01/index.html</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Writing scripts and attaching them to nodes and other objects is how you build behavior and game mechanics into your game. For example, a &lt;i class="gd-Sprite2D"&gt;&lt;/i&gt;&lt;code&gt;Sprite2D&lt;/code&gt; node automatically displays an image, but to move it across the screen, you&amp;rsquo;ll add a script that tells it how fast, in what direction, and so on.&lt;/p&gt;
&lt;p&gt;You can think of it as the coding version of using the Inspector - GDScript knows all about Godot nodes and how to access them, plus it allows you to change them dynamically.&lt;/p&gt;</description></item></channel></rss>