Nodes/Code
Genre
Mechanics
Code
Misc.
100

This node is the parent of all other nodes in the scene tree

Root Node

100

These are the qualities that determine a genre

Gameplay characteristics

100

A mechanic that allows the player to grow or shrink would use this property

scale or size

100

A container for data. 

A variable

100

Godot is one of these

A game engine

200

The PhysicsBody node used for objects that do not move.

StationaryBody2D

200

This genre has players jumping, running, and overcoming obstacles to reach a goal.

Platformer

200

A mechanic that removes an object would use this method.

queue_free()

200

This function runs every frame.

_process() function

200

This is missing from the following scene tree:

* CharacterBody2D

   - CollisionShape2D

   - AudioStreamPlayer

   - Area2D

       = CollisionShape2D 

Sprite2D

300

The PhysicsBody node used for objects the player controls directly.

CharacterBody2D

300

This genre has players attempting to complete a course as fast as possible.

Racing

300

A mechanic that allows the player to touch a flag and move to the next level would use this signal.

on_area_entered or on_body_entered
300

A script that can be accessed from anywhere and any time.

An autoload or global

300

This dock shows all of the files in the project

FileSystem

400

This node is used to check if an object has entered a specific place.

Area2D

400

This genre has players collecting resources, building, crafting, and managing character stats.

Survival

400

A teleportation mechanic would change this property.

global_position

400

A conditional statement that runs one block of code when the input is true and another block of code when the input is false.

an if statement

400

This property holds the node's location in the game world.

global_position

500

PhysicsBody nodes need this node attached to them to work.

CollisionShape2D

500

The games Zelda: Breath of the Wild, Grand Theft Auto V, and Skyrim all share this genre.

Open World

500

A mechanic that allowed a player to jump on enemies to defeat them would have an Area2D placed here on the player.

The bottom, below them, on their feet
500

The programming pattern to organize an agent's behaviors.

A finite state machine

500
Creating a copy of a scene is called this.

Instantiating

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