Node — The basic building block in Godot. Every object is a node (like Lego pieces).
Scene — A collection of nodes saved together (like a Lego model). You can reuse them.
Scene Tree — How all the nodes are organized (like a family tree).
Parent / Child — A parent node holds children. If the parent moves, the kids move too.
Resource — A file the game uses, like images, sounds, or scripts.
Autoload (Singleton) — A special script that is always running (good for keeping score or health).
Node2D — A basic 2D object with position/rotation/scale.
Sprite2D — Shows an image in your game.
AnimatedSprite2D — Plays a flipbook of images for animation.
TileMap — Lets you “paint” a level with reusable tiles.
Camera2D — Follows the player around the world.
Timer — Counts down and sends a signal when time is up.
CharacterBody2D — The main type for players or moving characters. Handles collisions.
RigidBody2D — An object that follows physics rules (like gravity or bouncing).
StaticBody2D — A solid object that doesn’t move (like walls or ground).
Area2D — Detects when something enters it (good for coins, traps, triggers).
CollisionShape2D — The invisible shape that tells Godot where an object can touch.
GDScript — Godot’s coding language, looks a lot like Python.
Export Variable — A number or setting you can tweak in the editor (like speed).
Ready Function (_ready) — Runs when the node first appears.
Process (_process) — Runs every frame (good for things that change over time).
Physics Process (_physics_process) — Runs every physics step (good for movement).
Signal — A message one node can send to another (like “player hit coin”).
Emit Signal — Sending the message.
Connect Signal — Listening for the message.
Input Map — A list of actions you define (like “jump” = space bar).
Action — The name of the input you check in code (e.g., Input.is_action_pressed("jump")).
AnimationPlayer — Plays animations (like moving or fading).
Tween — Smoothly changes a value over time (like sliding or fading).
AnimationTree — For advanced blending of animations (like walking + shooting).
AudioStreamPlayer2D — Plays sounds in 2D (footsteps, coins).
Music — Longer sound file, loops during gameplay.
Sound Effect (SFX) — Short sounds like jumps or hits.
Audio Bus — A “channel” for sound (e.g., all music goes in one, all effects in another).
Control Node — The base for menus and HUD.
Label — Shows text.
Button — Clickable UI element.
TextureRect — Shows an image in the UI.
Container — Helps organize UI elements neatly.
Level (Scene) — A playable area of the game.
Mechanic — A rule or action (like double jump or health bar).
Prototype — A quick version of your idea to test if it’s fun.
Playtesting — Trying out the game to find bugs or improvements.
Bug — A mistake in the game that makes it act weird.