443 lines
15 KiB
Text
443 lines
15 KiB
Text
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.. _doc_exporting_basics:
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Exporting
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=========
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Overview
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--------
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Now that you have a working game, you probably want to share your success with
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others. However, it's not practical to ask your friends to download Godot
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just so they can open your project. Instead, you can *export* your project,
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converting it into a "package" that can be run by anyone.
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The way you export your game depends on what platform you are targeting. In
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this tutorial, you'll learn how to export the *Dodge the Creeps* game for a
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variety of platforms. First, however, we need to make some changes to the
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way the game works.
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.. note:: If you haven't made "Dodge the Creeps" yourself yet, please read
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:ref:`doc_your_first_2d_game` before continuing with this tutorial.
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Preparing the project
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---------------------
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In *Dodge the Creeps*, we used keyboard controls to move the player's character.
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This is fine if your game is being played on a PC platform, but on a phone
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or tablet, you need to support touchscreen input. Because a click event can
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be treated the same as a touch event, we'll convert the game to a click-and-move
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input style.
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By default, Godot emulates mouse input from touch input. That means that if
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anything is coded to happen on a mouse event, touch will trigger it as well.
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Godot can also emulate touch input from mouse clicks, which we will need to be
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able to keep playing our game on our computer after we switch to touch input.
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In **Project > Project Settings**, under **Input Devices > Pointing**, enable
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**Emulate Touch From Mouse**.
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.. image:: img/export_touchsettings.png
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We also want to ensure that the game scales consistently on different-sized screens,
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so in the project settings go to **Display**, then click on **Window**. In the **Stretch**
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options, set **Mode** to ``2d`` and **Aspect** to ``keep``.
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Since we are already in the **Window** settings, we should also set under **Handheld**
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the **Orientation** to ``portrait``.
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.. image:: img/export_handheld_stretchsettings.png
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Next, we need to modify the ``Player.gd`` script to change the input method.
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We'll remove the key inputs and make the player move towards a "target" that's
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set by the touch (or click) event.
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Here is the full script for the player, with comments noting what we've
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changed:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Area2D
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signal hit
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export var speed = 400
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var screen_size
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# Add this variable to hold the clicked position.
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var target = Vector2()
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func _ready():
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hide()
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screen_size = get_viewport_rect().size
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func start(pos):
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position = pos
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# Initial target is the start position.
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target = pos
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show()
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$CollisionShape2D.disabled = false
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# Change the target whenever a touch event happens.
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func _input(event):
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if event is InputEventScreenTouch and event.pressed:
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target = event.position
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func _process(delta):
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var velocity = Vector2()
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# Move towards the target and stop when close.
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if position.distance_to(target) > 10:
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velocity = target - position
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# Remove keyboard controls.
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# if Input.is_action_pressed("ui_right"):
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# velocity.x += 1
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# if Input.is_action_pressed("ui_left"):
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# velocity.x -= 1
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# if Input.is_action_pressed("ui_down"):
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# velocity.y += 1
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# if Input.is_action_pressed("ui_up"):
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# velocity.y -= 1
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if velocity.length() > 0:
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velocity = velocity.normalized() * speed
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$AnimatedSprite.play()
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else:
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$AnimatedSprite.stop()
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position += velocity * delta
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# We still need to clamp the player's position here because on devices that don't
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# match your game's aspect ratio, Godot will try to maintain it as much as possible
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# by creating black borders, if necessary.
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# Without clamp(), the player would be able to move under those borders.
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position.x = clamp(position.x, 0, screen_size.x)
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position.y = clamp(position.y, 0, screen_size.y)
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if velocity.x != 0:
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$AnimatedSprite.animation = "walk"
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$AnimatedSprite.flip_v = false
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$AnimatedSprite.flip_h = velocity.x < 0
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elif velocity.y != 0:
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$AnimatedSprite.animation = "up"
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$AnimatedSprite.flip_v = velocity.y > 0
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func _on_Player_body_entered( body ):
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hide()
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emit_signal("hit")
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$CollisionShape2D.set_deferred("disabled", true)
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Player : Area2D
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{
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[Signal]
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public delegate void Hit();
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[Export]
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public int Speed = 400;
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private Vector2 _screenSize;
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// Add this variable to hold the clicked position.
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private Vector2 _target;
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public override void _Ready()
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{
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Hide();
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_screenSize = GetViewport().Size;
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}
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public void Start(Vector2 pos)
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{
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Position = pos;
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// Initial target us the start position.
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_target = pos;
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Show();
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GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
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}
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// Change the target whenever a touch event happens.
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventScreenTouch eventMouseButton && eventMouseButton.Pressed)
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{
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_target = (@event as InputEventScreenTouch).Position;
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}
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}
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public override void _Process(float delta)
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{
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var velocity = new Vector2();
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// Move towards the target and stop when close.
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if (Position.DistanceTo(_target) > 10)
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{
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velocity = _target - Position;
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}
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// Remove keyboard controls.
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//if (Input.IsActionPressed("ui_right"))
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//{
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// velocity.x += 1;
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//}
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//if (Input.IsActionPressed("ui_left"))
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//{
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// velocity.x -= 1;
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//}
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//if (Input.IsActionPressed("ui_down"))
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//{
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// velocity.y += 1;
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//}
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//if (Input.IsActionPressed("ui_up"))
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//{
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// velocity.y -= 1;
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//}
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var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
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if (velocity.Length() > 0)
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{
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velocity = velocity.Normalized() * Speed;
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animatedSprite.Play();
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}
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else
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{
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animatedSprite.Stop();
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}
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Position += velocity * delta;
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// We still need to clamp the player's position here because on devices that don't
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// match your game's aspect ratio, Godot will try to maintain it as much as possible
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// by creating black borders, if necessary.
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// Without clamp(), the player would be able to move under those borders.
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Position = new Vector2(
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x: Mathf.Clamp(Position.x, 0, _screenSize.x),
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y: Mathf.Clamp(Position.y, 0, _screenSize.y)
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);
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if (velocity.x != 0)
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{
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animatedSprite.Animation = "walk";
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animatedSprite.FlipV = false;
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animatedSprite.FlipH = velocity.x < 0;
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}
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else if(velocity.y != 0)
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{
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animatedSprite.Animation = "up";
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animatedSprite.FlipV = velocity.y > 0;
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}
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}
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public void OnPlayerBodyEntered(PhysicsBody2D body)
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{
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Hide(); // Player disappears after being hit.
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EmitSignal("Hit");
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GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
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}
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}
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Setting a main scene
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--------------------
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The main scene is the one that your game will start in. For this
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*Dodge the Creeps* example, in
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**Project -> Project Settings -> Application -> Run**, set **Main Scene**
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to ``Main.tscn`` by clicking the folder icon and selecting it.
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Export templates
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----------------
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To export the project, you need to download the *export templates* from the
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http://godotengine.org/download. These templates are optimized versions of the engine
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without the editor pre-compiled for each platform. You can also
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download them in Godot by clicking on **Editor -> Manage Export Templates**:
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.. image:: img/export_template_menu.png
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.. note::
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If you've downloaded Godot from
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`Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__,
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export templates are already included. Therefore, you don't need to download
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them using the **Manage Export Templates** dialog.
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In the window that appears, you can click **Download** to get the template
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version that matches your version of Godot.
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.. image:: img/export_template_manager.png
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.. note::
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Export templates are bound to a specific Godot version. If you upgrade
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Godot, you must download templates that match the new version.
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Export presets
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--------------
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Next, you can configure the export settings by clicking on **Project -> Export**.
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Create a new export preset by clicking **Add...** and selecting a platform. You
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can make as many presets as you like with different settings.
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.. image:: img/export_presets_window.png
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At the bottom of the window are two buttons. **Export PCK/ZIP** only creates
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a packed version of your project's data. This doesn't include an executable
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so the project can't be run on its own.
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The second button, **Export Project**, creates a complete executable version
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of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows.
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In the **Resources** and **Features** tabs, you can customize how the game is
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exported for each platform. We can leave those settings alone for now.
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Exporting by platform
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---------------------
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In this section, we'll walk through the process for each platform,
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including any additional software or requirements you'll need.
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PC (Linux/macOS/Windows)
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~~~~~~~~~~~~~~~~~~~~~~~~
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Exporting PC platforms works the same across the three supported operating
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systems. Open the export window and click **Add...** to create the preset(s) you
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want to make. Then click **Export Project** and choose a name and destination
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folder. Choose a location *outside* of your project folder.
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Click **Save** and the engine will build the export files.
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.. note::
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When exporting for macOS, if you export from a macOS computer, you'll end up
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with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In
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either case, the compressed file contains a macOS ``.app`` that you can
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double-click and run.
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.. note::
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On Windows, if you want your exported executable to have a different icon
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than the default one, you need to change it manually. See
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:ref:`doc_changing_application_icon_for_windows`.
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Android
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~~~~~~~
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.. tip::
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Mobile devices come with a wide variety of capabilities. In most cases,
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Godot's default settings will work, but mobile development is sometimes more
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art than science, and you may need to do some experimenting and searching
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for help in order to get everything working.
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Before you can export your project for Android, you must download the following
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software:
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* Android SDK: https://developer.android.com/studio/
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* Open JDK (**version 11 is required**, more recent versions won't work): https://adoptopenjdk.net/index.html
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When you run Android Studio for the first time, click on **Configure -> SDK Manager**
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and install **Android SDK Platform Tools**. This installs the ``adb``
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command-line tool that Godot uses to communicate with your device.
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Next, create a debug keystore by running the following command on your
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system's command line:
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.. code-block:: shell
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keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
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Click on *Editor -> Editor Settings* in Godot and select the *Export/Android*
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section. Here, you need to set the paths to the Android SDK applications on
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your system and the location of the keystore you just created.
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.. image:: img/export_editor_android_settings.png
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Now you're ready to export. Click on **Project -> Export** and add a preset
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for Android (see above). Select the newly added Android preset. Under **Options**,
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go to **Screen** and set **Orientation** to **Portrait**. If your game is in
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landscape mode (i.e. the window width in pixels is greater than the window height),
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leave this on **Landscape**.
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Click the **Export Project** button and Godot will build an APK you can download
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on your device. To do this on the command line, use the following:
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.. code-block:: shell
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adb install dodge.apk
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.. note:: Your device may need to be in *developer mode*. Consult your
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device's documentation for details.
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If your system supports it, connecting a compatible Android device will cause
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a **One-click Deploy** button to appear in Godot's playtest button area:
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.. image:: img/export_android_oneclick.png
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Clicking this button builds the APK and copies it onto your device in one step.
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iOS
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~~~
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.. note::
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To build your game for iOS, you must have a computer running macOS with
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Xcode installed.
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Before exporting, there are some settings that you *must* complete for the project
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to export successfully. First, the **App Store Team Id**, which you can find by
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logging in to your Apple developer account and looking in the **Membership** section.
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You must also provide icons and splash screen images as shown below:
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.. image:: img/export_ios_settings.png
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Click **Export Project** and select a destination folder.
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Once you have successfully exported the project, you'll find the following
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folders and files have been created in your selected location:
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.. image:: img/export_xcode_project_folders.png
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You can now open the project in Xcode and build the project for iOS.
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The Xcode build procedure is beyond the scope of this tutorial.
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See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1
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for more information.
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HTML5 (web)
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~~~~~~~~~~~
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Click **Export Project** on the HTML5 preset. We don't need to change any
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of the default settings.
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When the export is complete, you'll have a folder containing the following
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files:
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.. image:: img/export_web_files.png
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Viewing the ``.html`` file in your browser lets you play the game. However, you
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can't open the file directly. Instead, it needs to be served by a web server. If
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you don't have one set up on your computer, you can search online to find
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suggestions for your specific OS.
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Point your browser at the URL where you've placed the HTML file. You may have
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to wait a few moments while the game loads before you see the start screen.
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.. image:: img/export_web_example.png
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The console window beneath the game tells you if anything goes wrong. You can
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disable it by disabling **Export With Debug** in the final file dialog that appears
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when you export the project.
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.. image:: img/export_web_export_with_debug_disabled.png
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.. note::
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While WebAssembly is supported in all major browsers, it is still an
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emerging technology and you may find some things that don't work. Make sure
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you have updated your browser to the most recent version, and report any
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bugs you find on the
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`Godot GitHub repository <https://github.com/godotengine/godot/issues>`_.
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