virtualx-engine/doc/tutorial/01 Getting Started.lyx
2014-02-09 22:10:30 -03:00

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\begin_layout Title
01.
Getting Started with Godot Engine
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\begin_layout Section*
Introduction:
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\begin_layout Standard
Godot Engine is designed to be useful.
This may sound rather vague and is difficult to explain without repeating
the same claims that every other engine does, but, as we progress through
this (and the next) tutorials, hopefully it will be made clear what
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useful
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means.
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Godot Engine has many components, both high and low level, and is usually
more abstract and complex than most other engines.
This is, however, to the advantage of the user as complexity is presented
in a way that it only needs to be discovered when more power needs to be
untapped.
This helps to provide an easy learning curve.
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\begin_layout Standard
Design wise, the whole API and set of components were created with a clear
goal in mind, which is to allow for smooth integration of design ideas,
code and assets.
This is achieved by defining the following rules:
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\begin_layout Itemize
Implementing a game feature should never be too many steps away from an
existing component.
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\begin_layout Itemize
More complex features should be leveraged by combining or extending existing
components.
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If the above fails, creating custom components should be extremely simple.
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Ultimately, Godot Engine provides an editor and tools that allows everyone
to work with it:
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Programmers can script and extend any component of the project.
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Designers can tweak and animate any parameter from a friendly user interface.
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Artists can import their art and models and tweak the look of everything
in realtime.
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Editor:
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As mentioned before, Godot Engine is very abstract so projects consist of
just a
\emph on
path
\emph default
(ie: C:
\backslash
games
\backslash
mygame5).
Projects don't have to be specifically created, and many can be placed
inside the same path (useful for not wasting folders on tests and experiments).
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In any case, to ease the management of projects, a graphical util exists.
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\begin_layout Subsection*
Running From The Project Manager
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Godot Engine includes a built-in project manager.
This is installed by default on Windows and OSX and it allows for the creation
and removal projects that will be remembered at the next startup:
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\begin_inset Graphics
filename pm.png
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To create a new project, the [Create] button must be pressed and a dialog
will appear, prompting for a path and project name.
Afterwards, the [Open] button will close the project manager and open the
desired project.
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\begin_layout Subsection*
Running From the Command Line
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\begin_layout Standard
To create and manage projects, it is perfectly possible to use the command
line.
Many users prefer this way of working with project data.
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filename pmc.png
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For ease of use, it is recommended that the
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godot
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binary exists in the path, so any project can be opened easily aywhere
just by changing location to the projec and executing the editor.
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\begin_layout Subsection*
Godot Editor
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Godot Editor should have been opened by now, if not please check the previous
steps again.
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\begin_layout Standard
Godot has a powerful buit-in editor.
It uses the graphics toolkint within itself to display the UI, so it runs
identical on any platform (even consoles or phones!).
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In the above screenshots, a few regions are labelled to be explained as
follows:
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\begin_layout Subsubsection*
Viewport
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The
\emph on
Viewport
\emph default
is the main space where the content is displayed.
Content includes 3D Nodes or Graphical User Interface (GUI) controls.
Other types of data spawn editors of their own when being edited.
The default viewport is the 3D viewport, which can be panned, zoomed, etc.
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Scene Tree
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The
\emph on
Scene Tree
\emph default
is a small dock that displays the tree of the current scene being edited.
A scene is a collection of nodes arranged in a tree-hierarchy (any node
can have several owned children-nodes).
The meaning of this ownership depends purely on the
\emph on
type
\emph default
of the node, but it will become clear after going through the examples.
In a
\emph on
MVC
\emph default
pattern, the scene tree could be considered the
\emph on
View
\emph default
.
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Property Editor
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The
\emph on
Property Editor
\emph default
is another small dock.
Every node contains a finite number of
\emph on
properties
\emph default
, which can be edited.
Properties can be of several types, such as integers, strings, images,
matrices, etc.
Usually, changes to properties are reflected in the
\emph on
viewport
\emph default
in real time.
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\begin_layout Section*
Examples:
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From now, a few, simple examples will be presented that will help understand
a little better how Godot Engine works.
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Hello, World!
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\begin_layout Enumerate
Open the editor
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Click on
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Node
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(Node Menu), then on
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Create Root
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Create a node of type
\emph on
Label,
\emph default
then instruct the
\emph on
editor
\emph default
to switch to GUI editing mode.
A few red squares will appear on the top left corner, don't mind them yet.
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Select the
\emph on
Label
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node in the
\emph on
Scene Tree
\emph default
(if it's not selected yet), the properties of the selected node will appear
in the
\emph on
Property Editor
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Look for the
\emph on
Text
\emph default
property in the
\emph on
Property Editor
\emph default
and click the right column, so it becomes editable.
Enter the text
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\end_inset
Hello, World!
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.
A red square containing
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Hello World!
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will appear at the top left, move it to the center.
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Save the scene.
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Press PLAY.
A new window will appear running the application.
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Hello World 2 (a little more complex)
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A 3D Cube in Space
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In many cases, nodes and other types of engine objects need to express changes
in their state, such as a button being pressed, a scroll being dragged,
or a projectile colliding against a tank.
Godot Engine utilizes the concept of signals for this.
Different types of nodes and objects can emit signals, and any other node
or object can connect to them.
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\end_document