#LyX 1.6.5 created this file. For more info see http://www.lyx.org/ \lyxformat 345 \begin_document \begin_header \textclass article \use_default_options true \language english \inputencoding auto \font_roman default \font_sans default \font_typewriter default \font_default_family default \font_sc false \font_osf false \font_sf_scale 100 \font_tt_scale 100 \graphics default \paperfontsize default \use_hyperref false \papersize default \use_geometry false \use_amsmath 1 \use_esint 1 \cite_engine basic \use_bibtopic false \paperorientation portrait \secnumdepth 3 \tocdepth 3 \paragraph_separation indent \defskip medskip \quotes_language english \papercolumns 1 \papersides 1 \paperpagestyle default \tracking_changes false \output_changes false \author "" \author "" \end_header \begin_body \begin_layout Title 01. Getting Started with Godot Engine \end_layout \begin_layout Section* Introduction: \end_layout \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 \begin_inset Quotes eld \end_inset useful \begin_inset Quotes erd \end_inset means. \end_layout \begin_layout Standard 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. \end_layout \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: \end_layout \begin_layout Itemize Implementing a game feature should never be too many steps away from an existing component. \end_layout \begin_layout Itemize More complex features should be leveraged by combining or extending existing components. \end_layout \begin_layout Itemize If the above fails, creating custom components should be extremely simple. \end_layout \begin_layout Standard Ultimately, Godot Engine provides an editor and tools that allows everyone to work with it: \end_layout \begin_layout Itemize Programmers can script and extend any component of the project. \end_layout \begin_layout Itemize Designers can tweak and animate any parameter from a friendly user interface. \end_layout \begin_layout Itemize Artists can import their art and models and tweak the look of everything in realtime. \end_layout \begin_layout Section* Editor: \end_layout \begin_layout Standard 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). \end_layout \begin_layout Standard In any case, to ease the management of projects, a graphical util exists. \end_layout \begin_layout Subsection* Running From The Project Manager \end_layout \begin_layout Standard 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: \end_layout \begin_layout Standard \align center \begin_inset Graphics filename pm.png \end_inset \end_layout \begin_layout Standard 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. \end_layout \begin_layout Subsection* Running From the Command Line \end_layout \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. \end_layout \begin_layout Standard \align center \begin_inset Graphics filename pmc.png \end_inset \end_layout \begin_layout Standard For ease of use, it is recommended that the \begin_inset Quotes eld \end_inset godot \begin_inset Quotes erd \end_inset binary exists in the path, so any project can be opened easily aywhere just by changing location to the projec and executing the editor. \end_layout \begin_layout Subsection* Godot Editor \end_layout \begin_layout Standard Godot Editor should have been opened by now, if not please check the previous steps again. \end_layout \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!). \end_layout \begin_layout Standard \align center \begin_inset Graphics filename editor.png \end_inset \end_layout \begin_layout Standard In the above screenshots, a few regions are labelled to be explained as follows: \end_layout \begin_layout Subsubsection* Viewport \end_layout \begin_layout Standard 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. \end_layout \begin_layout Subsubsection* Scene Tree \end_layout \begin_layout Standard 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 . \end_layout \begin_layout Subsubsection* Property Editor \end_layout \begin_layout Standard 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. \end_layout \begin_layout Section* Examples: \end_layout \begin_layout Standard From now, a few, simple examples will be presented that will help understand a little better how Godot Engine works. \end_layout \begin_layout Subsubsection* Hello, World! \end_layout \begin_layout Enumerate Open the editor \end_layout \begin_layout Enumerate Click on \begin_inset Quotes eld \end_inset Node \begin_inset Quotes erd \end_inset (Node Menu), then on \begin_inset Quotes eld \end_inset Create Root \begin_inset Quotes erd \end_inset \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_1.png \end_inset \end_layout \end_deeper \begin_layout Enumerate 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. \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_2.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_2b.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_3c.png \end_inset \end_layout \end_deeper \begin_layout Enumerate Select the \emph on Label \emph default 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 \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_3a.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_3b.png \end_inset \end_layout \end_deeper \begin_layout Enumerate 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 \begin_inset Quotes eld \end_inset Hello, World! \begin_inset Quotes erd \end_inset . A red square containing \begin_inset Quotes eld \end_inset Hello World! \begin_inset Quotes erd \end_inset will appear at the top left, move it to the center. \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_4a.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_4b.png \end_inset \end_layout \end_deeper \begin_layout Enumerate Save the scene. \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_5a.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_5b.png \end_inset \end_layout \end_deeper \begin_layout Enumerate Press PLAY. A new window will appear running the application. \end_layout \begin_deeper \begin_layout Standard \align center \begin_inset Graphics filename tute1_6.png \end_inset \end_layout \begin_layout Standard \align center \begin_inset Graphics filename tute1_7.png \end_inset \end_layout \end_deeper \begin_layout Subsubsection* Hello World 2 (a little more complex) \end_layout \begin_layout Subsubsection* A 3D Cube in Space \end_layout \begin_layout Standard \end_layout \begin_layout Standard 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. \end_layout \end_body \end_document