nodes_and_scenes.rst 7.3 KB

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  1. .. The goal of this page is to explain more than doc_key_concepts_overview about nodes and scenes, get the user to create their first concrete scene.
  2. .. _doc_nodes_and_scenes:
  3. Nodes and Scenes
  4. ================
  5. In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of
  6. scenes and that each scene is a tree of nodes. In this lesson, we explain a bit
  7. more about them. You will also create your first scene.
  8. Nodes
  9. -----
  10. **Nodes are the fundamental building blocks of your game**. They are like the
  11. ingredients in a recipe. There are dozens of kinds that can display an image,
  12. play a sound, represent a camera, and much more.
  13. .. image:: img/nodes_and_scenes_nodes.png
  14. All nodes have the following attributes:
  15. - A name.
  16. - Editable properties.
  17. - They receive callbacks to update every frame.
  18. - You can extend them with new properties and functions.
  19. - You can add them to another node as a child.
  20. The last attribute is key. **Together, nodes form a tree**, which is a powerful
  21. feature to organize projects. Since different nodes have different functions,
  22. combining them produces more complex behavior. As we saw before, you can build a
  23. playable character the camera follows using a kinematic body node named
  24. "Character", a sprite node, a camera node, and a collision shape node.
  25. .. image:: img/nodes_and_scenes_character_nodes.png
  26. Scenes
  27. ------
  28. When you organize nodes in a tree, like our character, we call this construct a
  29. scene. Once saved, scenes work like new node types in the editor, where you can
  30. add them as a child of an existing node. In that case, the instance of the scene
  31. appears as a single node with its internals hidden.
  32. Scenes allow you to structure your game's code however you want. You can
  33. **compose nodes** to create custom and complex node types, like a game character
  34. that runs and jumps, a life bar, a chest with which you can interact, and more.
  35. .. image:: img/nodes_and_scenes_3d_scene_example.png
  36. The Godot editor essentially is a **scene editor**. It has plenty of tools for
  37. editing 2D and 3D scenes, as well as user interfaces. A Godot project can
  38. contain as many of these scenes as you need. The engine only requires one as
  39. your application's **main scene**. This is the scene Godot will first load when
  40. you or a player runs the game.
  41. On top of acting like nodes, scenes have the following attributes:
  42. 1. They always have one root node, like the "Character" in our example.
  43. 2. You can save them to your hard drive and load them later.
  44. 3. You can create as many instances of a scene as you'd like. You could have
  45. five or ten characters in your game, created from your Character scene.
  46. Creating your first scene
  47. -------------------------
  48. Let's create our first scene with a single node. To do so, you will need to
  49. create a new project first. After opening the project, you should see an empty
  50. editor.
  51. .. image:: img/nodes_and_scenes_01_empty_editor.png
  52. In an empty scene, the Scene dock on the left shows several options to add a
  53. root node quickly. "2D Scene" adds a Node2D node, "3D Scene" adds a Spatial
  54. node, and "User Interface" adds a Control node. These presets
  55. are here for convenience; they are not mandatory. "Other Node" lets you select any
  56. node to be the root node. In an empty scene, "Other Node" is equivalent to pressing
  57. the "Add Child Node" button at the top-left of the Scene dock, which usually adds
  58. a new node as a child of the currently selected node.
  59. We're going to add a single Label node to our scene. Its function is to draw
  60. text on the screen.
  61. Press the "Add Child Node" button or "Other Node" to create a root node.
  62. .. image:: img/nodes_and_scenes_02_scene_dock.png
  63. The Create Node dialog opens, showing the long list of available nodes.
  64. .. image:: img/nodes_and_scenes_03_create_node_window.png
  65. Select the Label node. You can type its name to filter down the list.
  66. .. image:: img/nodes_and_scenes_04_create_label_window.png
  67. Click on the Label node to select it and click the Create button at the bottom
  68. of the window.
  69. .. image:: img/nodes_and_scenes_05_editor_with_label.png
  70. A lot happens when you add a scene's first node. The scene changes to the 2D
  71. workspace because Label is a 2D node type. The Label appears, selected, in the
  72. top-left corner of the viewport. The node appears in the Scene dock on the left,
  73. and the node's properties appear in the Inspector dock on the right.
  74. Changing a node's properties
  75. ----------------------------
  76. The next step is to change the Label's "Text" property. Let's change it to
  77. "Hello World".
  78. Head to the Inspector dock on the right of the viewport. Click inside the field
  79. below the Text property and type "Hello World".
  80. .. image:: img/nodes_and_scenes_06_label_text.png
  81. You will see the text draw in the viewport as you type.
  82. You can move your Label node in the viewport by selecting the move tool in the
  83. toolbar.
  84. .. image:: img/nodes_and_scenes_07_move_tool.png
  85. With the Label selected, click and drag anywhere in the viewport to
  86. move it to the center of the view delimited by the rectangle.
  87. .. image:: img/nodes_and_scenes_08_hello_world_text.png
  88. Running the scene
  89. -----------------
  90. Everything's ready to run the scene! Press the Play Scene button in the
  91. top-right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS).
  92. .. image:: img/nodes_and_scenes_09_play_scene_button.png
  93. A popup invites you to save the scene, which is required to run it.
  94. .. image:: img/nodes_and_scenes_10_save_scene_popup.png
  95. Click the Yes button, and in the file browser that appears, press the Save
  96. button to save it as "Label.tscn".
  97. .. image:: img/nodes_and_scenes_11_save_scene_as.png
  98. .. note:: The Save Scene As dialog, like other file dialogs in the editor, only
  99. allows you to save files inside the project. The ``res://`` path at
  100. the top of the window represents the project's root directory and
  101. stands for "resource path". For more information about file paths in
  102. Godot, see :ref:`doc_filesystem`.
  103. The application should open in a new window and display the text "Hello World".
  104. .. image:: img/nodes_and_scenes_12_final_result.png
  105. Close the window or press :kbd:`F8` to quit the running scene.
  106. .. note::
  107. If this doesn't immediately work and you have a hiDPI display on at least
  108. one of your monitors, go to Project -> Project Settings -> Display ->
  109. Window then enable Allow Hidpi under Dpi.
  110. Setting the main scene
  111. ----------------------
  112. To run our test scene, we used the Play Scene button. Another button next to it
  113. allows you to set and run the project's main scene. You can press :kbd:`F5`
  114. (:kbd:`Cmd + B` on macOS) to do so.
  115. .. image:: img/nodes_and_scenes_13_play_button.png
  116. A popup window appears and invites you to select the main scene.
  117. .. image:: img/nodes_and_scenes_14_main_scene_popup.png
  118. Click the Select button, and in the file dialog that appears, double click on
  119. Label.tscn.
  120. .. image:: img/nodes_and_scenes_15_select_main_scene.png
  121. The demo should run again. Moving forward, every time you run the project, Godot
  122. will use this scene as a starting point.
  123. .. note:: The editor saves the main scene's path in a project.godot file in your
  124. project's directory. While you can edit this text file directly to
  125. change project settings, you can also use the "Project -> Project
  126. Settings" window to do so.
  127. In the next part, we will discuss another key concept in games and in Godot:
  128. creating instances of a scene.