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- .. _doc_exporting_basics:
- Exporting
- =========
- Overview
- --------
- Now that you have a working game, you probably want to share your success with
- others. However, it's not practical to ask your friends to download Godot
- just so they can open your project. Instead, you can *export* your project,
- converting it into a "package" that can be run by anyone.
- The way you export your game depends on what platform you are targeting. In
- this tutorial, you'll learn how to export the *Dodge the Creeps* game for a
- variety of platforms. First, however, we need to make some changes to the
- way the game works.
- .. note:: If you haven't made "Dodge the Creeps" yourself yet, please read
- :ref:`doc_your_first_2d_game` before continuing with this tutorial.
- Preparing the project
- ---------------------
- In *Dodge the Creeps*, we used keyboard controls to move the player's character.
- This is fine if your game is being played on a PC platform, but on a phone
- or tablet, you need to support touchscreen input. Because a click event can
- be treated the same as a touch event, we'll convert the game to a click-and-move
- input style.
- By default, Godot emulates mouse input from touch input. That means that if
- anything is coded to happen on a mouse event, touch will trigger it as well.
- Godot can also emulate touch input from mouse clicks, which we will need to be
- able to keep playing our game on our computer after we switch to touch input.
- In **Project > Project Settings**, under **Input Devices > Pointing**, enable
- **Emulate Touch From Mouse**.
- .. image:: img/export_touchsettings.png
- We also want to ensure that the game scales consistently on different-sized screens,
- so in the project settings go to **Display**, then click on **Window**. In the **Stretch**
- options, set **Mode** to ``2d`` and **Aspect** to ``keep``.
- Since we are already in the **Window** settings, we should also set under **Handheld**
- the **Orientation** to ``portrait``.
- .. image:: img/export_handheld_stretchsettings.png
- Next, we need to modify the ``Player.gd`` script to change the input method.
- We'll remove the key inputs and make the player move towards a "target" that's
- set by the touch (or click) event.
- Here is the full script for the player, with comments noting what we've
- changed:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Area2D
- signal hit
- export var speed = 400
- var screen_size
- # Add this variable to hold the clicked position.
- var target = Vector2()
- func _ready():
- hide()
- screen_size = get_viewport_rect().size
- func start(pos):
- position = pos
- # Initial target is the start position.
- target = pos
- show()
- $CollisionShape2D.disabled = false
- # Change the target whenever a touch event happens.
- func _input(event):
- if event is InputEventScreenTouch and event.pressed:
- target = event.position
- func _process(delta):
- var velocity = Vector2()
- # Move towards the target and stop when close.
- if position.distance_to(target) > 10:
- velocity = target - position
- # Remove keyboard controls.
- # if Input.is_action_pressed("ui_right"):
- # velocity.x += 1
- # if Input.is_action_pressed("ui_left"):
- # velocity.x -= 1
- # if Input.is_action_pressed("ui_down"):
- # velocity.y += 1
- # if Input.is_action_pressed("ui_up"):
- # velocity.y -= 1
- if velocity.length() > 0:
- velocity = velocity.normalized() * speed
- $AnimatedSprite.play()
- else:
- $AnimatedSprite.stop()
- position += velocity * delta
- # We still need to clamp the player's position here because on devices that don't
- # match your game's aspect ratio, Godot will try to maintain it as much as possible
- # by creating black borders, if necessary.
- # Without clamp(), the player would be able to move under those borders.
- position.x = clamp(position.x, 0, screen_size.x)
- position.y = clamp(position.y, 0, screen_size.y)
- if velocity.x != 0:
- $AnimatedSprite.animation = "walk"
- $AnimatedSprite.flip_v = false
- $AnimatedSprite.flip_h = velocity.x < 0
- elif velocity.y != 0:
- $AnimatedSprite.animation = "up"
- $AnimatedSprite.flip_v = velocity.y > 0
- func _on_Player_body_entered( body ):
- hide()
- emit_signal("hit")
- $CollisionShape2D.set_deferred("disabled", true)
- .. code-tab:: csharp
- using Godot;
- using System;
- public class Player : Area2D
- {
- [Signal]
- public delegate void Hit();
- [Export]
- public int Speed = 400;
- private Vector2 _screenSize;
- // Add this variable to hold the clicked position.
- private Vector2 _target;
- public override void _Ready()
- {
- Hide();
- _screenSize = GetViewport().Size;
- }
- public void Start(Vector2 pos)
- {
- Position = pos;
- // Initial target us the start position.
- _target = pos;
- Show();
- GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
- }
- // Change the target whenever a touch event happens.
- public override void _Input(InputEvent @event)
- {
- if (@event is InputEventScreenTouch eventMouseButton && eventMouseButton.Pressed)
- {
- _target = (@event as InputEventScreenTouch).Position;
- }
- }
- public override void _Process(float delta)
- {
- var velocity = new Vector2();
- // Move towards the target and stop when close.
- if (Position.DistanceTo(_target) > 10)
- {
- velocity = _target - Position;
- }
- // Remove keyboard controls.
- //if (Input.IsActionPressed("ui_right"))
- //{
- // velocity.x += 1;
- //}
- //if (Input.IsActionPressed("ui_left"))
- //{
- // velocity.x -= 1;
- //}
- //if (Input.IsActionPressed("ui_down"))
- //{
- // velocity.y += 1;
- //}
- //if (Input.IsActionPressed("ui_up"))
- //{
- // velocity.y -= 1;
- //}
- var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
- if (velocity.Length() > 0)
- {
- velocity = velocity.Normalized() * Speed;
- animatedSprite.Play();
- }
- else
- {
- animatedSprite.Stop();
- }
- Position += velocity * delta;
- // We still need to clamp the player's position here because on devices that don't
- // match your game's aspect ratio, Godot will try to maintain it as much as possible
- // by creating black borders, if necessary.
- // Without clamp(), the player would be able to move under those borders.
- Position = new Vector2(
- x: Mathf.Clamp(Position.x, 0, _screenSize.x),
- y: Mathf.Clamp(Position.y, 0, _screenSize.y)
- );
- if (velocity.x != 0)
- {
- animatedSprite.Animation = "walk";
- animatedSprite.FlipV = false;
- animatedSprite.FlipH = velocity.x < 0;
- }
- else if(velocity.y != 0)
- {
- animatedSprite.Animation = "up";
- animatedSprite.FlipV = velocity.y > 0;
- }
- }
- public void OnPlayerBodyEntered(PhysicsBody2D body)
- {
- Hide(); // Player disappears after being hit.
- EmitSignal("Hit");
- GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
- }
- }
- Setting a main scene
- --------------------
- The main scene is the one that your game will start in. For this
- *Dodge the Creeps* example, in
- **Project -> Project Settings -> Application -> Run**, set **Main Scene**
- to ``Main.tscn`` by clicking the folder icon and selecting it.
- Export templates
- ----------------
- To export the project, you need to download the *export templates* from the
- http://godotengine.org/download. These templates are optimized versions of the engine
- without the editor pre-compiled for each platform. You can also
- download them in Godot by clicking on **Editor -> Manage Export Templates**:
- .. image:: img/export_template_menu.png
- .. note::
- If you've downloaded Godot from
- `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__,
- export templates are already included. Therefore, you don't need to download
- them using the **Manage Export Templates** dialog.
- In the window that appears, you can click **Download** to get the template
- version that matches your version of Godot.
- .. image:: img/export_template_manager.png
- .. note::
- Export templates are bound to a specific Godot version. If you upgrade
- Godot, you must download templates that match the new version.
- Export presets
- --------------
- Next, you can configure the export settings by clicking on **Project -> Export**.
- Create a new export preset by clicking **Add...** and selecting a platform. You
- can make as many presets as you like with different settings.
- .. image:: img/export_presets_window.png
- At the bottom of the window are two buttons. **Export PCK/ZIP** only creates
- a packed version of your project's data. This doesn't include an executable
- so the project can't be run on its own.
- The second button, **Export Project**, creates a complete executable version
- of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows.
- In the **Resources** and **Features** tabs, you can customize how the game is
- exported for each platform. We can leave those settings alone for now.
- Exporting by platform
- ---------------------
- In this section, we'll walk through the process for each platform,
- including any additional software or requirements you'll need.
- PC (Linux/macOS/Windows)
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Exporting PC platforms works the same across the three supported operating
- systems. Open the export window and click **Add...** to create the preset(s) you
- want to make. Then click **Export Project** and choose a name and destination
- folder. Choose a location *outside* of your project folder.
- Click **Save** and the engine will build the export files.
- .. note::
- When exporting for macOS, if you export from a macOS computer, you'll end up
- with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In
- either case, the compressed file contains a macOS ``.app`` that you can
- double-click and run.
- .. note::
- On Windows, if you want your exported executable to have a different icon
- than the default one, you need to change it manually. See
- :ref:`doc_changing_application_icon_for_windows`.
- Android
- ~~~~~~~
- .. tip::
- Mobile devices come with a wide variety of capabilities. In most cases,
- Godot's default settings will work, but mobile development is sometimes more
- art than science, and you may need to do some experimenting and searching
- for help in order to get everything working.
- Before you can export your project for Android, you must download the following
- software:
- * Android SDK: https://developer.android.com/studio/
- * Open JDK (**version 8 is required**, more recent versions won't work): https://adoptopenjdk.net/index.html
- When you run Android Studio for the first time, click on **Configure -> SDK Manager**
- and install **Android SDK Platform Tools**. This installs the ``adb``
- command-line tool that Godot uses to communicate with your device.
- Next, create a debug keystore by running the following command on your
- system's command line:
- .. code-block:: shell
- keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
- Click on *Editor -> Editor Settings* in Godot and select the *Export/Android*
- section. Here, you need to set the paths to the Android SDK applications on
- your system and the location of the keystore you just created.
- .. image:: img/export_editor_android_settings.png
- Now you're ready to export. Click on **Project -> Export** and add a preset
- for Android (see above). Select the newly added Android preset. Under **Options**,
- go to **Screen** and set **Orientation** to **Portrait**. If your game is in
- landscape mode (i.e. the window width in pixels is greater than the window height),
- leave this on **Landscape**.
- Click the **Export Project** button and Godot will build an APK you can download
- on your device. To do this on the command line, use the following:
- .. code-block:: shell
- adb install dodge.apk
- .. note:: Your device may need to be in *developer mode*. Consult your
- device's documentation for details.
- If your system supports it, connecting a compatible Android device will cause
- a **One-click Deploy** button to appear in Godot's playtest button area:
- .. image:: img/export_android_oneclick.png
- Clicking this button builds the APK and copies it onto your device in one step.
- iOS
- ~~~
- .. note::
- To build your game for iOS, you must have a computer running macOS with
- Xcode installed.
- Before exporting, there are some settings that you *must* complete for the project
- to export successfully. First, the **App Store Team Id**, which you can find by
- logging in to your Apple developer account and looking in the **Membership** section.
- You must also provide icons and splash screen images as shown below:
- .. image:: img/export_ios_settings.png
- Click **Export Project** and select a destination folder.
- Once you have successfully exported the project, you'll find the following
- folders and files have been created in your selected location:
- .. image:: img/export_xcode_project_folders.png
- You can now open the project in Xcode and build the project for iOS.
- The Xcode build procedure is beyond the scope of this tutorial.
- See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1
- for more information.
- HTML5 (web)
- ~~~~~~~~~~~
- Click **Export Project** on the HTML5 preset. We don't need to change any
- of the default settings.
- When the export is complete, you'll have a folder containing the following
- files:
- .. image:: img/export_web_files.png
- Viewing the ``.html`` file in your browser lets you play the game. However, you
- can't open the file directly. Instead, it needs to be served by a web server. If
- you don't have one set up on your computer, you can search online to find
- suggestions for your specific OS.
- Point your browser at the URL where you've placed the HTML file. You may have
- to wait a few moments while the game loads before you see the start screen.
- .. image:: img/export_web_example.png
- The console window beneath the game tells you if anything goes wrong. You can
- disable it by disabling **Export With Debug** in the final file dialog that appears
- when you export the project.
- .. image:: img/export_web_export_with_debug_disabled.png
- .. note::
- While WebAssembly is supported in all major browsers, it is still an
- emerging technology and you may find some things that don't work. Make sure
- you have updated your browser to the most recent version, and report any
- bugs you find on the
- `Godot GitHub repository <https://github.com/godotengine/godot/issues>`_.
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