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- .. _doc_introduction_to_2d:
- Introduction to 2D
- ==================
- Godot's 2D game development tools include a dedicated 2D rendering engine, physics system,
- and features tailored specifically for creating 2D experiences. You can efficiently design
- levels with the TileMap system, animate characters with 2D sprite or Cutout animation,
- and leverage 2D lighting for dynamic scene illumination. The built-in 2D particle system
- allows you to create complex visual effects, and Godot also supports custom shaders to
- enhance your graphics. These features, combined with Godot's accessibility and
- flexibility, provide a solid foundation for creating engaging 2D games.
- .. figure:: img/2d_platformer_demo.webp
-
- 2D Platformer Demo available on the Asset Library.
- This page will show you the 2D workspace and how you can get to know it.
- .. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`.
- 2D workspace
- ~~~~~~~~~~~~
- You will use the 2D workspace to work with 2D scenes, design levels, or create user
- interfaces.
- To switch to the 2D workspace, you can either select a 2D node from the scene tree,
- or use the workspace selector located at the top edge of the editor:
- .. image:: img/2d_editor_viewport.webp
- Similar to 3D, you can use the tabs below the workspace selector to change between currently
- opened scenes or create a new one using the plus (+) button. The left and right docks should
- be familiar from :ref:`editor introduction <toc-editor-interface>`.
- Below the scene selector is the main toolbar, and beneath the main toolbar
- is the 2D viewport.
- You can drag and drop compatible nodes from the FileSystem dock to add them to the
- viewport as nodes.
- Dragging and dropping adds the dragged node as a sibling of the selected node
- (if the root node is selected, adds as a child).
- Keeping :kbd:`Shift` pressed when dropping adds the node as a child of the selected node.
- Holding :kbd:`Alt` when dropping adds the node as a child of the root node.
- If :kbd:`Alt + Shift` is held when dropping, the node type can be selected if
- applicable.
- Main toolbar
- ------------
- Some buttons in the main toolbar are the same as those in the 3D workspace. A brief explanation
- is given with the shortcut if the mouse cursor is hovered over a button for one second.
- Some buttons may have additional functionality if another keypress is performed.
- A recap of main functionality of each button with its default shortcut is provided below
- from left to right:
- .. image:: img/2d_toolbar.webp
- - **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking on a node
- in the viewport selects it.
- Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries,
- once released.
- Holding :kbd:`Shift` while selecting adds more nodes to the selection.
- Clicking on a selected node while holding :kbd:`Shift` deselects the node.
- In this mode, you can drag the selected node(s) to move, press :kbd:`Ctrl` to switch to the
- rotation mode temporarily, or use the red circles to scale it. If multiple nodes are
- selected, only movement and rotation are possible. In this mode, rotation and scaling
- will not use the snapping options if snapping is enabled.
- - **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See
- :ref:`doc_introduction_to_2d_the_viewport` for more details.
- - **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
- :ref:`doc_introduction_to_2d_the_viewport` for more details.
- - **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in both
- axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details.
- - **Show list of selectable nodes at position clicked**: As the description suggests,
- this provides a list of selectable nodes at the clicked position as a context menu, if
- there is more than one node in the clicked area.
- - **Rotation pivot**: Sets the rotation pivot to rotate node(s) around.
- An added node has its rotation pivot at ``x: 0``, ``y: 0``, by default, with
- exceptions. For example, the default pivot for a :ref:`Sprite2D <class_Sprite2D>` is its
- center if the ``centered`` property is set to ``true``. If you would like to change the
- rotation pivot of a node, click this button and choose a new location by left clicking.
- The node rotates considering this point. If you have multiple nodes selected, this icon
- will add a temporary pivot to be used commonly by all selected nodes. Pressing :kbd:`Shift`
- and clicking this button will create the pivot at the center of selected nodes. If any of
- the snap options are enabled, the pivot will also snap to them it when dragged.
- - **Pan Mode** (:kbd:`G`): Allows you to navigate in the viewport without accidentally selecting any nodes.
- In other modes, you can also hold :kbd:`Space` and drag with the left mouse button to do the same.
- - **Ruler Mode**: After enabling, click on the viewport to display the current global
- x and y coordinates. Dragging from a position to another one measures the distance in pixels.
- If you drag diagonally, it will draw a triangle and show the separate distances in terms
- of x, y, and total distance to the target, including the angles to the axes in degrees.
- The :kbd:`R` key also activates the ruler. If snapping is enabled, it also displays the
- measurements in terms of grid count:
- .. figure:: img/2d_ruler_with_snap.webp
-
- Using ruler with snapping enabled.
- - **Use Smart Snap**: Toggles smart snapping for move, rotate, and scale modes; and
- the rotation pivot. Customize it using the three-dot menu next to the snap tools.
- - **Use Grid Snap**: Toggles snapping to grid for move and scale mode, rotation pivot,
- and the ruler. Customize it using the three-dot menu next to the snap tools.
- You can customize the grid settings so that move mode, rotate mode, scale mode, ruler,
- and rotation pivot uses snapping.
- Use the three-dot menu for this:
- .. image:: img/2d_snapping_options_menu.webp
- - **Use Rotation Snap**: Toggles snapping using the configured rotation setting.
- - **Use Scale Snap**: Toggles snapping using the configured scaling step setting.
- - **Snap Relative**: Toggles the usage of snapping based on the selected node's current
- transform values. For example, if the grids are set to 32x32 pixels and if the selected node
- is located at ``x: 1, y: 1``, then, enabling this option will temporarily shift the grids by
- ``x: 1, y: 1``.
- - **Use Pixel Snap**: Toggles the use of subpixels for snapping. If enabled, the position values
- will be integers, disabling will enable subpixel movement as decimal values. For the runtime
- property, consider checking `Project Settings > Rendering > 2D > Snapping` property for
- Node2D nodes, and `Project Settings > GUI > General > Snap Controls to Pixels` for
- Control nodes.
- - **Smart Snapping**: Provides a set of options to snap to specific positions if they are enabled:
- - Snap to Parent: Snaps to parent's edges. For example, scaling a child control node while
- this is enabled will snap to the boundaries of the parent.
- - Snap to Node Anchor: Snaps to the node's anchor. For example, if anchors of a control
- node is positioned at different positions, enabling this will snap to the sides and
- corners of the anchor.
- - Snap to Node Sides: Snaps to the node's sides, such as for the rotation pivot or anchor
- positioning.
- - Snap to Node Center: Snaps to the node's center, such as for the rotation pivot or
- anchor positioning.
- - Snap to Other Nodes: Snaps to other nodes while moving or scaling. Useful to align nodes
- in the editor.
- - Snap to Guides: Snaps to custom guides drawn using the horizontal or vertical ruler. More
- on the ruler and guides below.
- .. image:: img/2d_snapping_options.webp
- - **Configure Snap**: Opens the window shown above, offering a set of snapping parameters.
- - Grid Offset: Allows you to shift grids with respect to the origin. ``x`` and ``y`` can
- be adjusted separately.
- - Grid Step: The distance between each grid in pixels. ``x`` and ``y`` can be adjusted separately.
- - Primary Line Every: The number of grids in-between to draw infinite lines as indication of
- main lines.
- - Rotation Offset: Sets the offset to shift rotational snapping.
- - Rotation Step: Defines the snapping degree. E.g., 15 means the node will rotate and snap
- at multiples of 15 degrees if rotation snap is enabled and the rotate mode is used.
- - Scale Step: Determines the scaling increment factor. For example, if it is 0.1, it will
- change the scaling at 0.1 steps if scaling snap is enabled and the scaling mode is used.
- - **Lock selected nodes** (:kbd:`Ctrl + L`). Locks the selected nodes, preventing selection and movement in the
- viewport. Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected
- nodes. Locked nodes can only be selected in the scene tree.
- They can easily be identified by a padlock next to their node names in the scene tree.
- Clicking on this padlock also unlocks the nodes.
- - **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if any
- of the children are selected. Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking
- the ungroup button in the scene tree performs the same action.
- - **Skeleton Options**: Provides options to work with Skeleton2D and Bone2D.
- - Show Bones: Toggles the visibility of bones for the selected node.
- - Make Bone2D Node(s) from Node(s): Converts selected node(s) into Bone2D.
- .. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`.
- - **Project Camera Override**: Temporarily replaces the active camera in the level
- (e.g., the camera following the player) with the camera in the editor's viewport, allowing
- you to move freely and inspect the level's different parts, while the game is running.
-
- - **View** menu: Provides options to control the viewport view. Since its options
- depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport`
- section.
- Next to the View menu, additional buttons may be visible. In the toolbar image
- at the beginning of this chapter, an additional *Sprite2D* button appears because a
- Sprite2D is selected. This menu provides some quick actions and tools to
- work on a specific node or selection. For example, while drawing a polygon, it
- provides buttons to add, modify, or remove points.
- Coordinate system
- -----------------
- In the 2D editor, unlike 3D, there are only two axes: ``x`` and ``y``. Also, the viewing
- angle is fixed.
- In the viewport, you will see two lines in two colors going across the screen infinitely:
- red for the x-axis, and green for the y-axis.
- In Godot, going right and down are positive directions.
- Where these two lines intersect is the origin: ``x: 0, y: 0``.
- A root node will have its origin at this position once added.
- Switching to the `move` or `scale` modes after selecting a node will display the gizmos at the
- node's offset position.
- The gizmos will point to the positive directions of the x and y axes.
- In the move mode, you can drag the green line to move only in the ``y`` axis.
- Similarly, you can hold the red line to move only in the ``x`` axis.
- In the scale mode, the gizmos will have a square shape. You can hold and drag the green and
- red squares to scale the nodes in the ``y`` or ``x`` axes.
- Dragging in a negative direction flips the node horizontally or vertically.
- .. _doc_introduction_to_2d_the_viewport:
- 2D Viewport
- -----------
- The viewport will be the area you spend the most time if you plan to design levels or user
- interfaces visually:
- .. image:: img/2d_editor_viewport_with_viewmenu.webp
- Middle-clicking and dragging the mouse will pan the view.
- The scrollbars on the right or bottom of the viewport also move the view.
- Alternatively, the :kbd:`G` or :kbd:`Space` keys can be used.
- If you enable `Editor Settings > Editors > Panning > Simple Panning`, you can activate
- panning directly with :kbd:`Space` only, without requiring dragging.
- The viewport has buttons on the top-left.
- **Center View** centers the selected node(s) in the screen. Useful if you have a large scene
- with many nodes, and want to see the node selected in the scene tree.
- Next to it are the zoom controls. **-** zooms out, **+** zooms in, and clicking on the number
- with percentage defaults to 100%.
- Alternatively, you can use middle-mouse scrolling to zoom in (scroll up) and out (scroll down).
- The black bars at the viewport's left and top edges are the **rulers**. You can use them to
- orient yourself in the viewport.
- By default, the rulers will display the pixel coordinates of the viewport, numbered at
- 100 pixel steps. Changing the zoom factor will change the shown values.
- Enabling `Grid Snap` or changing the snapping options will update the ruler's scaling and
- the shown values.
- You can also create multiple custom guides to help you make measurements or align
- nodes with them:
- .. image:: img/2d_editor_guidelines.webp
- If you have at least one node in the scene, you can create guides by dragging from the horizontal
- or vertical ruler towards the viewport. A purple guide will appear, showing its position, and will
- remain there when you release the mouse. You can create both horizontal and vertical guides
- simultaneously by dragging from the gray square at the rulers' intersection. Guides can be
- repositioned by dragging them back to their respective rulers, and they can be removed by
- dragging them all the way back to the ruler.
- You can also enable snapping to the created guides using the `Smart Snap` menu.
- .. note:: If you cannot create a line, or do not see previously created guides, make sure that
- they are visible by checking the `View` menu of the viewport. :kbd:`Y` toggles their visibility,
- by default. Also, make sure you have at least one node in the scene.
- Depending on the tool chosen in the toolbar, left-clicking will have a primary action in the
- viewport.
- For example, the `Select Mode` will select the left-clicked node in the viewport.
- Sometimes, left-clicking can be combined with a modifier (e.g., :kbd:`Ctrl`, or :kbd:`Shift`) to
- perform secondary actions.
- For example, keeping :kbd:`Shift` pressed while dragging a node in the Select or Move modes will
- try to snap the node in a single axis while moving.
- Right clicking in the viewport provides two options to create a node or instantiate a scene
- at the chosen position.
- If at least one node is selected, right clicking also provides the option to move the selected
- node(s) to this position.
- Viewport has a **View** menu which provides several options to change the look of the viewport:
- - **Grid**: Allows you to show grids all the time, only when using snapping, or not at all. You
- can also toggle them with the provided option.
- - **Show Helpers**: Toggles the temporary display of an outline of the node, with the previous
- transform properties (position, scaling, or rotation) if a transform operation has been
- initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas.
- - **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See
- :ref:`doc_introduction_to_2d_the_viewport` more on rulers.
- - **Show Guides**: Toggles the visibility of created guides. See
- :ref:`doc_introduction_to_2d_the_viewport` for on how to create them.
- - **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``.
- - **Show Viewport**: Toggles the visibility of the game's default
- viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop
- platforms, which can be changed by going to `Project Settings > Display > Window > Size` and
- setting `Viewport Width` and `Viewport Height`.
- - **Gizmos**: Toggles the visibility of `Position` (shown with cross icon), `Lock`
- (shown with padlock), `Groups` (shown with two squares), and `Transformation` (shown with
- green and red lines) indicators.
- - **Center Selection**: The same as the **Center View** button inside the viewport. Centers the selected
- node(s) in the view. :kbd:`F` is the default shortcut.
- - **Frame to Selection**: Similar to `Center Selection`, but also changes the zoom factor to fit the
- contents in the screen. :kbd:`Shift + F` is the default shortcut.
- - **Clear Guides**: Deletes all guides from the screen. You will need to recreate them if
- you plan to use them later.
- - **Preview Canvas Scale**: Toggles the preview for scaling of canvas in the editor when the zoom
- factor or view of the viewport changes. Useful to see how the controls will look like after scaling
- and moving, without running the game.
- - **Preview Theme**: Allows to choose from the available themes to change the look of control items
- in the editor, without requiring to run the game.
- Node2D and Control node
- ~~~~~~~~~~~~~~~~~~~~~~~
- :ref:`CanvasItem <class_CanvasItem>` is the base node for 2D. :ref:`Node2D <class_Node2D>` is the base node
- for 2D game objects, and :ref:`Control <class_Control>` is the base node
- for everything GUI. For 3D, Godot uses the :ref:`Node3D <class_Node3D>` node.
- 3D in 2D
- --------
- It is possible to display 3D scenes in 2D screen. This is achieved by adding a
- :ref:`SubViewport <class_SubViewport>` as a child.
- Then, you can drag a 3D scene as a child of the SubViewport:
- .. image:: img/3d_in_2d_demo_editor.webp
- .. seealso:: You can check the demo on: `3D in 2D Viewport demo <https://godotengine.org/asset-library/asset/2804>`__.
|