558 lines
10 KiB
Plaintext
558 lines
10 KiB
Plaintext
#LyX 1.6.5 created this file. For more info see http://www.lyx.org/
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\lyxformat 345
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\begin_document
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\begin_header
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\language english
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\author ""
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\author ""
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\end_header
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\begin_body
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\begin_layout Title
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01.
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Getting Started with Godot Engine
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\end_layout
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\begin_layout Section*
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Introduction:
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\end_layout
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\begin_layout Standard
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Godot Engine is designed to be useful.
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This may sound rather vague and is difficult to explain without repeating
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the same claims that every other engine does, but, as we progress through
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this (and the next) tutorials, hopefully it will be made clear what
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\begin_inset Quotes eld
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\end_inset
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useful
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\begin_inset Quotes erd
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\end_inset
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means.
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\end_layout
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\begin_layout Standard
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Godot Engine has many components, both high and low level, and is usually
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more abstract and complex than most other engines.
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This is, however, to the advantage of the user as complexity is presented
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in a way that it only needs to be discovered when more power needs to be
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untapped.
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This helps to provide an easy learning curve.
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\end_layout
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\begin_layout Standard
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Design wise, the whole API and set of components were created with a clear
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goal in mind, which is to allow for smooth integration of design ideas,
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code and assets.
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This is achieved by defining the following rules:
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\end_layout
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\begin_layout Itemize
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Implementing a game feature should never be too many steps away from an
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existing component.
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\end_layout
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\begin_layout Itemize
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More complex features should be leveraged by combining or extending existing
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components.
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\end_layout
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\begin_layout Itemize
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If the above fails, creating custom components should be extremely simple.
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\end_layout
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\begin_layout Standard
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Ultimately, Godot Engine provides an editor and tools that allows everyone
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to work with it:
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\end_layout
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\begin_layout Itemize
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Programmers can script and extend any component of the project.
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\end_layout
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\begin_layout Itemize
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Designers can tweak and animate any parameter from a friendly user interface.
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\end_layout
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\begin_layout Itemize
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Artists can import their art and models and tweak the look of everything
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in realtime.
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\end_layout
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\begin_layout Section*
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Editor:
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\end_layout
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\begin_layout Standard
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As mentioned before, Godot Engine is very abstract so projects consist of
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just a
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\emph on
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path
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\emph default
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(ie: C:
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\backslash
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games
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\backslash
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mygame5).
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Projects don't have to be specifically created, and many can be placed
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inside the same path (useful for not wasting folders on tests and experiments).
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\end_layout
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\begin_layout Standard
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In any case, to ease the management of projects, a graphical util exists.
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\end_layout
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\begin_layout Subsection*
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Running From The Project Manager
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\end_layout
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\begin_layout Standard
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Godot Engine includes a built-in project manager.
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This is installed by default on Windows and OSX and it allows for the creation
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and removal projects that will be remembered at the next startup:
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename pm.png
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\end_inset
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\end_layout
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\begin_layout Standard
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To create a new project, the [Create] button must be pressed and a dialog
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will appear, prompting for a path and project name.
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Afterwards, the [Open] button will close the project manager and open the
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desired project.
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\end_layout
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\begin_layout Subsection*
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Running From the Command Line
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\end_layout
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\begin_layout Standard
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To create and manage projects, it is perfectly possible to use the command
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line.
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Many users prefer this way of working with project data.
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename pmc.png
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\end_inset
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\end_layout
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\begin_layout Standard
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For ease of use, it is recommended that the
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\begin_inset Quotes eld
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\end_inset
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godot
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\begin_inset Quotes erd
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\end_inset
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binary exists in the path, so any project can be opened easily aywhere
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just by changing location to the projec and executing the editor.
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\end_layout
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\begin_layout Subsection*
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Godot Editor
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\end_layout
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\begin_layout Standard
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Godot Editor should have been opened by now, if not please check the previous
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steps again.
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\end_layout
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\begin_layout Standard
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Godot has a powerful buit-in editor.
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It uses the graphics toolkint within itself to display the UI, so it runs
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identical on any platform (even consoles or phones!).
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename editor.png
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\end_inset
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\end_layout
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\begin_layout Standard
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In the above screenshots, a few regions are labelled to be explained as
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follows:
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\end_layout
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\begin_layout Subsubsection*
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Viewport
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\end_layout
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\begin_layout Standard
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The
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\emph on
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Viewport
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\emph default
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is the main space where the content is displayed.
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Content includes 3D Nodes or Graphical User Interface (GUI) controls.
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Other types of data spawn editors of their own when being edited.
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The default viewport is the 3D viewport, which can be panned, zoomed, etc.
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\end_layout
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\begin_layout Subsubsection*
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Scene Tree
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\end_layout
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\begin_layout Standard
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The
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\emph on
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Scene Tree
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\emph default
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is a small dock that displays the tree of the current scene being edited.
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A scene is a collection of nodes arranged in a tree-hierarchy (any node
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can have several owned children-nodes).
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The meaning of this ownership depends purely on the
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\emph on
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type
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\emph default
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of the node, but it will become clear after going through the examples.
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In a
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\emph on
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MVC
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\emph default
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pattern, the scene tree could be considered the
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\emph on
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View
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\emph default
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.
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\end_layout
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\begin_layout Subsubsection*
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Property Editor
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\end_layout
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\begin_layout Standard
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The
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\emph on
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Property Editor
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\emph default
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is another small dock.
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Every node contains a finite number of
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\emph on
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properties
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\emph default
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, which can be edited.
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Properties can be of several types, such as integers, strings, images,
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matrices, etc.
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Usually, changes to properties are reflected in the
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\emph on
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viewport
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\emph default
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in real time.
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\end_layout
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\begin_layout Section*
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Examples:
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\end_layout
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\begin_layout Standard
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From now, a few, simple examples will be presented that will help understand
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a little better how Godot Engine works.
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\end_layout
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\begin_layout Subsubsection*
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Hello, World!
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\end_layout
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\begin_layout Enumerate
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Open the editor
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\end_layout
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\begin_layout Enumerate
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Click on
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\begin_inset Quotes eld
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\end_inset
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Node
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\begin_inset Quotes erd
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\end_inset
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(Node Menu), then on
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\begin_inset Quotes eld
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\end_inset
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Create Root
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\begin_inset Quotes erd
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\end_inset
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_1.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Enumerate
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Create a node of type
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\emph on
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Label,
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\emph default
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then instruct the
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\emph on
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editor
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\emph default
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to switch to GUI editing mode.
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A few red squares will appear on the top left corner, don't mind them yet.
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_2.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_2b.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_3c.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Enumerate
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Select the
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\emph on
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Label
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\emph default
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node in the
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\emph on
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Scene Tree
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\emph default
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(if it's not selected yet), the properties of the selected node will appear
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in the
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\emph on
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Property Editor
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_3a.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_3b.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Enumerate
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Look for the
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\emph on
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Text
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\emph default
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property in the
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\emph on
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Property Editor
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\emph default
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and click the right column, so it becomes editable.
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Enter the text
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\begin_inset Quotes eld
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\end_inset
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Hello, World!
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\begin_inset Quotes erd
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\end_inset
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.
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A red square containing
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\begin_inset Quotes eld
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\end_inset
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Hello World!
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\begin_inset Quotes erd
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\end_inset
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will appear at the top left, move it to the center.
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_4a.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_4b.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Enumerate
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Save the scene.
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_5a.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_5b.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Enumerate
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Press PLAY.
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A new window will appear running the application.
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\end_layout
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\begin_deeper
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_6.png
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\end_inset
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\end_layout
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\begin_layout Standard
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\align center
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\begin_inset Graphics
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filename tute1_7.png
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\end_inset
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\end_layout
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\end_deeper
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\begin_layout Subsubsection*
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Hello World 2 (a little more complex)
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\end_layout
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\begin_layout Subsubsection*
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A 3D Cube in Space
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\end_layout
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\begin_layout Standard
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\end_layout
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\begin_layout Standard
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In many cases, nodes and other types of engine objects need to express changes
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in their state, such as a button being pressed, a scroll being dragged,
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or a projectile colliding against a tank.
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Godot Engine utilizes the concept of signals for this.
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Different types of nodes and objects can emit signals, and any other node
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or object can connect to them.
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\end_layout
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\end_body
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\end_document
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