Merge pull request #4302 from NathanLovato/content/getting-started

Rewrite of the getting started introduction
This commit is contained in:
Rémi Verschelde
2020-12-02 20:32:04 +01:00
committed by GitHub
65 changed files with 524 additions and 192 deletions

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@@ -50,8 +50,7 @@ if you need a quick writeup about Godot Engine.
Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit.
For a more in-depth view of the engine, you are encouraged to read this
documentation further, especially the :ref:`Step by step
<toc-learn-step_by_step>` tutorial.
documentation further, especially the :ref:`Getting Started <sec-learn>` series.
About the documentation
-----------------------

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.. This page is only here to introduce the interface to the user broadly. To
cover individual areas in greater detail, write the corresponding pages in
the most appropriate section, and link them. E.g. the animation editor goes
to the animation section. General pages, for instance, about the project
manager, should go in the editor manual.
.. _doc_intro_to_the_editor_interface:
First look at Godot's editor
============================
This page will give you a brief overview of Godot's interface. We're going to
look at the different main screens and docks to help you situate yourself.
.. seealso:: For a comprehensive breakdown of the editor's interface and how to
use it, see the :ref:`Editor manual <toc-learn-editor>`.
The Project manager
-------------------
When you launch Godot, the first window you see is the Project Manager. In the
default tab, "Projects," you can manage existing projects, import or create new
ones, and more.
.. image:: img/editor_intro_project_manager.png
At the top of the window, there is another tab named "Templates". You can search
for demo projects in the open-source asset library, which includes many projects
developed by the community.
.. seealso:: To learn the project manager's ins and outs, read
:ref:`doc_project_manager`.
.. image:: img/editor_intro_project_templates.png
You can also change the editor's language using the drop-down menu to the right
of the engine's version in the window's top-right corner. By default, it is in
English (EN).
.. image:: img/editor_intro_language.png
First look at Godot's editor
----------------------------
When you open a new or an existing project, the editor's interface appears.
Let's look at its main areas.
.. image:: img/editor_intro_editor_empty.png
By default, it features **menus**, **main screens**, and playtest buttons along
the window's top edge.
.. image:: img/editor_intro_top_menus.png
In the center is the **viewport** with its **toolbar** at the top, where you'll
find tools to move, scale, or lock the scene's nodes.
.. image:: img/editor_intro_3d_viewport.png
On either side of the viewport sit the **docks**. And at the bottom of the
window lies the **bottom panel**.
The toolbar changes based on the context and selected node. Here is the 2D toolbar.
.. image:: img/editor_intro_toolbar_2d.png
Below is the 3D one.
.. image:: img/editor_intro_toolbar_3d.png
Let's look at the docks. The **FileSystem** dock lists your project files, be it
scripts, images, audio samples, and more.
.. image:: img/editor_intro_filesystem_dock.png
The **Scene** dock lists the active scene's nodes.
.. image:: img/editor_intro_scene_dock.png
The **Inspector** allows you to edit the properties of a selected node.
.. image:: img/editor_intro_inspector_dock.png
The **bottom panel**, situated below the viewport, is the host for the debug
console, the animation editor, the audio mixer, and more. They can take precious
space, that's why they're folded by default.
.. image:: img/editor_intro_bottom_panels.png
When you click on one, it expands vertically. Below, you can see the animation editor opened.
.. image:: img/editor_intro_bottom_panel_animation.png
The four main screens
---------------------
There are four main screen buttons centered at the top of the editor:
2D, 3D, Script, and AssetLib.
You'll use the **2D screen** for all types of games. In addition to 2D games,
the 2D screen is where you'll build your interfaces. Press :kbd:`F1` (or
:kbd:`Alt + 1` on macOS) to access it.
.. image:: img/editor_intro_workspace_2d.png
In the **3D screen**, you can work with meshes, lights, and design levels for
3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
.. image:: img/editor_intro_workspace_3d.png
Notice the perspective button under the toolbar. Clicking on it opens a list of
options related to the 3D view.
.. image:: img/editor_intro_3d_viewport_perspective.png
.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
main screen**.
The **Script screen** is a complete code editor with a debugger, rich
auto-completion, and built-in code reference. Press :kbd:`F3` (:kbd:`Alt + 3`
on macOS) to access it.
.. image:: img/editor_intro_workspace_script.png
Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
and assets to use in your projects.
.. image:: img/editor_intro_workspace_assetlib.png
.. seealso:: You can learn more about the asset library in
:ref:`doc_what_is_assetlib`.
Integrated class reference
--------------------------
Godot comes with a built-in class reference.
You can search for information about a class, method, property, constant, or
signal by:
1. Pressing :kbd:`Shift + F1` anywhere in the editor.
2. Clicking the "Search Help" button in the top-right of the Script main screen.
3. Clicking on the Help menu and Search.
4. Clicking while pressing the :kbd:`Ctrl` key on a class name,
function name, or built-in variable in the script editor.
.. image:: img/editor_intro_search_help_button.png
When you do any of these, a window pops up. Type to search for any item. You can
also use it to browse available objects and methods.
.. image:: img/editor_intro_search_help.png
Double-click on an item to open the corresponding page in the script main screen.
.. image:: img/editor_intro_help_class_animated_sprite.png

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.. Intention: provide the necessary information to make the most of the getting
started series, answering questions like "do I want to learn Godot?", "how
does it look and feel?", "how does it work?", and "how do I best learn it?".
Introduction
============
@@ -5,12 +9,15 @@ This series will introduce you to Godot and give you an overview of its
features.
In the following pages, you will get answers to questions such as "Is Godot for
me?" or "What can I do with Godot?". We will then run you through the editor's
interface, introduce the engine's most essential concepts, and give you tips to
me?" or "What can I do with Godot?". We will then introduce the engine's most
essential concepts, run you through the editor's interface, and give you tips to
make the most of your time learning it.
.. toctree::
:maxdepth: 1
:name: toc-learn-introduction
introduction_to_godot
key_concepts_overview
first_look_at_the_editor
learning_new_features

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Introduction to Godot
=====================
This article is here to help you figure out whether Godot might be a good fit
for you. We will introduce some broad features of the engine to give you a feel
for what you can achieve with it and answer questions such as "what do I need to
know to get started?".
This is by no means an exhaustive overview. We will introduce many more features
in this getting started series.
What is Godot?
--------------
Godot is a general-purpose 2D and 3D game engine designed to support all sorts
of projects. You can use it to create games or applications you can then release
on desktop or mobile, as well as on the web.
You can also create console games with it, although you either need strong
programming skills or a developer to port the game for you.
.. note:: The Godot team can't provide an open-source console export due to the
licensing terms imposed by console manufacturers. Regardless of the
engine you use, though, releasing games on consoles is always a lot of
work. You can read more on that here: :ref:`doc_consoles`.
What can the engine do?
-----------------------
Godot was initially developed in-house by an Argentinan game studio. Its
development started in 2001, and the engine was rewritten and improved
tremendously since its open-source release in 2014.
Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
.. image:: img/introduction_ex_zodiac.png
.. image:: img/introduction_helms_of_fury.jpg
As for applications, the open-source pixel art drawing program Pixelorama is
powered by Godot, and so is the voxel RPG creator RPG in a box.
.. image:: img/introduction_rpg_in_a_box.png
You can find many more examples in the official showcase videos:
- `April 2020 desktop and console showcase`_
- `April 2020 mobile showcase`_
How does it work and look?
--------------------------
Godot comes with a fully-fledged game editor with integrated tools to answer the
most common needs. It includes a code editor, an animation editor, a tilemap
editor, a shader editor, a debugger, a profiler, and more.
.. image:: img/introduction_editor.png
The team strives to offer a feature-rich game editor with a consistent user
experience. While there is always room for improvement, the user interface keeps
getting refined.
Of course, if you prefer, you can work with external programs. We officially
support importing 3D scenes designed in Blender_ and maintain plugins to code in
VSCode_ and Emacs_ for GDScript and C#. We also support Visual Studio for C# on
Windows.
.. image:: img/introduction_vscode.png
Programming languages
---------------------
Let's talk about the available programming languages.
You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a
Godot-specific and tightly integrated language with a lightweight syntax, or
:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
These are the two main scripting languages we support.
Godot also supports a node-based visual programming language named
:ref:`VisualScript <toc-learn-scripting-visual_script>`.
With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write
gameplay or high-performance algorithms in C or C++ without recompiling the
engine. You can use this technology to integrate third-party libraries and other
Software Development Kits (SDK) in the engine.
Of course, you can also directly add modules and features to the engine, as it's
completely free and open-source.
.. seealso:: These are the five officially supported programming languages. The
community maintains support for many more. For more information,
see :ref:`GDNative third-party bindings
<doc_what_is_gdnative_third_party_bindings>`.
What do I need to know to use Godot?
------------------------------------
Godot is a feature-packed game engine. With its thousands of features, there is
a lot to learn. To make the most of it, you need good programming foundations.
While we try to make the engine accessible, you will benefit a lot from knowing
how to think like a programmer first.
Godot relies on the object-oriented programming paradigm. Being comfortable with
concepts such as classes and objects will help you code efficiently in it.
If you are entirely new to programming, we recommend following the `CS50 open
courseware`_ from Harvard University. It's a great free course that will teach
you everything you need to know to be off to a good start. It will save you
countless hours and hurdles learning any game engine afterward.
.. note:: In CS50, you will learn multiple programming languages. Don't be
afraid of that: programming languages have many similarities. The
skills you learn with one language transfer well to others.
We will provide you with more Godot-specific learning resources in
:ref:`doc_learning_new_features`.
In the next part, you will get an overview of the engine's essential concepts.
.. _Blender: https://www.blender.org/
.. _VSCode: https://github.com/godotengine/godot-vscode-plugin
.. _Emacs: https://github.com/godotengine/emacs-gdscript-mode
.. _April 2020 desktop and console showcase: https://youtu.be/UEDEIksGEjQ
.. _April 2020 mobile showcase: https://youtu.be/AIapugketbs
.. _CS50 open courseware: https://cs50.harvard.edu/x/2020/

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.. Intention: introduce only a handful of key concepts and avoid a big cognitive
load. Readers will then be reminded of the concepts further in the getting
started series, reinforcing their learning.
.. _doc_key_concepts_overview:
Overview of Godot's key concepts
================================
Every game engine revolves around abstractions you use to build your
applications. In Godot, a game is a **tree** of **nodes** that you group
together into **scenes**. You can then wire these nodes so they can communicate
using **signals**.
These are the four concepts you will learn here. We're going to look at them
briefly to give you a sense of how the engine works. In the getting started
series, you will get to use them in practice.
Scenes
------
In Godot, you break down your game in reusable scenes. A scene like a character,
a weapon, a menu in the user interface, a single house, an entire level, or
anything you can think of. Godot's scenes are flexible; they fill the role of
both prefabs and scenes in some other game engines.
.. image:: img/key_concepts_main_menu.png
You can also nest scenes. For example, you can put your character in a level,
and drag and drop a scene as a child of it.
.. image:: img/key_concepts_scene_example.png
Nodes
-----
A scene is composed of one or more **nodes**. Nodes are your game's smallest
building block that you arrange into trees. Here's an example of a character's
nodes.
.. image:: img/key_concepts_character_nodes.png
It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite2D``, a
``Camera2D``, and a ``CollisionShape2D``.
.. note:: The node names end with "2D" because this is a 2D scene. Their 3D
counterpart have names that end with "3D".
Notice how nodes and scenes look the same in the editor. When you save a tree of
nodes as a scene, it then shows as a single node, with its internal structure
hidden in the editor.
Godot provides an extensive library of base node types you can combine and
extend to build more powerful ones. 2D, 3D, or user interface, you will do most
things with these nodes.
.. image:: img/key_concepts_node_menu.png
The scene tree
--------------
All your game's scenes come together in the **scene tree**, literally a tree of
scenes. And as scenes are trees of nodes, the scene tree also is a tree of
nodes. But it's easier to think of your game in terms of scenes as they can
represent characters, weapons, doors, or your user interface.
.. image:: img/key_concepts_scene_tree.png
Signals
-------
Nodes emit signals when some event occurred. This feature allows you to make
nodes communicate without hard-wiring them in code. It gives you a lot of
flexibility in how you structure your scenes.
.. image:: img/key_concepts_signals.png
.. note:: Signals are Godot's version of the *observer* pattern. You can read
more about the observer pattern here:
https://gameprogrammingpatterns.com/observer.html
For example, buttons emit a signal when pressed. You can connect to this signal
to run code in reaction to this event, like starting the game or opening a menu.
Other built-in signals can tell you when two objects collided, when a character
or monster entered a given area, and much more. You can also define new signals
tailored to your game.
Summary
-------
Nodes, scenes, the scene tree, and signals are four core concepts in Godot that
you will manipulate all the time.
Nodes are your game's smallest building block. You combine them to create scenes
that you then combine and nest into the scene tree. You can then use signals to
make nodes react to events in other nodes or different scene tree branches.
After this short breakdown, you probably have many questions. Bear with us as
you will get many answers throughout the getting started series.

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.. Keep this page short and sweet! We want users to read it to the end, so they
know where to find information, how to get help, and how to maximize chances
of getting answers.
.. _doc_learning_new_features:
Learning new features

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:maxdepth: 1
:name: toc-learn-step_by_step
intro_to_the_editor_interface
scenes_and_nodes
instancing
instancing_continued

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.. _doc_intro_to_the_editor_interface:
Introduction to Godot's editor
==============================
This tutorial will run you through Godot's interface. We're going to
look at the **Project Manager, docks, workspaces** and everything you
need to know to get started with the engine.
You can `download Godot Engine here <https://godotengine.org/download/>`_.
Project manager
---------------
When you launch Godot, the first window you'll see is the Project
Manager. Since you have no projects there will be a popup asking if you
want to open the asset library, just click cancel, we'll look at it later.
.. image:: img/project_manager_first_open.png
Now you should see the project manager. It lets you create, remove, import
or play game projects.
.. image:: img/editor_ui_intro_project_manager_01.png
In the top-right corner you'll find a drop-down menu to change the
editor's language.
.. image:: img/editor_ui_intro_project_manager_02.png
From the **Templates** tab you can download open source project templates and
demos from the Asset Library to help you get started faster. Just select the
template or demo you want, click download, once it's finished downloading click
install and choose where you want the project to go. You can learn more about
it in :ref:`doc_what_is_assetlib`.
.. image:: img/editor_ui_intro_project_manager_03.png
Create or import a project
~~~~~~~~~~~~~~~~~~~~~~~~~~
To create a new project, click the ``New Project`` button on the right. Here
you give it a name, choose an empty folder on your computer to save it to,
and choose a renderer.
.. image:: img/editor_ui_intro_project_manager_04.png
Click the Browse button to open Godot's file browser and pick a location
or type the folder's path in the Project Path field.
.. image:: img/editor_ui_intro_project_manager_05.png
When you see the green tick on the right, it means the engine detects an
empty folder. You can also click the ``Create Folder`` button next to your
project name and an empty folder will be created with that name for the project.
Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL
ES 2.0). The advantages and disadvantages of each are listed to help you choose,
and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note
that you can change the backend from the project settings if you change your mind
later on. For this tutorial either backend is fine.
Once you are done click ``Create & Edit``. Godot will create
the project for you and open it in the editor.
The next time you open the project manager, you'll see your new project in the
list. Double click on it to open it in the editor.
.. image:: img/editor_ui_intro_project_manager_06.png
You can import existing projects in a similar way, using the Import
button. Locate the folder that contains the project or the
``project.godot`` file to import and edit it.
.. image:: img/editor_ui_intro_project_manager_08.png
When the folder path is correct, you'll see a green checkmark.
.. image:: img/editor_ui_intro_project_manager_09.png
Your first look at Godot's editor
---------------------------------
Welcome to Godot! With your project open, you should see the editor's interface
with menus along the top of the interface and docks along the far extremes of
the interface on either side of the viewport.
.. image:: img/editor_ui_intro_editor_interface_overview.png
At the top, from left to right, you can see the **main menus**, the
**workspaces**, and the **playtest buttons**.
The **FileSystem dock** is where you'll manage your project files and assets.
.. image:: img/editor_ui_intro_dock_filesystem.png
The **Scene dock** lists the active scene's content and the **Inspector**
allows for the management of the properties of a scene's content.
.. image:: img/editor_ui_intro_dock_inspector.png
In the center, you have the **Toolbar** at the top, where you'll find
tools to move, scale or lock your scene's objects. It changes as you
jump to different workspaces.
.. image:: img/editor_ui_intro_editor_02_toolbar.png
The **Bottom Panel** is the host for the debug console, the animation
editor, the audio mixer… They are wide and can take precious space.
That's why they're folded by default.
.. image:: img/editor_ui_intro_editor_03_animation_player.png
The workspaces
--------------
You can see four workspace buttons at the top: 2D, 3D, Script and
AssetLib.
You'll use the **2D workspace** for all types of games. In addition to 2D games,
the 2D workspace is where you'll build your interfaces. Press :kbd:`F1`
(or :kbd:`Alt + 1` on macOS) to access it.
.. image:: img/editor_ui_intro_editor_04_2d_workspace.png
In the **3D workspace**, you can work with meshes, lights, and design
levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it.
.. image:: img/editor_ui_intro_editor_05_3d_workspace.png
Notice the perspective button under the toolbar, it opens a list of options
related to the 3D viewport.
.. image:: img/editor_ui_intro_editor_06_3d_workspace.png
.. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**.
The **Script** workspace is a complete code editor with a debugger, rich
auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS)
to access it, and :kbd:`Shift + F1` to search the reference.
.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png
To search for information about a class, method, property, constant, or signal
in the engine while you are writing a script, press the "Search Help" button at
the top right of the Script workspace.
.. image:: img/editor_ui_intro_script_search_documentation.png
A new window will pop up. Search for the item that you want to find information
about.
.. image:: img/editor_ui_intro_script_search_help_window.png
Click on the item you are looking for and press open. The documentation for the
item will be displayed in the script workspace.
.. image:: img/editor_ui_intro_script_class_documentation.png
Finally, the **AssetLib** is a library of free and open source add-ons, scripts
and assets to use in your projects.
Modify the interface
--------------------
Godot's interface lives in a single window. You cannot split it across
multiple screens although you can work with an external code editor like
Atom or Visual Studio Code for instance.
Move and resize docks
~~~~~~~~~~~~~~~~~~~~~
Click and drag on the edge of any dock or panel to resize it
horizontally or vertically.
.. image:: img/editor_ui_intro_editor_07.png
Click the three-dotted icon at the top of any dock to change its
location.
.. image:: img/editor_ui_intro_editor_08.png
Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look
and feel of the editor.

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.. _doc_customizing_editor:
Customizing the interface
=========================
Godot's interface lives in a single window. You cannot split it across multiple
screens although you can work with an external code editor like Atom or Visual
Studio Code for instance.
Moving and resizing docks
~~~~~~~~~~~~~~~~~~~~~~~~~
Click and drag on the edge of any dock or panel to resize it horizontally or
vertically.
.. image:: img/editor_ui_intro_editor_07.png
Click the three-dotted icon at the top of any dock to change its location.
.. image:: img/editor_ui_intro_editor_08.png
Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
of the editor.
.. This page lacks information about:
- Useful editor settings or sections of the settings window that are
relevant to customizing the interface.
- Layouts

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@@ -2,14 +2,34 @@ Editor manual
=============
In this section, we cover the Godot editor in general, from its interface to
using it with the command line. We cover some specific editors' interface in
other sections where appropriate. For example, the :ref:`animation editor
using it with the command line.
The editor's interface
----------------------
The following pages explain how to use the various windows, workspaces, and
docks that make up the Godot editor. We cover some specific editors' interface
in other sections where appropriate. For example, the :ref:`animation editor
<doc_introduction_animation>`.
.. toctree::
:maxdepth: 1
:name: toc-editor-interface
project_manager
default_key_mapping
customizing_editor
For developers
--------------
The articles below focus on features for developers, like calling Godot from the
command lines and using an external text editor such as Visual Studio Code or
Emacs.
.. toctree::
:maxdepth: 1
:name: toc-learn-editor
command_line_tutorial
external_editor
default_key_mapping

View File

@@ -0,0 +1,75 @@
.. _doc_project_manager:
Using the Project manager
=========================
When you launch Godot, the first window you see is the Project Manager. It lets
you create, remove, import, or play game projects.
.. image:: img/editor_ui_intro_project_manager_01.png
In the window's top-right corner, a drop-down menu allows you to change the
editor's language.
.. image:: img/editor_ui_intro_project_manager_02.png
Creating and importing projects
-------------------------------
To create a new project:
1. Click the ``New Project`` button on the right of the window.
2. Give the project a name, choose an empty folder on your computer to save the
files, and select a rendering backend.
3. Click the Create & Edit button.
.. image:: img/editor_ui_intro_project_manager_04.png
.. seealso:: For more information about rendering backends, see
:ref:`doc_gles2_gles3_differences`.
Using the file browser
~~~~~~~~~~~~~~~~~~~~~~
Click the Browse button to open Godot's file browser and pick a location or type
the folder's path in the Project Path field.
.. image:: img/editor_ui_intro_project_manager_05.png
When you see the green tick on the right, it means the engine detects an empty
folder. You can also click the ``Create Folder`` button to create an empty
folder based on your project's name.
Opening and importing projects
------------------------------
The next time you open the project manager, you'll see your new project in the
list. Double click on it to open it in the editor.
.. image:: img/editor_ui_intro_project_manager_06.png
You can similarly import existing projects using the Import button. Locate the
folder that contains the project or the ``project.godot`` file to import and
edit it.
.. image:: img/editor_ui_intro_project_manager_08.png
When the folder path is correct, you'll see a green checkmark.
.. image:: img/editor_ui_intro_project_manager_09.png
Downloading demos and templates
-------------------------------
From the **Templates** tab you can download open source project templates and
demos from the :ref:`Asset Library <doc_what_is_assetlib>` to help you get
started faster.
To download a demo or template:
1. Click on its title.
2. On the page that opens, click the download button.
3. Once it finished downloading, click install and choose where you want to save
the project.
.. image:: img/editor_ui_intro_project_manager_03.png