Merge pull request #9621 from vgezer/intro2d
Add new Introduction to 2D page
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@@ -7,6 +7,7 @@
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:maxdepth: 1
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:name: toc-learn-features-2d
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introduction_to_2d
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canvas_layers
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2d_transforms
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tutorials/2d/introduction_to_2d.rst
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.. _doc_introduction_to_2d:
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Introduction to 2D
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==================
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Godot's 2D game development tools include a dedicated 2D rendering engine, physics system,
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and features tailored specifically for creating 2D experiences. You can efficiently design
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levels with the TileMap system, animate characters with 2D sprite or Cutout animation,
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and leverage 2D lighting for dynamic scene illumination. The built-in 2D particle system
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allows you to create complex visual effects, and Godot also supports custom shaders to
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enhance your graphics. These features, combined with Godot's accessibility and
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flexibility, provide a solid foundation for creating engaging 2D games.
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.. figure:: img/2d_platformer_demo.webp
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2D Platformer Demo available on the Asset Library.
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This page will show you the 2D workspace and how you can get to know it.
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.. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`.
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2D workspace
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~~~~~~~~~~~~
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You will use the 2D workspace to work with 2D scenes, design levels, or create user
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interfaces.
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To switch to the 2D workspace, you can either select a 2D node from the scene tree,
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or use the workspace selector located at the top edge of the editor:
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.. image:: img/2d_editor_viewport.webp
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Similar to 3D, you can use the tabs below the workspace selector to change between currently
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opened scenes or create a new one using the plus (+) button. The left and right docks should
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be familiar from :ref:`editor introduction <toc-editor-interface>`.
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Below the scene selector is the main toolbar, and beneath the main toolbar
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is the 2D viewport.
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You can drag and drop compatible nodes from the FileSystem dock to add them to the
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viewport as nodes.
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Dragging and dropping adds the dragged node as a sibling of the selected node
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(if the root node is selected, adds as a child).
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Keeping :kbd:`Shift` pressed when dropping adds the node as a child of the selected node.
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Holding :kbd:`Alt` when dropping adds the node as a child of the root node.
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If :kbd:`Alt + Shift` is held when dropping, the node type can be selected if
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applicable.
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Main toolbar
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------------
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Some buttons in the main toolbar are the same as those in the 3D workspace. A brief explanation
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is given with the shortcut if the mouse cursor is hovered over a button for one second.
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Some buttons may have additional functionality if another keypress is performed.
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A recap of main functionality of each button with its default shortcut is provided below
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from left to right:
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.. image:: img/2d_toolbar.webp
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- **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking on a node
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in the viewport selects it.
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Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries,
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once released.
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Holding :kbd:`Shift` while selecting adds more nodes to the selection.
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Clicking on a selected node while holding :kbd:`Shift` deselects the node.
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In this mode, you can drag the selected node(s) to move, press :kbd:`Ctrl` to switch to the
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rotation mode temporarily, or use the red circles to scale it. If multiple nodes are
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selected, only movement and rotation are possible. In this mode, rotation and scaling
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will not use the snapping options if snapping is enabled.
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- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See
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:ref:`doc_introduction_to_2d_the_viewport` for more details.
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- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
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:ref:`doc_introduction_to_2d_the_viewport` for more details.
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- **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in both
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axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details.
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- **Show list of selectable nodes at position clicked**: As the description suggests,
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this provides a list of selectable nodes at the clicked position as a context menu, if
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there is more than one node in the clicked area.
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- **Rotation pivot**: Sets the rotation pivot to rotate node(s) around.
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An added node has its rotation pivot at ``x: 0``, ``y: 0``, by default, with
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exceptions. For example, the default pivot for a :ref:`Sprite2D <class_Sprite2D>` is its
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center if the ``centered`` property is set to ``true``. If you would like to change the
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rotation pivot of a node, click this button and choose a new location by left clicking.
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The node rotates considering this point. If you have multiple nodes selected, this icon
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will add a temporary pivot to be used commonly by all selected nodes. Pressing :kbd:`Shift`
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and clicking this button will create the pivot at the center of selected nodes. If any of
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the snap options are enabled, the pivot will also snap to them it when dragged.
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- **Pan Mode** (:kbd:`G`): Allows you to navigate in the viewport without accidentally selecting any nodes.
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In other modes, you can also hold :kbd:`Space` and drag with the left mouse button to do the same.
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- **Ruler Mode**: After enabling, click on the viewport to display the current global
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x and y coordinates. Dragging from a position to another one measures the distance in pixels.
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If you drag diagonally, it will draw a triangle and show the separate distances in terms
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of x, y, and total distance to the target, including the angles to the axes in degrees.
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The :kbd:`R` key also activates the ruler. If snapping is enabled, it also displays the
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measurements in terms of grid count:
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.. figure:: img/2d_ruler_with_snap.webp
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Using ruler with snapping enabled.
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- **Use Smart Snap**: Toggles smart snapping for move, rotate, and scale modes; and
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the rotation pivot. Customize it using the three-dot menu next to the snap tools.
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- **Use Grid Snap**: Toggles snapping to grid for move and scale mode, rotation pivot,
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and the ruler. Customize it using the three-dot menu next to the snap tools.
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You can customize the grid settings so that move mode, rotate mode, scale mode, ruler,
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and rotation pivot uses snapping.
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Use the three-dot menu for this:
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.. image:: img/2d_snapping_options_menu.webp
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- **Use Rotation Snap**: Toggles snapping using the configured rotation setting.
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- **Use Scale Snap**: Toggles snapping using the configured scaling step setting.
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- **Snap Relative**: Toggles the usage of snapping based on the selected node's current
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transform values. For example, if the grids are set to 32x32 pixels and if the selected node
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is located at ``x: 1, y: 1``, then, enabling this option will temporarily shift the grids by
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``x: 1, y: 1``.
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- **Use Pixel Snap**: Toggles the use of subpixels for snapping. If enabled, the position values
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will be integers, disabling will enable subpixel movement as decimal values. For the runtime
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property, consider checking `Project Settings > Rendering > 2D > Snapping` property for
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Node2D nodes, and `Project Settings > GUI > General > Snap Controls to Pixels` for
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Control nodes.
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- **Smart Snapping**: Provides a set of options to snap to specific positions if they are enabled:
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- Snap to Parent: Snaps to parent's edges. For example, scaling a child control node while
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this is enabled will snap to the boundaries of the parent.
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- Snap to Node Anchor: Snaps to the node's anchor. For example, if anchors of a control
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node is positioned at different positions, enabling this will snap to the sides and
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corners of the anchor.
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- Snap to Node Sides: Snaps to the node's sides, such as for the rotation pivot or anchor
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positioning.
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- Snap to Node Center: Snaps to the node's center, such as for the rotation pivot or
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anchor positioning.
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- Snap to Other Nodes: Snaps to other nodes while moving or scaling. Useful to align nodes
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in the editor.
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- Snap to Guides: Snaps to custom guides drawn using the horizontal or vertical ruler. More
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on the ruler and guides below.
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.. image:: img/2d_snapping_options.webp
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- **Configure Snap**: Opens the window shown above, offering a set of snapping parameters.
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- Grid Offset: Allows you to shift grids with respect to the origin. ``x`` and ``y`` can
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be adjusted separately.
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- Grid Step: The distance between each grid in pixels. ``x`` and ``y`` can be adjusted separately.
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- Primary Line Every: The number of grids in-between to draw infinite lines as indication of
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main lines.
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- Rotation Offset: Sets the offset to shift rotational snapping.
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- Rotation Step: Defines the snapping degree. E.g., 15 means the node will rotate and snap
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at multiples of 15 degrees if rotation snap is enabled and the rotate mode is used.
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- Scale Step: Determines the scaling increment factor. For example, if it is 0.1, it will
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change the scaling at 0.1 steps if scaling snap is enabled and the scaling mode is used.
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- **Lock selected nodes** (:kbd:`Ctrl + L`). Locks the selected nodes, preventing selection and movement in the
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viewport. Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected
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nodes. Locked nodes can only be selected in the scene tree.
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They can easily be identified by a padlock next to their node names in the scene tree.
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Clicking on this padlock also unlocks the nodes.
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- **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if any
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of the children are selected. Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking
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the ungroup button in the scene tree performs the same action.
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- **Skeleton Options**: Provides options to work with Skeleton2D and Bone2D.
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- Show Bones: Toggles the visibility of bones for the selected node.
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- Make Bone2D Node(s) from Node(s): Converts selected node(s) into Bone2D.
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.. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`.
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- **Project Camera Override**: Temporarily replaces the active camera in the level
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(e.g., the camera following the player) with the camera in the editor's viewport, allowing
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you to move freely and inspect the level's different parts, while the game is running.
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- **View** menu: Provides options to control the viewport view. Since its options
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depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport`
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section.
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Next to the View menu, additional buttons may be visible. In the toolbar image
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at the beginning of this chapter, an additional *Sprite2D* button appears because a
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Sprite2D is selected. This menu provides some quick actions and tools to
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work on a specific node or selection. For example, while drawing a polygon, it
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provides buttons to add, modify, or remove points.
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Coordinate system
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-----------------
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In the 2D editor, unlike 3D, there are only two axes: ``x`` and ``y``. Also, the viewing
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angle is fixed.
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In the viewport, you will see two lines in two colors going across the screen infinitely:
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red for the x-axis, and green for the y-axis.
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In Godot, going right and down are positive directions.
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Where these two lines intersect is the origin: ``x: 0, y: 0``.
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A root node will have its origin at this position once added.
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Switching to the `move` or `scale` modes after selecting a node will display the gizmos at the
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node's offset position.
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The gizmos will point to the positive directions of the x and y axes.
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In the move mode, you can drag the green line to move only in the ``y`` axis.
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Similarly, you can hold the red line to move only in the ``x`` axis.
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In the scale mode, the gizmos will have a square shape. You can hold and drag the green and
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red squares to scale the nodes in the ``y`` or ``x`` axes.
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Dragging in a negative direction flips the node horizontally or vertically.
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.. _doc_introduction_to_2d_the_viewport:
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2D Viewport
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-----------
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The viewport will be the area you spend the most time if you plan to design levels or user
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interfaces visually:
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.. image:: img/2d_editor_viewport_with_viewmenu.webp
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Middle-clicking and dragging the mouse will pan the view.
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The scrollbars on the right or bottom of the viewport also move the view.
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Alternatively, the :kbd:`G` or :kbd:`Space` keys can be used.
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If you enable `Editor Settings > Editors > Panning > Simple Panning`, you can activate
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panning directly with :kbd:`Space` only, without requiring dragging.
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The viewport has buttons on the top-left.
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**Center View** centers the selected node(s) in the screen. Useful if you have a large scene
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with many nodes, and want to see the node selected in the scene tree.
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Next to it are the zoom controls. **-** zooms out, **+** zooms in, and clicking on the number
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with percentage defaults to 100%.
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Alternatively, you can use middle-mouse scrolling to zoom in (scroll up) and out (scroll down).
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The black bars at the viewport's left and top edges are the **rulers**. You can use them to
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orient yourself in the viewport.
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By default, the rulers will display the pixel coordinates of the viewport, numbered at
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100 pixel steps. Changing the zoom factor will change the shown values.
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Enabling `Grid Snap` or changing the snapping options will update the ruler's scaling and
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the shown values.
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You can also create multiple custom guides to help you make measurements or align
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nodes with them:
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.. image:: img/2d_editor_guidelines.webp
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If you have at least one node in the scene, you can create guides by dragging from the horizontal
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or vertical ruler towards the viewport. A purple guide will appear, showing its position, and will
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remain there when you release the mouse. You can create both horizontal and vertical guides
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simultaneously by dragging from the gray square at the rulers' intersection. Guides can be
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repositioned by dragging them back to their respective rulers, and they can be removed by
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dragging them all the way back to the ruler.
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You can also enable snapping to the created guides using the `Smart Snap` menu.
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.. note:: If you cannot create a line, or do not see previously created guides, make sure that
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they are visible by checking the `View` menu of the viewport. :kbd:`Y` toggles their visibility,
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by default. Also, make sure you have at least one node in the scene.
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Depending on the tool chosen in the toolbar, left-clicking will have a primary action in the
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viewport.
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For example, the `Select Mode` will select the left-clicked node in the viewport.
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Sometimes, left-clicking can be combined with a modifier (e.g., :kbd:`Ctrl`, or :kbd:`Shift`) to
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perform secondary actions.
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For example, keeping :kbd:`Shift` pressed while dragging a node in the Select or Move modes will
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try to snap the node in a single axis while moving.
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Right clicking in the viewport provides two options to create a node or instantiate a scene
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at the chosen position.
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If at least one node is selected, right clicking also provides the option to move the selected
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node(s) to this position.
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Viewport has a **View** menu which provides several options to change the look of the viewport:
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- **Grid**: Allows you to show grids all the time, only when using snapping, or not at all. You
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can also toggle them with the provided option.
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- **Show Helpers**: Toggles the temporary display of an outline of the node, with the previous
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transform properties (position, scaling, or rotation) if a transform operation has been
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initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas.
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- **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See
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:ref:`doc_introduction_to_2d_the_viewport` more on rulers.
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- **Show Guides**: Toggles the visibility of created guides. See
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:ref:`doc_introduction_to_2d_the_viewport` for on how to create them.
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- **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``.
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- **Show Viewport**: Toggles the visibility of the game's default
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viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop
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platforms, which can be changed by going to `Project Settings > Display > Window > Size` and
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setting `Viewport Width` and `Viewport Height`.
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- **Gizmos**: Toggles the visibility of `Position` (shown with cross icon), `Lock`
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(shown with padlock), `Groups` (shown with two squares), and `Transformation` (shown with
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green and red lines) indicators.
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- **Center Selection**: The same as the **Center View** button inside the viewport. Centers the selected
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node(s) in the view. :kbd:`F` is the default shortcut.
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- **Frame to Selection**: Similar to `Center Selection`, but also changes the zoom factor to fit the
|
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contents in the screen. :kbd:`Shift + F` is the default shortcut.
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- **Clear Guides**: Deletes all guides from the screen. You will need to recreate them if
|
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you plan to use them later.
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- **Preview Canvas Scale**: Toggles the preview for scaling of canvas in the editor when the zoom
|
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factor or view of the viewport changes. Useful to see how the controls will look like after scaling
|
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and moving, without running the game.
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- **Preview Theme**: Allows to choose from the available themes to change the look of control items
|
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in the editor, without requiring to run the game.
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Node2D and Control node
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~~~~~~~~~~~~~~~~~~~~~~~
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:ref:`CanvasItem <class_CanvasItem>` is the base node for 2D. :ref:`Node2D <class_Node2D>` is the base node
|
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for 2D game objects, and :ref:`Control <class_Control>` is the base node
|
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for everything GUI. For 3D, Godot uses the :ref:`Node3D <class_Node3D>` node.
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3D in 2D
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--------
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It is possible to display 3D scenes in 2D screen. This is achieved by adding a
|
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:ref:`SubViewport <class_SubViewport>` as a child.
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Then, you can drag a 3D scene as a child of the SubViewport:
|
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.. image:: img/3d_in_2d_demo_editor.webp
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.. seealso:: You can check the demo on: `3D in 2D Viewport demo <https://godotengine.org/asset-library/asset/2804>`__.
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