mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Reorder the scene tree and TOC to be so much more cooler
This commit is contained in:
@@ -3,8 +3,8 @@ Compiling
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.. toctree::
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:maxdepth: 1
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:name: compiling
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|
||||
:name: toc-compiling
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|
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introduction_to_the_buildsystem
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compiling_for_windows
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compiling_for_linux
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@@ -15,7 +15,6 @@ Compiling
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compiling_for_universal_windows_apps
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batch_building_templates
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configure_your_ide
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introduction_to_godot_development
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.. compiling_for_blackberry_qnx
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.. compiling_for_google_native_client
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@@ -3,11 +3,11 @@ Developing in C++
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|
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.. toctree::
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:maxdepth: 1
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:name: developing-in-c++
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||||
|
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:name: toc-developing
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||||
|
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introduction_to_godot_development
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core_types
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variant_class
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object_class
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custom_modules_in_c++
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creating_android_modules
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@@ -3,6 +3,6 @@ Data and file formats
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.. toctree::
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:maxdepth: 1
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:name: data-and-file-formats
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:name: toc-formats
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binary_serialization_api
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@@ -3,9 +3,8 @@ Misc
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.. toctree::
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:maxdepth: 1
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:name: misc
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:name: toc-advanced-misc
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command_line_tutorial
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changing_editor_fonts
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services_for_ios
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@@ -1,11 +1,11 @@
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Advanced topics
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===============
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Advanced
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========
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.. toctree::
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:maxdepth: 2
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:name: advanced-topics
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compiling
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developing
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formats
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misc
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:name: toc-advanced
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_compiling
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_developing
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_formats
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_misc
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@@ -3,7 +3,7 @@ Export
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|
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.. toctree::
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:maxdepth: 1
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:name: export
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:name: toc-export
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|
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exporting_projects
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one-click_deploy
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@@ -3,6 +3,6 @@ General
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||||
|
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.. toctree::
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:maxdepth: 1
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:name: general
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:name: toc-general
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|
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managing_image_files
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@@ -3,12 +3,10 @@ Import
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.. toctree::
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:maxdepth: 1
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:name: import
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:name: toc-import
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|
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import_process
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importing_textures
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importing_3d_meshes
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importing_3d_scenes
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importing_fonts
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importing_audio_samples
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importing_translations
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@@ -3,9 +3,8 @@ Asset pipeline
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|
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.. toctree::
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:maxdepth: 2
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:name: asset-pipeline
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|
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general
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import
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export
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:name: toc-asset-pipeline
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|
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_general
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_import
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_export
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|
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@@ -3,7 +3,7 @@ Classes reference
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|
||||
.. toctree::
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:maxdepth: 1
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:name: class-ref
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||||
:name: toc-class-ref
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:glob:
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|
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class_*
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|
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@@ -3,7 +3,7 @@ Contributing
|
||||
|
||||
.. toctree::
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:maxdepth: 1
|
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:name: contributing
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||||
:name: toc-contributing
|
||||
|
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bug_triage_guidelines
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documentation_guidelines
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|
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40
index.rst
40
index.rst
@@ -8,28 +8,40 @@ Welcome to Godot Engine's documentation!
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|
||||
The main documentation for the site is organized into a couple sections:
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|
||||
* :ref:`user-doc`
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* :ref:`sec-tutorials`
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* :ref:`sec-further`
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* :ref:`sec-api-doc`
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||||
|
||||
.. toctree::
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||||
:maxdepth: 1
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||||
:caption: User documentation
|
||||
:name: user-doc
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||||
:hidden:
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||||
:caption: Tutorials
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||||
:name: sec-tutorials
|
||||
|
||||
tutorials/step_by_step/index
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||||
tutorials/engine/index
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||||
tutorials/2d/index
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||||
tutorials/3d/index
|
||||
tutorials/_networking
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||||
tutorials/_plugins
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||||
tutorials/_misc
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:caption: Getting further
|
||||
:name: sec-further
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||||
|
||||
tutorials/basic
|
||||
tutorials/engine
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||||
tutorials/2d_tutorials
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||||
tutorials/3d_tutorials
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||||
tutorials/shaders
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tutorials/math
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||||
tutorials/advanced
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tutorials/editor_plugins
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reference/index
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classes/index
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asset_pipeline/index
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reference/index
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||||
advanced/index
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||||
contributing/index
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||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:caption: API documentation
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:name: sec-api-doc
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classes/index
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||||
.. Indices and tables
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.. ------------------
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..
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@@ -3,7 +3,7 @@ Cheat sheets
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||||
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||||
.. toctree::
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||||
:maxdepth: 1
|
||||
:name: cheat-sheets
|
||||
:name: toc-cheat-sheets
|
||||
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2d_and_3d_keybindings
|
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inheritance_class_tree
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||||
@@ -3,10 +3,10 @@ Languages
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||||
|
||||
.. toctree::
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||||
:maxdepth: 1
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:name: languages
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||||
:name: toc-languages
|
||||
|
||||
gdscript
|
||||
gdscript_more_efficiently
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shader
|
||||
shading_language
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locales
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||||
richtextlabel_bbcode
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||||
@@ -1,5 +1,8 @@
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||||
GDScript
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||||
========
|
||||
|
||||
Introduction
|
||||
============
|
||||
------------
|
||||
|
||||
GDScript is a high level, dynamically typed programming language used to
|
||||
create content. It uses a syntax that is very similar to the Python
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||||
@@ -8,7 +11,7 @@ and tightly integrated with the engine, allowing great flexibility for
|
||||
content creation and integration.
|
||||
|
||||
History
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||||
=======
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||||
-------
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||||
|
||||
Initially, Godot was designed to support multiple scripting languages
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||||
(this ability still exists today). However, only GDScript is in use
|
||||
@@ -44,7 +47,7 @@ for Lua and Squirrel, and equally as functional. With time, having a
|
||||
built-in language has proven to be a huge advantage.
|
||||
|
||||
Example
|
||||
=======
|
||||
-------
|
||||
|
||||
Some people can learn better by just taking a look at the syntax, so
|
||||
here's a simple example of how it looks.
|
||||
@@ -113,10 +116,10 @@ C, C++, or C# but never used a dynamically typed one, it is advised you
|
||||
read this tutorial: [[GDScript (More Efficiently)]].
|
||||
|
||||
Language
|
||||
========
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||||
--------
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||||
|
||||
Identifiers
|
||||
-----------
|
||||
~~~~~~~~~~~
|
||||
|
||||
Any string that restricts itself to alphabetic characters (``a`` to
|
||||
``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
|
||||
@@ -124,13 +127,13 @@ as an identifier. Additionally, identifiers must not begin with a digit.
|
||||
Identifiers are case-sensitive (``foo`` is different from ``FOO``).
|
||||
|
||||
Keywords
|
||||
--------
|
||||
~~~~~~~~
|
||||
|
||||
The following is the list of keywords supported by the language. Since
|
||||
keywords are reserved words (tokens), they can't be used as identifiers.
|
||||
|
||||
Operators
|
||||
---------
|
||||
~~~~~~~~~
|
||||
|
||||
The following is the list of supported operators and their precedence
|
||||
(TODO, change since this was made to reflect python operators)
|
||||
@@ -174,7 +177,7 @@ The following is the list of supported operators and their precedence
|
||||
+---------------------------------------------------------------+-----------------------------------------+
|
||||
|
||||
Literals
|
||||
--------
|
||||
~~~~~~~~
|
||||
|
||||
+--------------------------+--------------------------------+
|
||||
| **Literal** | **Type** |
|
||||
@@ -193,7 +196,7 @@ Literals
|
||||
+--------------------------+--------------------------------+
|
||||
|
||||
Comments
|
||||
--------
|
||||
~~~~~~~~
|
||||
|
||||
Anything from a ``#`` to the end of the line is ignored and is
|
||||
considered a comment.
|
||||
@@ -212,82 +215,82 @@ the beginning and end of a block of text.
|
||||
a comment """
|
||||
|
||||
Built-In Types
|
||||
==============
|
||||
--------------
|
||||
|
||||
Basic Built-In Types
|
||||
--------------------
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
A variable in GDScript can be assigned to several built-in types.
|
||||
|
||||
null
|
||||
~~~~
|
||||
^^^^
|
||||
|
||||
null is a data type that contains no information, nothing assigned, and
|
||||
it's just empty. It can only be set to one value: ``null``.
|
||||
|
||||
bool
|
||||
~~~~
|
||||
^^^^
|
||||
|
||||
The Boolean data type can only contain ``true`` or ``false``.
|
||||
|
||||
int
|
||||
~~~
|
||||
^^^
|
||||
|
||||
The integer data type can only contain integer numbers, (both negative
|
||||
and positive).
|
||||
|
||||
float
|
||||
~~~~~
|
||||
^^^^^
|
||||
|
||||
Used to contain a floating point value (real numbers).
|
||||
|
||||
`String <https://github.com/okamstudio/godot/wiki/class_string>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
A sequence of characters in Unicode format. Strings can contain the
|
||||
standard C escape sequences.
|
||||
|
||||
Vector Built-In Types
|
||||
---------------------
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
`Vector2 <https://github.com/okamstudio/godot/wiki/class_vector2>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
2D vector type containing ``x`` and ``y`` fields. Can alternatively
|
||||
access fields as ``width`` and ``height`` for readability. Can also be
|
||||
accessed as array.
|
||||
|
||||
`Rect2 <https://github.com/okamstudio/godot/wiki/class_rect2>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
2D Rectangle type containing two vectors fields: ``pos`` and ``size``.
|
||||
Alternatively contains an ``end`` field which is ``pos+size``.
|
||||
|
||||
`Vector3 <https://github.com/okamstudio/godot/wiki/class_vector3>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
|
||||
be accessed as an array.
|
||||
|
||||
`Matrix32 <https://github.com/okamstudio/godot/wiki/class_matrix32>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
3x2 matrix used for 2D transforms.
|
||||
|
||||
`Plane <https://github.com/okamstudio/godot/wiki/class_plane>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
3D Plane type in normalized form that contains a ``normal`` vector field
|
||||
and a ``d`` scalar distance.
|
||||
|
||||
`Quat <https://github.com/okamstudio/godot/wiki/class_quat>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Quaternion is a datatype used for representing a 3D rotation. It's
|
||||
useful for interpolating rotations.
|
||||
|
||||
`AABB <https://github.com/okamstudio/godot/wiki/class_aabb>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``pos``
|
||||
and ``size``. Alternatively contains an ``end`` field which is
|
||||
@@ -295,61 +298,61 @@ and ``size``. Alternatively contains an ``end`` field which is
|
||||
interchangeably.
|
||||
|
||||
`Matrix3 <https://github.com/okamstudio/godot/wiki/class_matrix3>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
|
||||
(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
|
||||
vectors.
|
||||
|
||||
`Transform <https://github.com/okamstudio/godot/wiki/class_transform>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
3D Transform contains a Matrix3 field ``basis`` and a Vector3 field
|
||||
``origin``.
|
||||
|
||||
Engine Built-In Types
|
||||
---------------------
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
`Color <https://github.com/okamstudio/godot/wiki/class_color>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
|
||||
also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
|
||||
|
||||
`Image <https://github.com/okamstudio/godot/wiki/class_image>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Contains a custom format 2D image and allows direct access to the
|
||||
pixels.
|
||||
|
||||
`NodePath <https://github.com/okamstudio/godot/wiki/class_nodepath>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Compiled path to a node used mainly in the scene system. It can be
|
||||
easily assigned to, and from, a String.
|
||||
|
||||
`RID <https://github.com/okamstudio/godot/wiki/class_rid>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Resource ID (RID). Servers use generic RIDs to reference opaque data.
|
||||
|
||||
`Object <https://github.com/okamstudio/godot/wiki/class_object>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Base class for anything that is not a built-in type.
|
||||
|
||||
`InputEvent <https://github.com/okamstudio/godot/wiki/class_inputevent>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Events from input devices are contained in very compact form in
|
||||
InputEvent objects. Due to the fact that they can be received in high
|
||||
amounts from frame to frame they are optimized as their own data type.
|
||||
|
||||
Container Built-In Types
|
||||
------------------------
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
`Array <https://github.com/okamstudio/godot/wiki/class_array>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Generic sequence of objects. Its size can be changed to anything and
|
||||
starts from index 0.
|
||||
@@ -370,7 +373,7 @@ and generally run a little slower, so they are only justified for very
|
||||
large amount of data.
|
||||
|
||||
`Dictionary <https://github.com/okamstudio/godot/wiki/class_dictionary>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Associative container which contains values referenced by unique keys.
|
||||
|
||||
@@ -392,7 +395,7 @@ write and read:
|
||||
}
|
||||
|
||||
`ByteArray <https://github.com/okamstudio/godot/wiki/class_bytearray>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
An array of bytes can only contain bytes (integers from 0 to 255).
|
||||
|
||||
@@ -400,40 +403,40 @@ This, and all of the following specialized array types, are optimized
|
||||
for memory usage and can't fragment the memory.
|
||||
|
||||
`IntArray <https://github.com/okamstudio/godot/wiki/class_intarray>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of integers can only contain integers.
|
||||
|
||||
`FloatArray <https://github.com/okamstudio/godot/wiki/class_floatarray>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of floats can only contain floats.
|
||||
|
||||
`StringArray <https://github.com/okamstudio/godot/wiki/class_stringarray>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of strings can only contain strings.
|
||||
|
||||
`Vector2Array <https://github.com/okamstudio/godot/wiki/class_vector2array>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of Vector2 can only contain 2D Vectors.
|
||||
|
||||
`Vector3Array <https://github.com/okamstudio/godot/wiki/class_vector3array>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of Vector3 can only contain 3D Vectors.
|
||||
|
||||
`ColorArray <https://github.com/okamstudio/godot/wiki/class_colorarray>`__
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Array of Color can only contains colors.
|
||||
|
||||
Data
|
||||
====
|
||||
----
|
||||
|
||||
Variables
|
||||
---------
|
||||
~~~~~~~~~
|
||||
|
||||
Variables can exist as class members or local to functions. They are
|
||||
created with the ``var`` keyword and may, optionally, be assigned a
|
||||
@@ -447,7 +450,7 @@ value upon initialization.
|
||||
var d = b + c # variables are always initialized in order
|
||||
|
||||
Constants
|
||||
---------
|
||||
~~~~~~~~~
|
||||
|
||||
Constants are similar to variables, but must be constants or constant
|
||||
expressions and must be assigned on initialization.
|
||||
@@ -463,7 +466,7 @@ expressions and must be assigned on initialization.
|
||||
const g = x + 20 # invalid; this is not a constant expression!
|
||||
|
||||
Functions
|
||||
---------
|
||||
~~~~~~~~~
|
||||
|
||||
Functions always belong to a class. The scope priority for variable
|
||||
look-up is: local→class member→global. ``self`` is provided as an option
|
||||
@@ -481,14 +484,14 @@ return value is null.
|
||||
return a + b # return is optional; without it null is returned
|
||||
|
||||
Statements and Control Flow
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Statements are standard and can be assignments, function calls, control
|
||||
flow structures, etc (see below). ``;`` as a statement separator is
|
||||
entirely optional.
|
||||
|
||||
if/else/elif
|
||||
~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^
|
||||
|
||||
Simple conditions are created by using the *if/else/elif* syntax.
|
||||
Parenthesis around statements is allowed, but not required. Given the
|
||||
@@ -505,7 +508,7 @@ else:/if: to maintain a level of indentation.
|
||||
statement(s)
|
||||
|
||||
while
|
||||
~~~~~
|
||||
^^^^^
|
||||
|
||||
Simple loops are created by using *while* syntax. Loops can be broken
|
||||
using *break* or continued using *continue*:
|
||||
@@ -516,7 +519,7 @@ using *break* or continued using *continue*:
|
||||
statement(s)
|
||||
|
||||
for
|
||||
~~~
|
||||
^^^
|
||||
|
||||
To iterate through a range, such as an array or table, a *for* loop is
|
||||
used. For loops store the index in the loop variable on each iteration.
|
||||
@@ -540,7 +543,7 @@ used. For loops store the index in the loop variable on each iteration.
|
||||
statement # similar to [2, 4, 6] but does not allocate an array
|
||||
|
||||
Function Call on Base Class
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
To call a function on a base class (that was overridden in the current
|
||||
one), prepend ``.`` to the function name:
|
||||
@@ -555,7 +558,7 @@ notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
|
||||
so this should be only for calling functions you write yourself.
|
||||
|
||||
Classes
|
||||
=======
|
||||
^^^^^^^
|
||||
|
||||
By default, the body of a script file is an unnamed class and it can
|
||||
only be referenced externally as a resource or file. Class syntax is
|
||||
@@ -567,7 +570,7 @@ variables (including arrays and dictionaries) are initialized every time
|
||||
an instance is created.
|
||||
|
||||
Class File Example
|
||||
------------------
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Imagine the following being stored in a file like myclass.gd.
|
||||
|
||||
@@ -579,7 +582,7 @@ Imagine the following being stored in a file like myclass.gd.
|
||||
print(a)
|
||||
|
||||
Inheritance
|
||||
-----------
|
||||
~~~~~~~~~~~
|
||||
|
||||
A class file can inherit from a global class, another file or a subclass
|
||||
inside another file. Multiple inheritance is not allowed. The
|
||||
@@ -601,7 +604,7 @@ inside another file. Multiple inheritance is not allowed. The
|
||||
extends "somefile.gd".Subclass
|
||||
|
||||
Inheritance Testing
|
||||
-------------------
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
It's possible to check if an instance inherits from a given class. For
|
||||
this the ``extends`` keyword can be used as an operator instead:
|
||||
@@ -616,13 +619,13 @@ this the ``extends`` keyword can be used as an operator instead:
|
||||
entity.apply_damage()
|
||||
|
||||
Constructor
|
||||
-----------
|
||||
~~~~~~~~~~~
|
||||
|
||||
A class can have an optional constructor; a function named ``_init``
|
||||
that is called when the class is instanced.
|
||||
|
||||
Arguments to Parent Constructor
|
||||
-------------------------------
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
When inheriting, parent constructors are called automatically (no need
|
||||
to call ``._init()``). If a parent constructor takes arguments, they are
|
||||
@@ -634,7 +637,7 @@ passed like this:
|
||||
pass
|
||||
|
||||
Sub Classes
|
||||
-----------
|
||||
~~~~~~~~~~~
|
||||
|
||||
A class file can have subclasses. This syntax should be straightforward:
|
||||
|
||||
@@ -650,7 +653,7 @@ A class file can have subclasses. This syntax should be straightforward:
|
||||
sc.print_value_of_a()
|
||||
|
||||
Classes as Objects
|
||||
------------------
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
It may be desired at some point to load a class from a file and then
|
||||
instance it. Since the global scope does not exist, classes must be
|
||||
@@ -670,7 +673,7 @@ in a class object:
|
||||
a.somefunction()
|
||||
|
||||
Exports
|
||||
-------
|
||||
~~~~~~~
|
||||
|
||||
Class members can be exported. This means their value gets saved along
|
||||
with a scene. If class members have initializers to constant
|
||||
@@ -745,7 +748,7 @@ editor, the exported properties are still editable (see below for
|
||||
"tool").
|
||||
|
||||
Exporting bit flags
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Integers used as bit flags can store multiple true/false (boolean)
|
||||
values in one property. By using the export hint ``int, FLAGS``, they
|
||||
@@ -771,7 +774,7 @@ Using bit flags requires some understanding of bitwise operations. If in
|
||||
doubt, boolean variables should be exported instead.
|
||||
|
||||
Exporting Arrays
|
||||
~~~~~~~~~~~~~~~~
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Exporting arrays works too but there is a restriction. While regular
|
||||
arrays are created local to every instance, exported arrays are shared
|
||||
@@ -798,7 +801,7 @@ initializers, but they must be constant expressions.
|
||||
var b = [a,2,3]
|
||||
|
||||
Static Functions
|
||||
----------------
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
A function can be declared static. When a function is static it has no
|
||||
access to the instance member variables or ``self``. This is mainly
|
||||
@@ -810,7 +813,7 @@ useful to make libraries of helper functions:
|
||||
return a + b
|
||||
|
||||
Setters/Getters
|
||||
---------------
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
| It is often useful to know when an member variable changed. It may
|
||||
also be desired to encapsulate its access. For this, GDScript provides
|
||||
@@ -867,7 +870,7 @@ getter. For example:
|
||||
print(self.myinteger)
|
||||
|
||||
Tool Mode
|
||||
---------
|
||||
~~~~~~~~~
|
||||
|
||||
Scripts, by default, don't run inside the editor and only the exported
|
||||
properties can be changed. In some cases it is desired that they do run
|
||||
@@ -884,7 +887,7 @@ placed at the top of the file:
|
||||
print("Hello")
|
||||
|
||||
Memory Management
|
||||
-----------------
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
If a class inherits from [[Class:Reference]], then instances will be
|
||||
freed when no longer in use. No garbage collector exists, just simple
|
||||
@@ -895,7 +898,7 @@ avoid reference cycles that can't be freed, a ``weakref`` function is
|
||||
provided for creating weak references.
|
||||
|
||||
Function References
|
||||
-------------------
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Functions can't be referenced because they are not treated as class
|
||||
members. There are two alternatives to this, though. The ``call``
|
||||
@@ -909,7 +912,7 @@ function or the ``funcref`` helper.
|
||||
fr.call_func(args)
|
||||
|
||||
Signals
|
||||
-------
|
||||
~~~~~~~
|
||||
|
||||
It is often desired to send a notification that something happened in an
|
||||
instance. GDScript supports creation of built-in Godot signals.
|
||||
@@ -970,7 +973,7 @@ Object.emit\_signal method:
|
||||
someinstance.emit_signal("somesignal")
|
||||
|
||||
Coroutines
|
||||
----------
|
||||
~~~~~~~~~~
|
||||
|
||||
GDScript has some support for coroutines via the ``yield`` built-in
|
||||
function. The way it works is very simple: Calling ``yield()`` will
|
||||
@@ -1031,7 +1034,7 @@ Will print:
|
||||
cheers!
|
||||
|
||||
Coroutines & Signals
|
||||
--------------------
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The real strength of using ``yield`` is when combined with signals.
|
||||
``yield`` can accept two parameters, an object and a signal. When the
|
||||
|
||||
@@ -3,7 +3,7 @@ Reference
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: reference
|
||||
:name: toc-reference
|
||||
|
||||
languages
|
||||
cheat_sheets
|
||||
_languages
|
||||
_cheat_sheets
|
||||
|
||||
14
tutorials/2d/_graphics.rst
Normal file
14
tutorials/2d/_graphics.rst
Normal file
@@ -0,0 +1,14 @@
|
||||
Graphics
|
||||
========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-2d-graphics
|
||||
|
||||
canvas_layers
|
||||
viewport_and_canvas_transforms
|
||||
custom_drawing_in_2d
|
||||
screen-reading_shaders
|
||||
particle_systems_2d
|
||||
cutout_animation
|
||||
tilemap
|
||||
10
tutorials/2d/_gui.rst
Normal file
10
tutorials/2d/_gui.rst
Normal file
@@ -0,0 +1,10 @@
|
||||
Graphical user interface (GUI)
|
||||
==============================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-2d-gui
|
||||
|
||||
size_and_anchors
|
||||
gui_skinning
|
||||
custom_gui_controls
|
||||
10
tutorials/2d/_physics.rst
Normal file
10
tutorials/2d/_physics.rst
Normal file
@@ -0,0 +1,10 @@
|
||||
Physics
|
||||
=======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-2d-physics
|
||||
|
||||
physics_and_collision_2d
|
||||
kinematic_character_2d
|
||||
ray-casting
|
||||
10
tutorials/2d/index.rst
Normal file
10
tutorials/2d/index.rst
Normal file
@@ -0,0 +1,10 @@
|
||||
2D tutorials
|
||||
============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: toc-2d-tutorials
|
||||
|
||||
_graphics
|
||||
_gui
|
||||
_physics
|
||||
@@ -1,8 +1,5 @@
|
||||
Physics & Collision (2D)
|
||||
========================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
Physics introduction
|
||||
====================
|
||||
|
||||
Our world is made of tangible matter. In our world, a piano can't go
|
||||
through a wall when going into a house. It needs to use the door. Video
|
||||
@@ -1,4 +1,4 @@
|
||||
Screen Reading Shaders
|
||||
Screen-reading shaders
|
||||
======================
|
||||
|
||||
Introduction
|
||||
@@ -38,19 +38,3 @@ it, leaving a 20 pixel margin:
|
||||
|
||||
Finally, there is also a ratio option, where 0 means left, 1 means right
|
||||
and anything in between is interpolated.
|
||||
|
||||
[STRIKEOUT:Containers] (TODO)
|
||||
-----------------------------
|
||||
|
||||
- [STRIKEOUT:This poses a difficult problem]
|
||||
- [STRIKEOUT:There are two ways of dealing]
|
||||
- [STRIKEOUT:style boxes]
|
||||
- [STRIKEOUT:title menu example]
|
||||
- [STRIKEOUT:containers]
|
||||
- [STRIKEOUT:theme]
|
||||
- [STRIKEOUT:focus]
|
||||
|
||||
*Juan Linietsky, Ariel Manzur, Distributed under the terms of the `CC
|
||||
By <https://creativecommons.org/licenses/by/3.0/legalcode>`__ license.*
|
||||
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
2D tutorials
|
||||
============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: 2d-tutorials
|
||||
|
||||
physics_and_collision_2d
|
||||
tilemap
|
||||
kinematic_character_2d
|
||||
gui_skinning
|
||||
particle_systems_2d
|
||||
canvas_layers
|
||||
viewport_and_canvas_transforms
|
||||
custom_drawing_in_node2d_control
|
||||
custom_gui_controls
|
||||
screen-reading_shaders
|
||||
ray-casting
|
||||
cut-out_animation
|
||||
.. gui_containers
|
||||
.. phyics_objet_guide
|
||||
17
tutorials/3d/_graphics.rst
Normal file
17
tutorials/3d/_graphics.rst
Normal file
@@ -0,0 +1,17 @@
|
||||
Graphics
|
||||
========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-3d-graphics
|
||||
|
||||
introduction
|
||||
materials
|
||||
fixed_materials
|
||||
shader_materials
|
||||
lighting
|
||||
shadow_mapping
|
||||
high_dynamic_range
|
||||
3d_performance_and_limitations
|
||||
working_with_3d_skeletons
|
||||
inverse_kinematics
|
||||
9
tutorials/3d/_import.rst
Normal file
9
tutorials/3d/_import.rst
Normal file
@@ -0,0 +1,9 @@
|
||||
Import
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-3d-import
|
||||
|
||||
importing_3d_meshes
|
||||
importing_3d_scenes
|
||||
8
tutorials/3d/_physics.rst
Normal file
8
tutorials/3d/_physics.rst
Normal file
@@ -0,0 +1,8 @@
|
||||
Physics
|
||||
=======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-3d-physics
|
||||
|
||||
../ray-casting
|
||||
10
tutorials/3d/index.rst
Normal file
10
tutorials/3d/index.rst
Normal file
@@ -0,0 +1,10 @@
|
||||
3D tutorials
|
||||
============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: toc-3d-tutorials
|
||||
|
||||
_graphics
|
||||
_physics
|
||||
_import
|
||||
@@ -1,8 +1,5 @@
|
||||
Creating 3D games
|
||||
=================
|
||||
|
||||
Introduction
|
||||
~~~~~~~~~~~~
|
||||
============
|
||||
|
||||
Creating a 3D game can be challenging. That extra Z coordinate makes
|
||||
many of the common techniques that helped to make 2D games simple no
|
||||
@@ -1,27 +0,0 @@
|
||||
3D tutorials
|
||||
============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: 3d-tutorials
|
||||
|
||||
creating_3d_games
|
||||
materials
|
||||
fixed_materials
|
||||
shader_materials
|
||||
lighting
|
||||
shadow_mapping
|
||||
high_dynamic_range
|
||||
3d_performance_and_limitations
|
||||
ray-casting
|
||||
working_with_3d_skeletons
|
||||
inverse_kinematics
|
||||
.. procedural_geometry
|
||||
.. light_baking
|
||||
.. 3d_sprites
|
||||
.. using_the_animationtreeplayer
|
||||
.. portals_and_rooms
|
||||
.. vehicle
|
||||
.. grimap
|
||||
.. spatial_audio
|
||||
.. toon_shading
|
||||
@@ -3,7 +3,7 @@ Math
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: math
|
||||
:name: toc-math
|
||||
|
||||
vector_math
|
||||
matrices_and_transforms
|
||||
9
tutorials/_misc.rst
Normal file
9
tutorials/_misc.rst
Normal file
@@ -0,0 +1,9 @@
|
||||
Miscellaneous
|
||||
=============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: toc-misc-tutorials
|
||||
|
||||
_math
|
||||
_shaders
|
||||
9
tutorials/_networking.rst
Normal file
9
tutorials/_networking.rst
Normal file
@@ -0,0 +1,9 @@
|
||||
Networking
|
||||
==========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-networking
|
||||
|
||||
ssl_certificates
|
||||
http_client_class
|
||||
@@ -1,9 +1,11 @@
|
||||
Editor plug-ins
|
||||
===============
|
||||
Editor plugins
|
||||
==============
|
||||
|
||||
Coming soon™.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: editor-plugins
|
||||
:name: toc-plugins
|
||||
|
||||
.. editor_plugin
|
||||
.. editor_extension
|
||||
@@ -3,7 +3,7 @@ Shaders
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: shaders
|
||||
:name: toc-shaders
|
||||
|
||||
mesh_generation_with_heightmap_and_shaders
|
||||
.. vertex_shaders_introduction
|
||||
@@ -1,10 +0,0 @@
|
||||
Engine
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: engine
|
||||
|
||||
paths
|
||||
http_client_class
|
||||
.. thread_safety
|
||||
@@ -1,23 +0,0 @@
|
||||
Engine
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: engine
|
||||
|
||||
viewports
|
||||
screen_scaling_and_multiple_resolutions
|
||||
input_events_and_actions
|
||||
mouse_and_input_coordinates
|
||||
version_control_and_project_organization
|
||||
gui_control_repositioning
|
||||
background_loading
|
||||
saving_your_game
|
||||
encrypting_save_games
|
||||
internationalizing_a_game
|
||||
handling_quit_request
|
||||
pausing_the_game
|
||||
ssl_certificates
|
||||
changing_scenes_advanced
|
||||
.. basic_networking_tcp_and_udp
|
||||
.. gamepad_keyboard_controlled_guis
|
||||
11
tutorials/engine/_filesystem.rst
Normal file
11
tutorials/engine/_filesystem.rst
Normal file
@@ -0,0 +1,11 @@
|
||||
Filesystem
|
||||
==========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-filesystem
|
||||
|
||||
version_control_and_project_organization
|
||||
path_separators
|
||||
saving_your_game
|
||||
encrypting_save_games
|
||||
11
tutorials/engine/_game_flow.rst
Normal file
11
tutorials/engine/_game_flow.rst
Normal file
@@ -0,0 +1,11 @@
|
||||
Game flow
|
||||
=========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-game-flow
|
||||
|
||||
pausing_the_game
|
||||
background_loading
|
||||
using_multiple_threads
|
||||
handling_quit_request
|
||||
8
tutorials/engine/_i18n.rst
Normal file
8
tutorials/engine/_i18n.rst
Normal file
@@ -0,0 +1,8 @@
|
||||
Internationalization
|
||||
====================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-i18n
|
||||
|
||||
internationalizing_a_game
|
||||
11
tutorials/engine/_scene_input_viewports.rst
Normal file
11
tutorials/engine/_scene_input_viewports.rst
Normal file
@@ -0,0 +1,11 @@
|
||||
Scene, input & viewports
|
||||
========================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-scene-input-viewports
|
||||
|
||||
viewports
|
||||
screen_scaling_and_multiple_resolutions
|
||||
input_events_and_actions
|
||||
mouse_and_input_coordinates
|
||||
@@ -259,7 +259,7 @@ loader.
|
||||
get_node("/root").add_child(current_scene)
|
||||
|
||||
Using multiple threads
|
||||
======================
|
||||
----------------------
|
||||
|
||||
ResourceInteractiveLoader can be used from multiple threads. A couple of
|
||||
things to keep in mind if you attempt it:
|
||||
11
tutorials/engine/index.rst
Normal file
11
tutorials/engine/index.rst
Normal file
@@ -0,0 +1,11 @@
|
||||
Engine
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: toc-engine
|
||||
|
||||
_scene_input_viewports
|
||||
_filesystem
|
||||
_i18n
|
||||
_game_flow
|
||||
@@ -1,5 +1,8 @@
|
||||
Paths
|
||||
=====
|
||||
|
||||
Path Separators
|
||||
===============
|
||||
---------------
|
||||
|
||||
| For the sake of supporting as many platforms as possible, Godot only
|
||||
accepts unix style path separators (/). These work everywhere,
|
||||
@@ -1,5 +1,5 @@
|
||||
Example
|
||||
=======
|
||||
HTTP client class example
|
||||
=========================
|
||||
|
||||
Here's an example of using the
|
||||
`HTTPClient <https://github.com/okamstudio/godot/wiki/class_httpclient>`__
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
Tutorials
|
||||
=========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:name: tutorials
|
||||
|
||||
basic
|
||||
engine
|
||||
2d_tutorials
|
||||
3d_tutorials
|
||||
shaders
|
||||
math
|
||||
advanced
|
||||
editor_plugins
|
||||
@@ -1,5 +1,5 @@
|
||||
Generate a mesh using a heightmap and vertex fragment shaders
|
||||
=============================================================
|
||||
Mesh generation with heightmap and shaders
|
||||
==========================================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
Animation Tutorial
|
||||
==================
|
||||
Animations
|
||||
==========
|
||||
|
||||
Introduction
|
||||
------------
|
||||
@@ -1,5 +1,5 @@
|
||||
File System
|
||||
===========
|
||||
Filesystem
|
||||
==========
|
||||
|
||||
Introduction
|
||||
------------
|
||||
@@ -1,4 +1,4 @@
|
||||
GUI Tutorial
|
||||
GUI tutorial
|
||||
============
|
||||
|
||||
Introduction
|
||||
@@ -1,19 +1,19 @@
|
||||
Basic (step by step)
|
||||
====================
|
||||
Learning step by step
|
||||
=====================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: basic
|
||||
:name: toc-step-by-step
|
||||
|
||||
scenes_and_nodes
|
||||
instancing
|
||||
instancing_continued
|
||||
scripting
|
||||
scripting_continued
|
||||
creating_2d_games
|
||||
gui_introduction
|
||||
simple_2d_game
|
||||
gui_tutorial
|
||||
creating_splash_screen
|
||||
animation
|
||||
animations
|
||||
resources
|
||||
file_system
|
||||
scene_tree
|
||||
@@ -1,7 +1,7 @@
|
||||
Resources
|
||||
=========
|
||||
|
||||
Nodes AND Resources
|
||||
Nodes and Resources
|
||||
-------------------
|
||||
|
||||
So far, `Node <https://github.com/okamstudio/godot/wiki/class_node>`__
|
||||
@@ -1,4 +1,4 @@
|
||||
Scenes and Nodes
|
||||
Scenes and nodes
|
||||
================
|
||||
|
||||
Introduction
|
||||
@@ -1,4 +1,4 @@
|
||||
Scripting (Continued)
|
||||
Scripting (continued)
|
||||
=====================
|
||||
|
||||
Processing
|
||||
@@ -1,4 +1,4 @@
|
||||
Simple 2D Game (Pong!)
|
||||
Simple 2D game (Pong!)
|
||||
======================
|
||||
|
||||
Pong
|
||||
@@ -1,4 +1,4 @@
|
||||
Splash Screen
|
||||
Splash screen
|
||||
=============
|
||||
|
||||
Tutorial
|
||||
Reference in New Issue
Block a user