mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
289 lines
10 KiB
ReStructuredText
289 lines
10 KiB
ReStructuredText
.. _doc_exporting_dtc:
|
|
|
|
Exporting
|
|
=========
|
|
|
|
Overview
|
|
--------
|
|
|
|
Now that you have a working game, you probably want to share your success with
|
|
others. However, it's not practical to ask your friends to download Godot
|
|
just so they can open your project. Instead, you can *export* your project,
|
|
converting it into a "package" that can be run by anyone.
|
|
|
|
The way you export your game depends on what platform you are targeting. In
|
|
this tutorial, you'll learn how to export the "Dodge the Creeps" game for a
|
|
variety of platforms. First, however, we need to make some changes to the
|
|
way the game works.
|
|
|
|
.. note:: If you haven't made "Dodge the Creeps" yourself yet, please read
|
|
:ref:`doc_your_first_game` before continuing with this tutorial.
|
|
|
|
Preparing the project
|
|
---------------------
|
|
|
|
In "Dodge the Creeps" we used keyboard controls to move the player's character.
|
|
This is fine if your game is being played on a PC platform, but on a phone
|
|
or tablet, you need to support touchscreen input. Because a click event can
|
|
be treated the same as a touch event, we'll convert the game to a click-and-move
|
|
input style.
|
|
|
|
The first step is to open "Project Settings" and find the *Handheld* section.
|
|
Enable the *Emulate Touchscreen* option. This lets you treat mouse click
|
|
events the same as touch events, so you can test the game on a computer without
|
|
a touchscreen. Also, make sure to select "portrait" under *Orientation*.
|
|
|
|
In the *Stretch* section, set *Mode* to "2d" and *Aspect* to "keep". This
|
|
ensures that the game scales consistently on different sized screens.
|
|
|
|
.. image:: img/export_touchsettings.png
|
|
|
|
Next, we need to modify the ``Player.gd`` script to change the input method.
|
|
We'll remove the key inputs and make the player move towards a "target" that's
|
|
set by the touch (or click) event.
|
|
|
|
Here is the full script for the player, with comments noting what we've
|
|
changed:
|
|
|
|
.. tabs::
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
extends Area2D
|
|
|
|
signal hit
|
|
|
|
export (int) var SPEED
|
|
var velocity = Vector2()
|
|
var screensize
|
|
# Add this variable to hold the clicked position
|
|
var target = Vector2()
|
|
|
|
func _ready():
|
|
hide()
|
|
screensize = get_viewport_rect().size
|
|
|
|
func start(pos):
|
|
position = pos
|
|
# Initial target is the start position
|
|
target = pos
|
|
show()
|
|
$Collision.disabled = false
|
|
|
|
# Change the target whenever a touch event happens
|
|
func _input(event):
|
|
if event is InputEventScreenTouch and event.pressed:
|
|
target = event.position
|
|
|
|
func _process(delta):
|
|
# Move towards the target and stop when close
|
|
if position.distance_to(target) > 10:
|
|
velocity = (target - position).normalized() * SPEED
|
|
else:
|
|
velocity = Vector2()
|
|
# Remove keyboard controls
|
|
# if Input.is_action_pressed("ui_right"):
|
|
# velocity.x += 1
|
|
# if Input.is_action_pressed("ui_left"):
|
|
# velocity.x -= 1
|
|
# if Input.is_action_pressed("ui_down"):
|
|
# velocity.y += 1
|
|
# if Input.is_action_pressed("ui_up"):
|
|
# velocity.y -= 1
|
|
|
|
if velocity.length() > 0:
|
|
velocity = velocity.normalized() * SPEED
|
|
$AnimatedSprite.play()
|
|
$Trail.emitting = true
|
|
else:
|
|
$AnimatedSprite.stop()
|
|
$Trail.emitting = false
|
|
|
|
position += velocity * delta
|
|
# We don't need to clamp the player's position
|
|
# because you can't click outside the screen
|
|
# position.x = clamp(position.x, 0, screensize.x)
|
|
# position.y = clamp(position.y, 0, screensize.y)
|
|
|
|
if velocity.x != 0:
|
|
$AnimatedSprite.animation = "right"
|
|
$AnimatedSprite.flip_v = false
|
|
$AnimatedSprite.flip_h = velocity.x < 0
|
|
elif velocity.y != 0:
|
|
$AnimatedSprite.animation = "up"
|
|
$AnimatedSprite.flip_v = velocity.y > 0
|
|
|
|
func _on_Player_body_entered( body ):
|
|
$Collision.disabled = true
|
|
hide()
|
|
emit_signal("hit")
|
|
|
|
Export Templates
|
|
----------------
|
|
|
|
In order to export, you need to download the *export templates* from the
|
|
http://godotengine.org/download. These templates are optimized versions of the engine
|
|
without the editor pre-compiled for each platform . You can also
|
|
download them in Godot by clicking on *Editor -> Manage Export Templates*:
|
|
|
|
.. image:: img/export_template_menu.png
|
|
|
|
In the window that appears, you can click "Download" to get the template
|
|
version that matches your version of Godot.
|
|
|
|
.. image:: img/export_template_manager.png
|
|
|
|
.. note:: If you upgrade Godot, you must download templates that match the new version
|
|
or your exported projects may not work correctly.
|
|
|
|
Export Presets
|
|
--------------
|
|
|
|
Next, you can configure the export settings by clicking on *Project -> Export*:
|
|
|
|
.. image:: img/export_presets_window.png
|
|
|
|
Create a new export preset by clicking "Add..." and selecting a platform. You
|
|
can make as many presets as you like with different settings.
|
|
|
|
At the bottom of the window are two buttons. "Export PCK/ZIP" only creates
|
|
a packed version of your project's data. This doesn't include an executable
|
|
so the project can't be run on its own.
|
|
|
|
The second button, "Export Project", creates a complete executable version
|
|
of your game, such as an `.apk` for Android or an `.exe` for Windows.
|
|
|
|
In the "Resources" and "Features" tabs you can customize how the game is
|
|
exported for each platform. We can leave those settings alone for now.
|
|
|
|
Exporting by Platform
|
|
---------------------
|
|
|
|
In this section, we'll walk through the process for each platform,
|
|
including any additional software or requirements you'll need.
|
|
|
|
PC (Linux/MacOS/Windows)
|
|
~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Exporting PC platforms works the same across the three supported operating
|
|
systems. Open the export window and click "Add.." to create the preset(s) you
|
|
want to make. Then click "Export Project" and choose a name and destination
|
|
folder. Choose a location *outside* of your project folder.
|
|
|
|
Click "Save" and the engine will build the export files.
|
|
|
|
.. note:: When exporting for MacOS, if you export on a MacOS computer, you'll
|
|
end up with a `.dmg` file, while using Linux or Windows
|
|
produces a `.zip`. In either case, the compressed file contains
|
|
a MacOS `.app` that you can double-click and run.
|
|
|
|
.. note:: On Windows, if you want your exported executable to have a different
|
|
icon than the default one, you need to change it manually. See:
|
|
:ref:`doc_changing_application_icon_for_windows`.
|
|
|
|
Android
|
|
~~~~~~~
|
|
|
|
.. tip:: Mobile devices come with a wide variety of capabilities.
|
|
In most cases, Godot's default settings will work, but mobile
|
|
development is sometimes more art than science, and you may
|
|
need to do some experimenting and searching for help in order
|
|
to get everything working.
|
|
|
|
Before you can export your project for Android, you must download the following
|
|
software:
|
|
|
|
* Android SDK: https://developer.android.com/studio/
|
|
* Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html
|
|
|
|
When you run Android Studio for the first time, click on *Configure -> SDK Manager*
|
|
and install "Android SDK Platform Tools". This installs the `adb` command-line
|
|
tool that Godot uses to communicate with your device.
|
|
|
|
Next, create a debug keystore with by running the following command on your
|
|
system's command line:
|
|
|
|
::
|
|
|
|
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
|
|
|
|
Click on *Editor -> Editor Settings* in Godot and select the *Export/Android*
|
|
section. Here, you need to set the paths to the Android SDK applications on
|
|
your system and the location of the keystore you just created.
|
|
|
|
.. image:: img/export_editor_android_settings.png
|
|
|
|
Now you're ready to export. Click on *Project -> Export* and add a preset
|
|
for Android (see above).
|
|
|
|
Click the "Export Project" button and Godot will build an APK you can download
|
|
on your device. To do this on the command line, use the following:
|
|
|
|
::
|
|
|
|
adb install dodge.apk
|
|
|
|
.. note:: Your device may need to be in *developer mode*. Consult your
|
|
device's documentation for details.
|
|
|
|
If your system supports it, connecting a compatible Android device will cause
|
|
a "One-click Deploy" button to appear in Godot's playtest button area:
|
|
|
|
.. image:: img/export_android_oneclick.png
|
|
|
|
Clicking this button builds the APK and copies it onto your device in one step.
|
|
|
|
iOS
|
|
~~~
|
|
|
|
.. note:: In order to build your game for iOS, you must have a computer running
|
|
MacOS with Xcode installed.
|
|
|
|
Before exporting, there are some settings that you *must* complete for the project
|
|
to export successfully. First, the "App Store Team Id", which you can find by
|
|
logging in to your Apple developer account and looking in the "Membership" section.
|
|
|
|
You must also provide icons and splash screen images as shown below:
|
|
|
|
.. image:: img/export_ios_settings.png
|
|
|
|
Click "Export Project" and select a destination folder.
|
|
|
|
Once you have successfully exported the project, you'll find the following
|
|
folders and files have been created in your selected location:
|
|
|
|
.. image:: img/export_xcode_project_folders.png
|
|
|
|
You can now open the project in Xcode and build the project for iOS. Xcode
|
|
build procedure is beyond the scope of this tutorial. See
|
|
https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for
|
|
more information.
|
|
|
|
HTML5 (web)
|
|
~~~~~~~~~~~
|
|
|
|
Click "Export Project" on the HTML5 preset. We don't need to change any
|
|
of the default settings.
|
|
|
|
When the export is complete, you'll have a folder containing the following
|
|
files:
|
|
|
|
.. image:: img/export_web_files.png
|
|
|
|
Viewing the `.html` file in your browser lets you play the game. However, you
|
|
can't open the file directly, it neds to be served by a web server. If you don't
|
|
have one set up on your computer, you can use Google to find suggestions for
|
|
your specific OS.
|
|
|
|
Point your browser at the URL where you've placed the html file. You may have
|
|
to wait a few moments while the game loads before you see the start screen.
|
|
|
|
.. image:: img/export_web_example.png
|
|
|
|
The console window beneath the game tells you if anything goes wrong. You can
|
|
disable it by setting "Export With Debug" off when you export the project.
|
|
|
|
.. note:: Browser support for WASM is not very widespread. Firefox and Chrome
|
|
both support it, but you may still find some things that don't work.
|
|
Make sure you have updated your browser to the most recent version,
|
|
and report any bugs you find at the `Godot Github repository <https://github.com/godotengine/godot/issues>`_.
|