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author | Rémi Verschelde <rverschelde@gmail.com> | 2015-12-12 20:53:57 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2015-12-12 21:18:33 +0100 |
commit | 61eb037d5de92b75238b16083c66e489b43ea327 (patch) | |
tree | a0082e6048c4381367d8fc9f6f9da69246ca6a4e /doc/tutorial | |
parent | 101049518a71eeece66bc94688ae69d9018cdeb0 (diff) |
Remove outdated documentation
Diffstat (limited to 'doc/tutorial')
-rw-r--r-- | doc/tutorial/01 Getting Started.lyx | 557 | ||||
-rw-r--r-- | doc/tutorial/editor.png | bin | 81238 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/pm.png | bin | 36586 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/pmc.png | bin | 22446 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_1.png | bin | 8719 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_2.png | bin | 12907 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_2b.png | bin | 3154 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_3a.png | bin | 6660 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_3b.png | bin | 27956 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_3c.png | bin | 3785 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_4a.png | bin | 17321 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_4b.png | bin | 5421 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_5a.png | bin | 25190 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_5b.png | bin | 47382 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_6.png | bin | 2555 -> 0 bytes | |||
-rw-r--r-- | doc/tutorial/tute1_7.png | bin | 1445 -> 0 bytes |
16 files changed, 0 insertions, 557 deletions
diff --git a/doc/tutorial/01 Getting Started.lyx b/doc/tutorial/01 Getting Started.lyx deleted file mode 100644 index bdb4c7706d..0000000000 --- a/doc/tutorial/01 Getting Started.lyx +++ /dev/null @@ -1,557 +0,0 @@ -#LyX 1.6.5 created this file. For more info see http://www.lyx.org/ -\lyxformat 345 -\begin_document -\begin_header -\textclass article -\use_default_options true -\language english -\inputencoding auto -\font_roman default -\font_sans default -\font_typewriter default -\font_default_family default -\font_sc false -\font_osf false -\font_sf_scale 100 -\font_tt_scale 100 - -\graphics default -\paperfontsize default -\use_hyperref false -\papersize default -\use_geometry false -\use_amsmath 1 -\use_esint 1 -\cite_engine basic -\use_bibtopic false -\paperorientation portrait -\secnumdepth 3 -\tocdepth 3 -\paragraph_separation indent -\defskip medskip -\quotes_language english -\papercolumns 1 -\papersides 1 -\paperpagestyle default -\tracking_changes false -\output_changes false -\author "" -\author "" -\end_header - -\begin_body - -\begin_layout Title -01. - Getting Started with Godot Engine -\end_layout - -\begin_layout Section* -Introduction: -\end_layout - -\begin_layout Standard -Godot Engine is designed to be useful. - This may sound rather vague and is difficult to explain without repeating - the same claims that every other engine does, but, as we progress through - this (and the next) tutorials, hopefully it will be made clear what -\begin_inset Quotes eld -\end_inset - -useful -\begin_inset Quotes erd -\end_inset - - means. -\end_layout - -\begin_layout Standard -Godot Engine has many components, both high and low level, and is usually - more abstract and complex than most other engines. - This is, however, to the advantage of the user as complexity is presented - in a way that it only needs to be discovered when more power needs to be - untapped. - This helps to provide an easy learning curve. -\end_layout - -\begin_layout Standard -Design wise, the whole API and set of components were created with a clear - goal in mind, which is to allow for smooth integration of design ideas, - code and assets. - This is achieved by defining the following rules: -\end_layout - -\begin_layout Itemize -Implementing a game feature should never be too many steps away from an - existing component. -\end_layout - -\begin_layout Itemize -More complex features should be leveraged by combining or extending existing - components. -\end_layout - -\begin_layout Itemize -If the above fails, creating custom components should be extremely simple. -\end_layout - -\begin_layout Standard -Ultimately, Godot Engine provides an editor and tools that allows everyone - to work with it: -\end_layout - -\begin_layout Itemize -Programmers can script and extend any component of the project. -\end_layout - -\begin_layout Itemize -Designers can tweak and animate any parameter from a friendly user interface. -\end_layout - -\begin_layout Itemize -Artists can import their art and models and tweak the look of everything - in realtime. -\end_layout - -\begin_layout Section* -Editor: -\end_layout - -\begin_layout Standard -As mentioned before, Godot Engine is very abstract so projects consist of - just a -\emph on -path -\emph default - (ie: C: -\backslash -games -\backslash -mygame5). - Projects don't have to be specifically created, and many can be placed - inside the same path (useful for not wasting folders on tests and experiments). - -\end_layout - -\begin_layout Standard -In any case, to ease the management of projects, a graphical util exists. -\end_layout - -\begin_layout Subsection* -Running From The Project Manager -\end_layout - -\begin_layout Standard -Godot Engine includes a built-in project manager. - This is installed by default on Windows and OSX and it allows for the creation - and removal projects that will be remembered at the next startup: -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename pm.png - -\end_inset - - -\end_layout - -\begin_layout Standard -To create a new project, the [Create] button must be pressed and a dialog - will appear, prompting for a path and project name. - Afterwards, the [Open] button will close the project manager and open the - desired project. -\end_layout - -\begin_layout Subsection* -Running From the Command Line -\end_layout - -\begin_layout Standard -To create and manage projects, it is perfectly possible to use the command - line. - Many users prefer this way of working with project data. -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename pmc.png - -\end_inset - - -\end_layout - -\begin_layout Standard -For ease of use, it is recommended that the -\begin_inset Quotes eld -\end_inset - -godot -\begin_inset Quotes erd -\end_inset - - binary exists in the path, so any project can be opened easily aywhere - just by changing location to the projec and executing the editor. -\end_layout - -\begin_layout Subsection* -Godot Editor -\end_layout - -\begin_layout Standard -Godot Editor should have been opened by now, if not please check the previous - steps again. -\end_layout - -\begin_layout Standard -Godot has a powerful buit-in editor. - It uses the graphics toolkint within itself to display the UI, so it runs - identical on any platform (even consoles or phones!). -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename editor.png - -\end_inset - - -\end_layout - -\begin_layout Standard -In the above screenshots, a few regions are labelled to be explained as - follows: -\end_layout - -\begin_layout Subsubsection* -Viewport -\end_layout - -\begin_layout Standard -The -\emph on -Viewport -\emph default - is the main space where the content is displayed. - Content includes 3D Nodes or Graphical User Interface (GUI) controls. - Other types of data spawn editors of their own when being edited. - The default viewport is the 3D viewport, which can be panned, zoomed, etc. -\end_layout - -\begin_layout Subsubsection* -Scene Tree -\end_layout - -\begin_layout Standard -The -\emph on -Scene Tree -\emph default - is a small dock that displays the tree of the current scene being edited. - A scene is a collection of nodes arranged in a tree-hierarchy (any node - can have several owned children-nodes). - The meaning of this ownership depends purely on the -\emph on -type -\emph default - of the node, but it will become clear after going through the examples. - In a -\emph on -MVC -\emph default - pattern, the scene tree could be considered the -\emph on -View -\emph default -. -\end_layout - -\begin_layout Subsubsection* -Property Editor -\end_layout - -\begin_layout Standard -The -\emph on -Property Editor -\emph default - is another small dock. - Every node contains a finite number of -\emph on -properties -\emph default -, which can be edited. - Properties can be of several types, such as integers, strings, images, - matrices, etc. - Usually, changes to properties are reflected in the -\emph on -viewport -\emph default - in real time. -\end_layout - -\begin_layout Section* -Examples: -\end_layout - -\begin_layout Standard -From now, a few, simple examples will be presented that will help understand - a little better how Godot Engine works. - -\end_layout - -\begin_layout Subsubsection* -Hello, World! -\end_layout - -\begin_layout Enumerate -Open the editor -\end_layout - -\begin_layout Enumerate -Click on -\begin_inset Quotes eld -\end_inset - -Node -\begin_inset Quotes erd -\end_inset - - (Node Menu), then on -\begin_inset Quotes eld -\end_inset - -Create Root -\begin_inset Quotes erd -\end_inset - - -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_1.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Enumerate -Create a node of type -\emph on -Label, -\emph default -then instruct the -\emph on -editor -\emph default -to switch to GUI editing mode. - A few red squares will appear on the top left corner, don't mind them yet. -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_2.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_2b.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_3c.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Enumerate -Select the -\emph on -Label -\emph default -node in the -\emph on -Scene Tree -\emph default - (if it's not selected yet), the properties of the selected node will appear - in the -\emph on -Property Editor -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_3a.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_3b.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Enumerate -Look for the -\emph on -Text -\emph default - property in the -\emph on -Property Editor -\emph default - and click the right column, so it becomes editable. - Enter the text -\begin_inset Quotes eld -\end_inset - -Hello, World! -\begin_inset Quotes erd -\end_inset - -. - A red square containing -\begin_inset Quotes eld -\end_inset - -Hello World! -\begin_inset Quotes erd -\end_inset - - will appear at the top left, move it to the center. -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_4a.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_4b.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Enumerate -Save the scene. -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_5a.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_5b.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Enumerate -Press PLAY. - A new window will appear running the application. -\end_layout - -\begin_deeper -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_6.png - -\end_inset - - -\end_layout - -\begin_layout Standard -\align center -\begin_inset Graphics - filename tute1_7.png - -\end_inset - - -\end_layout - -\end_deeper -\begin_layout Subsubsection* -Hello World 2 (a little more complex) -\end_layout - -\begin_layout Subsubsection* -A 3D Cube in Space -\end_layout - -\begin_layout Standard - -\end_layout - -\begin_layout Standard -In many cases, nodes and other types of engine objects need to express changes - in their state, such as a button being pressed, a scroll being dragged, - or a projectile colliding against a tank. - Godot Engine utilizes the concept of signals for this. - Different types of nodes and objects can emit signals, and any other node - or object can connect to them. - -\end_layout - -\end_body -\end_document diff --git a/doc/tutorial/editor.png b/doc/tutorial/editor.png Binary files differdeleted file mode 100644 index 92255a6f17..0000000000 --- a/doc/tutorial/editor.png +++ /dev/null diff --git a/doc/tutorial/pm.png b/doc/tutorial/pm.png Binary files differdeleted file mode 100644 index 00d46d9a64..0000000000 --- a/doc/tutorial/pm.png +++ /dev/null diff --git a/doc/tutorial/pmc.png b/doc/tutorial/pmc.png Binary files differdeleted file mode 100644 index 847d32b3a2..0000000000 --- a/doc/tutorial/pmc.png +++ /dev/null diff --git a/doc/tutorial/tute1_1.png b/doc/tutorial/tute1_1.png Binary files differdeleted file mode 100644 index 82152c7255..0000000000 --- a/doc/tutorial/tute1_1.png +++ /dev/null diff --git a/doc/tutorial/tute1_2.png b/doc/tutorial/tute1_2.png Binary files differdeleted file mode 100644 index 852015894c..0000000000 --- a/doc/tutorial/tute1_2.png +++ /dev/null diff --git a/doc/tutorial/tute1_2b.png b/doc/tutorial/tute1_2b.png Binary files differdeleted file mode 100644 index e97a40b4c5..0000000000 --- a/doc/tutorial/tute1_2b.png +++ /dev/null diff --git a/doc/tutorial/tute1_3a.png b/doc/tutorial/tute1_3a.png Binary files differdeleted file mode 100644 index 5feef01e03..0000000000 --- a/doc/tutorial/tute1_3a.png +++ /dev/null diff --git a/doc/tutorial/tute1_3b.png b/doc/tutorial/tute1_3b.png Binary files differdeleted file mode 100644 index 1f2ded42bb..0000000000 --- a/doc/tutorial/tute1_3b.png +++ /dev/null diff --git a/doc/tutorial/tute1_3c.png b/doc/tutorial/tute1_3c.png Binary files differdeleted file mode 100644 index 2c52ccd780..0000000000 --- a/doc/tutorial/tute1_3c.png +++ /dev/null diff --git a/doc/tutorial/tute1_4a.png b/doc/tutorial/tute1_4a.png Binary files differdeleted file mode 100644 index 8d0d04ff6b..0000000000 --- a/doc/tutorial/tute1_4a.png +++ /dev/null diff --git a/doc/tutorial/tute1_4b.png b/doc/tutorial/tute1_4b.png Binary files differdeleted file mode 100644 index fff5f8d723..0000000000 --- a/doc/tutorial/tute1_4b.png +++ /dev/null diff --git a/doc/tutorial/tute1_5a.png b/doc/tutorial/tute1_5a.png Binary files differdeleted file mode 100644 index 37bea04570..0000000000 --- a/doc/tutorial/tute1_5a.png +++ /dev/null diff --git a/doc/tutorial/tute1_5b.png b/doc/tutorial/tute1_5b.png Binary files differdeleted file mode 100644 index df9a987ef3..0000000000 --- a/doc/tutorial/tute1_5b.png +++ /dev/null diff --git a/doc/tutorial/tute1_6.png b/doc/tutorial/tute1_6.png Binary files differdeleted file mode 100644 index bbe04c8547..0000000000 --- a/doc/tutorial/tute1_6.png +++ /dev/null diff --git a/doc/tutorial/tute1_7.png b/doc/tutorial/tute1_7.png Binary files differdeleted file mode 100644 index 7653a89064..0000000000 --- a/doc/tutorial/tute1_7.png +++ /dev/null |