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diff --git a/doc/tutorial/01 Getting Started.lyx b/doc/tutorial/01 Getting Started.lyx
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-#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
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