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scripting_first_script.rst 9.6 KB

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  1. ..
  2. Intention:
  3. - Giving a *short* and sweet hands-on intro to GDScript. The page should
  4. focus on working in the code editor.
  5. - We assume the reader has programming foundations. If you don't, consider
  6. taking the course we recommend in the :ref:`introduction to Godot page <doc_learning_programming>`.
  7. Techniques:
  8. - Creating a sprite.
  9. - Creating a script.
  10. - _init() and _process().
  11. - Moving an object on screen.
  12. .. _doc_scripting_first_script:
  13. Creating your first script
  14. ==========================
  15. In this lesson, you will code your first script to make the Godot icon turn in
  16. circles using GDScript. As we mentioned :ref:`in the introduction
  17. <toc-learn-introduction>`, we assume you have programming foundations.
  18. .. image:: img/scripting_first_script_rotating_godot.gif
  19. .. seealso:: To learn more about GDScript, its keywords, and its syntax, head to
  20. the :ref:`GDScript reference<doc_gdscript>`.
  21. Project setup
  22. -------------
  23. Please :ref:`create a new project <doc_creating_and_importing_projects>` to
  24. start with a clean slate. Your project should contain one picture: the Godot
  25. icon, which we often use for prototyping in the community.
  26. .. Godot icon
  27. We need to create a Sprite2D node to display it in the game. In the Scene dock,
  28. click the Other Node button.
  29. .. image:: img/scripting_first_script_click_other_node.png
  30. Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D to
  31. create the node.
  32. .. image:: img/scripting_first_script_add_sprite_node.png
  33. Your Scene tab should now only have a Sprite2D node.
  34. .. image:: img/scripting_first_script_scene_tree.png
  35. A Sprite2D node needs a texture to display. In the Inspector on the right, you can
  36. see that the Texture property says "[empty]". To display the Godot icon, click
  37. and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
  38. .. image:: img/scripting_first_script_setting_texture.png
  39. .. note::
  40. You can create Sprite2D nodes automatically by dragging and dropping images on
  41. the viewport.
  42. .. image:: img/scripting_first_script_dragging_sprite.png
  43. Then, click and drag the icon in the viewport to center it in the game view.
  44. .. image:: img/scripting_first_script_centering_sprite.png
  45. Creating a new script
  46. ---------------------
  47. To create and attach a new script to our node, right-click on Sprite2D in the
  48. scene dock and select "Attach Script".
  49. .. image:: img/scripting_first_script_attach_script.png
  50. The Attach node Script window appears. It allows you to select the script's
  51. language and file path, among other options.
  52. Change the Template from Default to Empty to start with a clean file. Leave the
  53. other options by default and click the Create button to create the script.
  54. .. image:: img/scripting_first_script_attach_node_script.png
  55. The Script workspace should appear with your new file open and the following
  56. line of code:
  57. .. tabs::
  58. .. code-tab:: gdscript GDScript
  59. extends Sprite2D
  60. Every GDScript file is implicitly a class. The ``extends`` keyword defines the
  61. class this script inherits or extends. In this case, it's ``Sprite2D``, meaning
  62. our script will get access to all the properties and functions of the Sprite2D
  63. node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
  64. ``Node``.
  65. .. note:: In GDScript, if you omit the line with the ``extends`` keyword, your
  66. class will implicitly extend :ref:`Reference <class_Reference>`, which
  67. Godot uses to manage your application's memory.
  68. Inherited properties include the ones you can see in the Inspector dock, like
  69. our node's ``texture``.
  70. .. note::
  71. By default, the Inspector displays a node's properties in "Title Case", with
  72. capitalized words separated by a space. In GDScript code, these properties
  73. are in "snake_case", lowercase, and words separated by an underscore.
  74. You can hover any property's name in the Inspector to see a description and
  75. its identifier in code.
  76. Hello, world!
  77. -------------
  78. Our script currently doesn't do anything. Let's make it print the text "Hello,
  79. world!" to the Output bottom panel to get started.
  80. Add the following code to your script:
  81. .. tabs::
  82. .. code-tab:: gdscript GDScript
  83. func _init():
  84. print("Hello, world!")
  85. Let's break it down. The ``func`` keyword defines a new function named
  86. ``_init``. This is a special name for our class's constructor. The engine calls
  87. ``_init()`` on every object or node upon creating it in memory, if you define
  88. this function.
  89. .. note:: GDScript is an indent-based language. The tab at the start of the line
  90. that says ``print()`` is necessary for the code to work. If you omit
  91. it or don't indent a line correctly, the editor will highlight it in
  92. red and display the following error message: "Unexpected indentation."
  93. Save the scene if you haven't already, then press :kbd:`F6` to run it. Look at
  94. the Output bottom panel that expands. It should display "Hello, world!"
  95. .. image:: img/scripting_first_script_print_hello_world.png
  96. Delete the ``_init()`` function, so you're only left with the line ``extends
  97. Sprite2D``.
  98. Turning around
  99. --------------
  100. It's time to make our node move and rotate. To do so, we're going to add two
  101. member variables to our script: the movement speed in pixels per second and the
  102. angular speed in radians per second.
  103. .. tabs::
  104. .. code-tab:: gdscript GDScript
  105. extends Sprite2D
  106. var speed = 400
  107. var angular_speed = PI
  108. Member variables sit at the top of the script, before functions. Every node
  109. instance with this script attached to it will have its own copy of the ``speed``
  110. and ``angular_speed`` properties.
  111. .. note:: As in some other engines, angles in Godot work in radians by default,
  112. but you have built-in functions and properties available if you prefer
  113. to calculate angles in degrees instead.
  114. To move our icon, we need to update its position and rotation every frame in the
  115. game loop. We can use the ``_process()`` virtual function of the ``Node`` class.
  116. If you define it in any class that extends the Node class, like Sprite2D, Godot
  117. will call the function every frame and pass it an argument named ``delta``, the
  118. time elapsed since the last frame.
  119. .. note::
  120. Games work by rendering many images per second, each called a frame, and
  121. they do so in a loop. We measure the rate at which a game produces images in
  122. Frames Per Second (FPS). Most games aim for 60 FPS, although you might find
  123. figures like 30 FPS on slower mobile devices or 90 to 240 for virtual
  124. reality games.
  125. The engine and game developers do their best to update the game world and
  126. render images at a constant time interval, but there are always small
  127. variations in frame render times. That's why the engine provides us with
  128. this delta time value, making our motion independent of our framerate.
  129. At the bottom of the script, define the function:
  130. .. tabs::
  131. .. code-tab:: gdscript GDScript
  132. func _process(delta):
  133. rotation += angular_speed * delta
  134. The ``func`` keyword defines a new function. After it, we have to write the
  135. function's name and arguments it takes in parentheses. A colon ends the
  136. definition, and the indented blocks that follow are the function's content or
  137. instructions.
  138. .. note:: Notice how ``_process()``, like ``_init()``, starts with a leading
  139. underscore. By convention, Godot's virtual functions, that is to say,
  140. built-in functions you can override to communicate with the engine,
  141. start with an underscore.
  142. The line inside the function, ``rotation += angular_speed * delta``, increments
  143. our sprite's rotation every frame. Here, ``rotation`` is a property inherited
  144. from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation of
  145. our node and works with radians.
  146. .. tip:: In the code editor, you can ctrl-click on any built-in property or
  147. function like ``position``, ``rotation``, or ``_process`` to open the
  148. corresponding documentation in a new tab.
  149. Run the scene to see the Godot icon turn in-place.
  150. .. image:: img/scripting_first_script_godot_turning_in_place.gif
  151. Moving forward
  152. ~~~~~~~~~~~~~~
  153. Let's now make the node move. Add the following two lines to the ``_process()``
  154. function, ensuring the new lines are indented the same way as the one before
  155. them.
  156. .. tabs::
  157. .. code-tab:: gdscript GDScript
  158. var velocity = Vector2.UP.rotated(rotation) * speed
  159. position += velocity * delta
  160. As we already saw, the ``var`` keyword defines a new variable. If you put it at
  161. the top of the script, it defines a property of the class. Inside a function, it
  162. defines a local variable: it only exists within the function's scope.
  163. We define a local variable named ``velocity``, a 2D vector representing both a
  164. direction and a speed. To make the node move forward, we start from the Vector2
  165. class's constant Vector2.UP, a vector pointing up, and rotate it by calling the
  166. ``Vector2.rotated()`` method. This expression, ``Vector2.UP.rotated(rotation)``,
  167. is a vector pointing forward relative to our icon. Multiplied by our ``speed``
  168. property, it gives us a velocity we can use to move the node forward.
  169. We add ``velocity * delta`` to the node's ``position`` to move it. The position
  170. itself is of type :ref:`Vector2 <class_Vector2>`, a built-in type in Godot
  171. representing a 2D vector.
  172. Run the scene to see the Godot head run in circles.
  173. .. image:: img/scripting_first_script_rotating_godot.gif
  174. .. note:: Moving a node like that does not take into account colliding with
  175. walls or the floor. In :ref:`doc_your_first_2d_game`, you will learn
  176. another approach to moving objects while detecting collisions.
  177. Our node currently moves by itself. In the next part, we'll use player input to control it.