01.game_setup.rst 6.1 KB

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  1. :article_outdated: True
  2. .. _doc_first_3d_game_game_area:
  3. Setting up the game area
  4. ========================
  5. In this first part, we're going to set up the game area. Let's get started by
  6. importing the start assets and setting up the game scene.
  7. We've prepared a Godot project with the 3D models and sounds we'll use for this
  8. tutorial, linked in the index page. If you haven't done so yet, you can download
  9. the archive here: `Squash the Creeps assets
  10. <https://github.com/godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__.
  11. Once you downloaded it, extract the .zip archive on your computer. Open the
  12. Godot Project Manager and click the *Import* button.
  13. .. image:: img/01.game_setup/01.import_button.png
  14. In the import popup, enter the full path to the freshly created directory
  15. ``squash_the_creeps_start/``. You can click the *Browse* button on the right to
  16. open a file browser and navigate to the ``project.godot`` file the folder
  17. contains.
  18. .. image:: img/01.game_setup/02.browse_to_project_folder.png
  19. Click *Import & Edit* to open the project in the editor.
  20. .. image:: img/01.game_setup/03.import_and_edit.png
  21. The start project contains an icon and two folders: ``art/`` and ``fonts/``.
  22. There, you will find the art assets and music we'll use in the game.
  23. .. image:: img/01.game_setup/04.start_assets.png
  24. There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that
  25. belong to these models, and a music track.
  26. Setting up the playable area
  27. ----------------------------
  28. We're going to create our main scene with a plain :ref:`Node <class_Node>` as its root. In the
  29. *Scene* dock, click the *Add Child Node* button represented by a "+" icon in the
  30. top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
  31. a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on macOS).
  32. .. image:: img/01.game_setup/05.main_node.png
  33. Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` on macOS).
  34. We'll start by adding a floor that'll prevent the characters from falling. To
  35. create static colliders like the floor, walls, or ceilings, you can use :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to
  36. define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D <class_StaticBody3D>`
  37. node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`StaticBody3D <class_StaticBody3D>` to ``Ground``.
  38. .. image:: img/01.game_setup/adding_static_body3D.webp
  39. Your scene tree should look like this
  40. .. image:: img/01.game_setup/06.staticbody_node.png
  41. A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined
  42. its shape. If you click the icon, a popup appears to give you more information.
  43. .. image:: img/01.game_setup/07.collision_shape_warning.png
  44. To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector*
  45. and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*.
  46. .. image:: img/01.game_setup/08.create_box_shape3D.jpg
  47. The box shape is perfect for flat ground and walls. Its thickness makes it
  48. reliable to block even fast-moving objects.
  49. A box's wireframe appears in the viewport with three orange dots. You can click
  50. and drag these to edit the shape's extents interactively. We can also precisely
  51. set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource.
  52. Set its *Size* to ``60`` on the X axis, ``2`` for the Y axis, and ``60`` for
  53. the Z axis.
  54. .. image:: img/01.game_setup/09.box_size.webp
  55. Collision shapes are invisible. We need to add a visual floor that goes along
  56. with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child.
  57. .. image:: img/01.game_setup/10.mesh_instance3d.png
  58. In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>`
  59. resource to create a visible box.
  60. .. image:: img/01.game_setup/11.box_mesh.webp
  61. Once again, it's too small by default. Click the box icon to expand the
  62. resource and set its *Size* to ``60``, ``2``, and ``60``.
  63. .. image:: img/01.game_setup/12.cube_resized.png
  64. You should see a wide grey slab that covers the grid and blue and red axes in
  65. the viewport.
  66. We're going to move the ground down so we can see the floor grid. Select the
  67. ``Ground`` node, hold the :kbd:`Ctrl` key down to turn on grid snapping,
  68. and click and drag down on the Y axis. It's the green arrow in the move gizmo.
  69. .. image:: img/01.game_setup/move_gizmo_y_axis.webp
  70. .. note::
  71. If you can't see the 3D object manipulator like on the image above, ensure
  72. the *Select Mode* is active in the toolbar above the view.
  73. .. image:: img/01.game_setup/14.select_mode_icon.png
  74. Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the
  75. viewport tells you how much you're translating the node.
  76. .. image:: img/01.game_setup/15.translation_amount.png
  77. .. note::
  78. Moving the *Ground* node down moves both children along with it.
  79. Ensure you move the *Ground* node, **not** the *MeshInstance3D* or the
  80. *CollisionShape3D*.
  81. Ultimately, ``Ground``'s transform.position.y should be -1
  82. .. image:: img/01.game_setup/ground_down1meter.webp
  83. Let's add a directional light so our scene isn't all grey. Select the ``Main``
  84. node and add a child node :ref:`DirectionalLight3D <class_DirectionalLight3D>`.
  85. .. image:: img/01.game_setup/create_directional_light3d.webp
  86. We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node.
  87. Move it up by clicking and dragging on the manipulator's green arrow
  88. and click and drag on the red arc to rotate it around the X axis, until the
  89. ground is lit.
  90. In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.
  91. .. image:: img/01.game_setup/16.turn_on_shadows.webp
  92. At this point, your project should look like this.
  93. .. image:: img/01.game_setup/17.project_with_light.webp
  94. That's our starting point. In the next part, we will work on the player scene
  95. and base movement.