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@@ -1,5 +1,3 @@
:article_outdated: True
.. The goal of this page is to explain more than doc_key_concepts_overview about nodes and scenes,
get the user to create their first concrete scene.
@@ -19,9 +17,9 @@ Nodes
ingredients in a recipe. There are dozens of kinds that can display an image,
play a sound, represent a camera, and much more.
.. image:: img/nodes_and_scenes_nodes.png
.. image:: img/nodes_and_scenes_nodes.webp
All nodes have the following attributes:
All nodes have the following characteristics:
- A name.
- Editable properties.
@@ -29,13 +27,14 @@ All nodes have the following attributes:
- You can extend them with new properties and functions.
- You can add them to another node as a child.
The last attribute is key. **Together, nodes form a tree**, which is a powerful
The last characteristic is important. **Together, nodes form a tree**, which is a powerful
feature to organize projects. Since different nodes have different functions,
combining them produces more complex behavior. As we saw before, you can build a
playable character the camera follows using a kinematic body node named
"Character", a sprite node, a camera node, and a collision shape node.
playable character the camera follows using a :ref:`CharacterBody2D <class_CharacterBody2D>`
node named "Character", a :ref:`Sprite2D <class_Sprite2D>` node,
a :ref:`Camera2D <class_Camera2D>` node, and a :ref:`CollisionShape2D <class_CollisionShape2D>` node.
.. image:: img/nodes_and_scenes_character_nodes.png
.. image:: img/nodes_and_scenes_character_nodes.webp
Scenes
------
@@ -57,7 +56,7 @@ contain as many of these scenes as you need. The engine only requires one as
your application's **main scene**. This is the scene Godot will first load when
you or a player runs the game.
On top of acting like nodes, scenes have the following attributes:
On top of acting like nodes, scenes have the following characteristics:
1. They always have one root node, like the "Character" in our example.
2. You can save them to your hard drive and load them later.
@@ -71,35 +70,37 @@ Let's create our first scene with a single node. To do so, you will need to
:ref:`create a new project <doc_creating_and_importing_projects>` first. After
opening the project, you should see an empty editor.
.. image:: img/nodes_and_scenes_01_empty_editor.png
.. image:: img/nodes_and_scenes_01_empty_editor.webp
In an empty scene, the Scene dock on the left shows several options to add a
root node quickly. "2D Scene" adds a Node2D node, "3D Scene" adds a Node3D
node, and "User Interface" adds a Control node. These presets
are here for convenience; they are not mandatory. "Other Node" lets you select any
node to be the root node. In an empty scene, "Other Node" is equivalent to pressing
the "Add Child Node" button at the top-left of the Scene dock, which usually adds
root node quickly. "2D Scene" adds a :ref:`Node2D <class_Node2D>` node,
"3D Scene" adds a :ref:`Node3D <class_Node3D>` node,
and "User Interface" adds a :ref:`Control <class_Control>` node.
These presets are here for convenience; they are not mandatory.
"Other Node" lets you select any node to be the root node.
In an empty scene, "Other Node" is equivalent to pressing the "Add Child Node"
button at the top-left of the Scene dock, which usually adds
a new node as a child of the currently selected node.
We're going to add a single Label node to our scene. Its function is to draw
We're going to add a single :ref:`Label <class_Label>` node to our scene. Its function is to draw
text on the screen.
Press the "Add Child Node" button or "Other Node" to create a root node.
.. image:: img/nodes_and_scenes_02_scene_dock.png
.. image:: img/nodes_and_scenes_02_scene_dock.webp
The Create Node dialog opens, showing the long list of available nodes.
.. image:: img/nodes_and_scenes_03_create_node_window.png
.. image:: img/nodes_and_scenes_03_create_node_window.webp
Select the Label node. You can type its name to filter down the list.
.. image:: img/nodes_and_scenes_04_create_label_window.png
.. image:: img/nodes_and_scenes_04_create_label_window.webp
Click on the Label node to select it and click the Create button at the bottom
of the window.
.. image:: img/nodes_and_scenes_05_editor_with_label.png
.. image:: img/nodes_and_scenes_05_editor_with_label.webp
A lot happens when you add a scene's first node. The scene changes to the 2D
workspace because Label is a 2D node type. The Label appears, selected, in the
@@ -115,7 +116,7 @@ The next step is to change the Label's "Text" property. Let's change it to
Head to the Inspector dock on the right of the viewport. Click inside the field
below the Text property and type "Hello World".
.. image:: img/nodes_and_scenes_06_label_text.png
.. image:: img/nodes_and_scenes_06_label_text.webp
You will see the text draw in the viewport as you type.
@@ -126,12 +127,12 @@ You will see the text draw in the viewport as you type.
You can move your Label node in the viewport by selecting the move tool in the
toolbar.
.. image:: img/nodes_and_scenes_07_move_tool.png
.. image:: img/nodes_and_scenes_07_move_tool.webp
With the Label selected, click and drag anywhere in the viewport to
move it to the center of the view delimited by the rectangle.
.. image:: img/nodes_and_scenes_08_hello_world_text.png
.. image:: img/nodes_and_scenes_08_hello_world_text.webp
Running the scene
-----------------
@@ -139,16 +140,12 @@ Running the scene
Everything's ready to run the scene! Press the Play Scene button in the
top-right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS).
.. image:: img/nodes_and_scenes_09_play_scene_button.png
.. image:: img/nodes_and_scenes_09_play_scene_button.webp
A popup invites you to save the scene, which is required to run it.
Click the Save button in the file browser to save it as "label.tscn".
.. image:: img/nodes_and_scenes_10_save_scene_popup.png
Click the Yes button, and in the file browser that appears, press the Save
button to save it as "Label.tscn".
.. image:: img/nodes_and_scenes_11_save_scene_as.png
.. image:: img/nodes_and_scenes_10_save_scene_as.webp
.. note:: The Save Scene As dialog, like other file dialogs in the editor, only
allows you to save files inside the project. The ``res://`` path at
@@ -158,7 +155,7 @@ button to save it as "Label.tscn".
The application should open in a new window and display the text "Hello World".
.. image:: img/nodes_and_scenes_12_final_result.png
.. image:: img/nodes_and_scenes_11_final_result.webp
Close the window or press :kbd:`F8` to quit the running scene.
@@ -175,16 +172,16 @@ To run our test scene, we used the Play Scene button. Another button next to it
allows you to set and run the project's main scene. You can press :kbd:`F5`
(:kbd:`Cmd + B` on macOS) to do so.
.. image:: img/nodes_and_scenes_13_play_button.png
.. image:: img/nodes_and_scenes_12_play_button.webp
A popup window appears and invites you to select the main scene.
.. image:: img/nodes_and_scenes_14_main_scene_popup.png
.. image:: img/nodes_and_scenes_13_main_scene_popup.webp
Click the Select button, and in the file dialog that appears, double click on
Label.tscn.
label.tscn.
.. image:: img/nodes_and_scenes_15_select_main_scene.png
.. image:: img/nodes_and_scenes_14_select_main_scene.webp
The demo should run again. Moving forward, every time you run the project, Godot
will use this scene as a starting point.