diff --git a/getting_started/first_3d_game/01.game_setup.rst b/getting_started/first_3d_game/01.game_setup.rst index 1d94259ddd9..d5fb070c64a 100644 --- a/getting_started/first_3d_game/01.game_setup.rst +++ b/getting_started/first_3d_game/01.game_setup.rst @@ -27,7 +27,7 @@ Click *Import* to open the project in the editor. .. image:: img/01.game_setup/03.import_and_edit.webp A window notifying you that the project was generated by an older Godot version may appear. -Click *Convert Full Project* to convert the project to your current Godot version. +Click *OK* to convert the project to your current Godot version. .. image:: img/01.game_setup/import_project_to_4.x_prompt.webp @@ -147,7 +147,7 @@ Move it up by clicking and dragging on the manipulator's green arrow and click and drag on the red arc to rotate it around the X-axis, until the ground is lit. -In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox. +In the *Inspector*, turn on *Shadow* by clicking the checkbox. .. image:: img/01.game_setup/16.turn_on_shadows.webp diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index 8b1eac88c8f..2cdc9e6902f 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -449,12 +449,12 @@ Ultimately, we have both player movement and the view in place. Next, we will work on the monsters. .. |image0| image:: img/03.player_movement_code/01.attach_script_to_player.webp -.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.png +.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.webp .. |image2| image:: img/03.player_movement_code/03.instance_child_scene.webp .. |image3| image:: img/03.player_movement_code/04.scene_tree_with_camera.webp -.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.png -.. |image5| image:: img/03.player_movement_code/06.two_viewports.png -.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.png +.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.webp +.. |image5| image:: img/03.player_movement_code/06.two_viewports.webp +.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.webp .. |image7| image:: img/03.player_movement_code/08.camera_moved.png .. |image8| image:: img/03.player_movement_code/09.camera_rotated.png .. |image9| image:: img/03.player_movement_code/10.camera_perspective.png diff --git a/getting_started/first_3d_game/04.mob_scene.rst b/getting_started/first_3d_game/04.mob_scene.rst index 5c63fd6db46..902bb469b8e 100644 --- a/getting_started/first_3d_game/04.mob_scene.rst +++ b/getting_started/first_3d_game/04.mob_scene.rst @@ -331,13 +331,13 @@ Here is the complete ``mob.gd`` script for reference. } } -.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.png -.. |image1| image:: img/04.mob_scene/02.add_child_node.png -.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.png +.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.webp +.. |image1| image:: img/04.mob_scene/02.add_child_node.webp +.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.webp .. |image4| image:: img/04.mob_scene/05.box_final_size.png -.. |image5| image:: img/04.mob_scene/06.visibility_notifier.png +.. |image5| image:: img/04.mob_scene/06.visibility_notifier.webp .. |image6| image:: img/04.mob_scene/07.visibility_notifier_bbox_resized.png -.. |image7| image:: img/04.mob_scene/08.mob_attach_script.png -.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.png +.. |image7| image:: img/04.mob_scene/08.mob_attach_script.webp +.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.webp .. |image9| image:: img/04.mob_scene/10.node_dock.webp .. |image10| image:: img/04.mob_scene/11.connect_signal.webp diff --git a/getting_started/first_3d_game/05.spawning_mobs.rst b/getting_started/first_3d_game/05.spawning_mobs.rst index 0751425bb59..2c0d85c3742 100644 --- a/getting_started/first_3d_game/05.spawning_mobs.rst +++ b/getting_started/first_3d_game/05.spawning_mobs.rst @@ -21,7 +21,7 @@ Go to *Project -> Project Settings*. If you still have *Input Map* open, switch to the *General* tab. In the left menu, navigate down to *Display -> Window*. On the right, set the -*Width* to ``720`` and the *Height* to ``540``. +*Viewport Width* to ``720`` and the *Viewport Height* to ``540``. |image2| @@ -106,8 +106,6 @@ In the *Inspector*, expand the *Material* section and assign a :ref:`StandardMat |image13| -.. image:: img/05.spawning_mobs/standard_material.webp - Click the sphere icon to open the material resource. You get a preview of the material and a long list of sections filled with properties. You can use these to create all sorts of surfaces, from metal to rock or water. @@ -346,28 +344,28 @@ For now, they bump and slide against one another when their paths cross. We'll address this in the next part. .. |image0| image:: img/05.spawning_mobs/01.monsters_path_preview.png -.. |image1| image:: img/05.spawning_mobs/02.project_settings.png +.. |image1| image:: img/05.spawning_mobs/02.project_settings.webp .. |image2| image:: img/05.spawning_mobs/03.window_settings.webp .. |image3| image:: img/05.spawning_mobs/04.camera_preview.png -.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.png -.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.png -.. |image6| image:: img/05.spawning_mobs/07.top_view.png -.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.png -.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.png +.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.webp +.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.webp +.. |image6| image:: img/05.spawning_mobs/07.top_view.webp +.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.webp +.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.webp .. |image9| image:: img/05.spawning_mobs/10.place_first_cylinder.png .. |image10| image:: img/05.spawning_mobs/11.both_cylinders_selected.png .. |image11| image:: img/05.spawning_mobs/12.four_cylinders.png -.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.png +.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.webp .. |image13| image:: img/05.spawning_mobs/14.multi_material_selection.webp -.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.png -.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.png -.. |image16| image:: img/05.spawning_mobs/17.points_options.png -.. |image17| image:: img/05.spawning_mobs/18.close_path.png +.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.webp +.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.webp +.. |image16| image:: img/05.spawning_mobs/17.points_options.webp +.. |image17| image:: img/05.spawning_mobs/18.close_path.webp .. |image18| image:: img/05.spawning_mobs/19.path_result.png -.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.png -.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.png -.. |image21| image:: img/05.spawning_mobs/21.mob_timer.png -.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.png -.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.png +.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.webp +.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.webp +.. |image21| image:: img/05.spawning_mobs/21.mob_timer.webp +.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.webp +.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.webp .. |image24| image:: img/05.spawning_mobs/24.connect_timer_to_main.webp .. |image25| image:: img/05.spawning_mobs/25.spawn_result.png diff --git a/getting_started/first_3d_game/06.jump_and_squash.rst b/getting_started/first_3d_game/06.jump_and_squash.rst index 9cda6e1bfcb..d28aca92e55 100644 --- a/getting_started/first_3d_game/06.jump_and_squash.rst +++ b/getting_started/first_3d_game/06.jump_and_squash.rst @@ -181,17 +181,22 @@ collisions with the floor. To do so, we can use Godot's :ref:`group Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the *Node* dock on the right to see a list of signals. The *Node* dock has two tabs: *Signals*, which you've already used, and *Groups*, which allows you to assign -tags to nodes. - -Click on it to reveal a field where you can write a tag name. Enter "mob" in the -field and click the *Add* button. +tags to nodes. Click on the *+* button to open the *Create new Group* dialog. |image7| +Enter "mob" in the *Name* field and click the *Ok* button. + +|image8| + +The "mob" group is now shown under the *Scene Groups* section. + +|image9| + An icon appears in the *Scene* dock to indicate the node is part of at least one group. -|image8| +|image10| We can now use the group from the code to distinguish collisions with monsters from collisions with the floor. @@ -367,12 +372,14 @@ With that, you should be able to kill monsters by jumping on them. You can press However, the player won't die yet. We'll work on that in the next part. -.. |image0| image:: img/06.jump_and_squash/02.project_settings.png +.. |image0| image:: img/06.jump_and_squash/02.project_settings.webp .. |image1| image:: img/06.jump_and_squash/03.physics_layers.webp .. |image2| image:: img/06.jump_and_squash/04.default_physics_properties.webp .. |image3| image:: img/06.jump_and_squash/05.toggle_layer_and_mask.webp -.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.png +.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.webp .. |image5| image:: img/06.jump_and_squash/07.player_physics_mask.webp .. |image6| image:: img/06.jump_and_squash/08.mob_physics_mask.webp -.. |image7| image:: img/06.jump_and_squash/09.groups_tab.png -.. |image8| image:: img/06.jump_and_squash/10.group_scene_icon.png +.. |image7| image:: img/06.jump_and_squash/09.groups_tab.webp +.. |image8| image:: img/06.jump_and_squash/10.group_create_new.webp +.. |image9| image:: img/06.jump_and_squash/11.group_scene_groups.webp +.. |image10| image:: img/06.jump_and_squash/12.group_scene_icon.webp diff --git a/getting_started/first_3d_game/07.killing_player.rst b/getting_started/first_3d_game/07.killing_player.rst index f29363f6f94..c15abc5d57d 100644 --- a/getting_started/first_3d_game/07.killing_player.rst +++ b/getting_started/first_3d_game/07.killing_player.rst @@ -511,9 +511,9 @@ Finally, the longest script, ``player.gd``: See you in the next lesson to add the score and the retry option. -.. |image0| image:: img/07.killing_player/01.adding_area_node.png -.. |image1| image:: img/07.killing_player/02.cylinder_shape.png +.. |image0| image:: img/07.killing_player/01.adding_area_node.webp +.. |image1| image:: img/07.killing_player/02.cylinder_shape.webp .. |image2| image:: img/07.killing_player/03.cylinder_in_editor.png .. |image3| image:: img/07.killing_player/04.mob_detector_properties.webp -.. |image4| image:: img/07.killing_player/05.body_entered_signal.png -.. |image5| image:: img/07.killing_player/06.player_hit_signal.png +.. |image4| image:: img/07.killing_player/05.body_entered_signal.webp +.. |image5| image:: img/07.killing_player/06.player_hit_signal.webp diff --git a/getting_started/first_3d_game/09.adding_animations.rst b/getting_started/first_3d_game/09.adding_animations.rst index a524202ce47..a2719bec411 100644 --- a/getting_started/first_3d_game/09.adding_animations.rst +++ b/getting_started/first_3d_game/09.adding_animations.rst @@ -56,17 +56,15 @@ nodes. Set the animation duration to ``1.2`` seconds in the top-right of the dock. -|image7| - You should see the gray ribbon widen a bit. It shows you the start and end of your animation and the vertical blue line is your time cursor. -|image8| +|image7| You can click and drag the slider in the bottom-right to zoom in and out of the timeline. -|image9| +|image8| The float animation ------------------- @@ -82,7 +80,7 @@ rotation of the ``Character`` node. Select the ``Character`` and in the *Inspector* expand the *Transform* section. Click the key icon next to *Position*, and *Rotation*. -|image10| +|image9| .. image:: img/09.adding_animations/curves.webp @@ -90,15 +88,15 @@ For this tutorial, just create RESET Track(s) which is the default choice Two tracks appear in the editor with a diamond icon representing each keyframe. -|image11| +|image10| You can click and drag on the diamonds to move them in time. Move the position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds. -|image12| +|image11| Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray -timeline. +timeline, or by entering it into the input field. |timeline_05_click| @@ -108,7 +106,7 @@ In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the If you don't see the properties in the *Inspector* panel, first click on the ``Character`` node again in the *Scene* dock. -|image13| +|image12| Create a keyframe for both properties @@ -117,7 +115,7 @@ Create a keyframe for both properties Now, move the position keyframe to ``0.7`` seconds by dragging it on the timeline. -|image14| +|image13| .. note:: @@ -136,7 +134,7 @@ create a key for both properties. You can preview the result by clicking the play button or pressing :kbd:`Shift + D`. Click the stop button or press :kbd:`S` to stop playback. -|image15| +|image14| You can see that the engine interpolates between your keyframes to produce a continuous animation. At the moment, though, the motion feels very robotic. This @@ -147,33 +145,33 @@ We can control the transition between keyframes using easing curves. Click and drag around the first two keys in the timeline to box select them. -|image16| +|image15| You can edit the properties of both keys simultaneously in the *Inspector*, where you can see an *Easing* property. -|image17| +|image16| Click and drag on the curve, pulling it towards the left. This will make it ease-out, that is to say, transition fast initially and slow down as the time cursor reaches the next keyframe. -|image18| +|image17| Play the animation again to see the difference. The first half should already feel a bit bouncier. Apply an ease-out to the second keyframe in the rotation track. -|image19| +|image18| Do the opposite for the second position keyframe, dragging it to the right. -|image20| +|image19| Your animation should look something like this. -|image21| +|image20| .. note:: @@ -197,7 +195,7 @@ Let's change the animation speed when the character is moving. Open the ``Player``'s script by clicking the script icon next to it. -|image22| +|image21| In ``_physics_process()``, after the line where we check the ``direction`` vector, add the following code. @@ -618,26 +616,25 @@ And the *Mob*'s script. .. |image0| image:: img/squash-the-creeps-final.gif .. |image1| image:: img/09.adding_animations/animation_player_dock.webp .. |image2| image:: img/09.adding_animations/02.new_animation.webp -.. |image3| image:: img/09.adding_animations/03.float_name.png -.. |image4| image:: img/09.adding_animations/03.timeline.png -.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.png -.. |image6| image:: img/09.adding_animations/05.pin_icon.png +.. |image3| image:: img/09.adding_animations/03.float_name.webp +.. |image4| image:: img/09.adding_animations/03.timeline.webp +.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.webp +.. |image6| image:: img/09.adding_animations/05.pin_icon.webp .. |image7| image:: img/09.adding_animations/06.animation_duration.webp -.. |image8| image:: img/09.adding_animations/07.editable_timeline.webp -.. |image9| image:: img/09.adding_animations/08.zoom_slider.webp -.. |image10| image:: img/09.adding_animations/09.creating_first_keyframe.webp -.. |image11| image:: img/09.adding_animations/10.initial_keys.webp -.. |image12| image:: img/09.adding_animations/11.moving_keys.webp -.. |image13| image:: img/09.adding_animations/12.second_keys_values.webp -.. |image14| image:: img/09.adding_animations/13.second_keys.webp -.. |image15| image:: img/09.adding_animations/14.play_button.png -.. |image16| image:: img/09.adding_animations/15.box_select.webp -.. |image17| image:: img/09.adding_animations/16.easing_property.png -.. |image18| image:: img/09.adding_animations/17.ease_out.png -.. |image19| image:: img/09.adding_animations/18.ease_out_second_rotation_key.png -.. |image20| image:: img/09.adding_animations/19.ease_in_second_translation_key.png -.. |image21| image:: img/09.adding_animations/20.float_animation.gif -.. |image22| image:: img/09.adding_animations/21.script_icon.png +.. |image8| image:: img/09.adding_animations/08.zoom_slider.webp +.. |image9| image:: img/09.adding_animations/09.creating_first_keyframe.webp +.. |image10| image:: img/09.adding_animations/10.initial_keys.webp +.. |image11| image:: img/09.adding_animations/11.moving_keys.webp +.. |image12| image:: img/09.adding_animations/12.second_keys_values.webp +.. |image13| image:: img/09.adding_animations/13.second_keys.webp +.. |image14| image:: img/09.adding_animations/14.play_button.webp +.. |image15| image:: img/09.adding_animations/15.box_select.webp +.. |image16| image:: img/09.adding_animations/16.easing_property.webp +.. |image17| image:: img/09.adding_animations/17.ease_out.webp +.. |image18| image:: img/09.adding_animations/18.ease_out_second_rotation_key.webp +.. |image19| image:: img/09.adding_animations/19.ease_in_second_translation_key.webp +.. |image20| image:: 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