游戏引擎godot
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godot游戏引擎自学入门笔记--GDScript语言基础,官方文档翻译(九)
声明和控制流程语句是标准的,可以是赋值、函数调用、控制流结构等(见下面)。; 作为语句分隔符是完全可选的。if/else/elif简单的条件是通过使用 if/else/elif 语法创建的。条件的括号是允许的,但不是必需的。考虑到基于表的缩进的性质,可以使用 elif 而不是 else/if 来维持缩进的级别。if [expression]: statement(s)elif [...原创 2019-04-06 14:24:30 · 3278 阅读 · 0 评论 -
godot游戏引擎自学入门笔记-- 创建hello world,官方文档翻译(二)
And finally, create the Label! A lot happens when Create is pressed:添加节点(ctrl+a),选择labelFirst of all, the scene changes to the 2D editor (because Label is a 2D Node type), and the Label appears,...原创 2019-04-05 05:27:08 · 833 阅读 · 0 评论 -
godot游戏引擎自学入门笔记-- 再谈实例化,官方文档翻译(四)
Instancing has many handy uses. At a glance, with instancing you have:The ability to subdivide scenes and make them easier to manage.A tool to manage and edit multiple node instances at once.A way...原创 2019-04-05 06:44:22 · 1177 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--可视化脚本续,官方文档翻译(十一)
节点与术语Before continuing, it must be noted that the Node terminology needs to be used with care. When referring to Visual Script Nodes (or generally Nodes) this text will refer to the little boxes you...原创 2019-04-06 15:23:41 · 1196 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--GDScript语言细节,官方文档翻译(八)
标识符Any string that restricts itself to alphabetic characters (a to z and A to Z), digits (0 to 9) and _ qualifies as an identifier. Additionally, identifiers must not begin with a digit. Identifiers...原创 2019-04-05 18:02:33 · 3399 阅读 · 0 评论 -
godot游戏引擎自学入门笔记-- 实例化,官方文档翻译(三)
Creating a single scene and adding nodes into it might work for small projects, but as a project grows in size and complexity, the number of nodes can quickly become unmanageable. To address this, Go...原创 2019-04-05 06:04:38 · 764 阅读 · 0 评论 -
godot游戏引擎自学入门笔记,官方文档翻译(一)
从来还没接触过游戏引擎,对比了一下untiy,cocos,白鹭erget等等,发现要么太复杂,要么我无法下载页面出错,要么太老旧,工具链不充足,需要额外去找。我就想要一个很轻量级的,别太复杂,够简单易用,但又不能过于底层,否则直接用dx或者opengl来画。无意中发现了godot,跨平台,轻量级,有一定的工具链,主打2d游戏开发。godot最大缺点有一个:没有中文,没有中文。这就造成了查...原创 2019-04-05 03:56:45 · 5540 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--项目组织与图像导入,官方文档翻译(十二)
Since Godot has no restrictions on project structure or filesystem usage, organizing files when learning the engine can seem challenging. This tutorial suggests a workflow which should be a good star...原创 2019-04-06 16:11:30 · 1788 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--GDScript与c++,官方文档翻译(五)
Before Godot 3.0, the only choice for scripting a game was to use GDScript. Nowadays, Godot has four (yes, four!) official languages and the ability to add extra scripting languages dynamically!在go...原创 2019-04-05 16:12:52 · 5242 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--GDScript语言,官方文档翻译(六)
简介GDScript is a high level, dynamically typed programming language used to create content. It uses a syntax similar to Python (blocks are indent-based and many keywords are similar). Its goal is to ...原创 2019-04-05 16:34:04 · 4747 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--GDScript语言导论,官方文档翻译(七)
变量与赋值All variables in a dynamically typed language are “variant”-like. This means that their type is not fixed, and is only modified through assignment. Example:动态类型语言中的所有变量都是“可变”的。这意味着它们的类型不是固定的,...原创 2019-04-05 17:09:41 · 1636 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--可视化脚本,官方文档翻译(十)
Visual Scripting is a tool designed to make the entry barrier to programming much lower. As code is more visual, it needs less abstract thinking to be understood. Any artist, animator, game designer,...原创 2019-04-06 14:45:59 · 1545 阅读 · 0 评论 -
godot游戏引擎自学入门笔记--实践第一个游戏脚本(十三)
建立如下的场景与节点:修改label的text和修改button的text在node2d上添加脚本,进入编辑器_ready() 函数在节点及其所有子节点进入活动场景时调用, 注意: _ready() 并不是构造器;构造器是 _init()。脚本为节点添加行为。它用于控制节点的功能以及它如何与其他节点交互:子节点、父节点、同级节点等。脚本的作用域是它附着的节点。当某种特定行为发生时...原创 2019-04-07 01:56:26 · 2124 阅读 · 0 评论