Vienti¶
Yleiskatsaus¶
Nyt kun sinulla on toimiva peli, haluat todennäköisesti jakaa onnistumisesi muiden kanssa. Ei ole kuitenkaan käytännöllistä pyytää ystäviäsi lataamaan Godotia, vain jotta he voisivat avata projektisi. Voit sen sijaan viedä projektisi, muuntamalla sen "paketiksi", jonka kuka tahansa voi ajaa.
The way you export your game depends on what platform you are targeting. In this tutorial, you'll learn how to export the Dodge the Creeps game for a variety of platforms. First, however, we need to make some changes to the way the game works.
Muista
Jos et ole vielä tehnyt "Dodge the Creeps" -peliä, lue doc_your_your_first_2d_game ennen kuin jatkat tämän ohjeen parissa.
Projektin valmistelu¶
In Dodge the Creeps, we used keyboard controls to move the player's character. This is fine if your game is being played on a PC platform, but on a phone or tablet, you need to support touchscreen input. Because a click event can be treated the same as a touch event, we'll convert the game to a click-and-move input style.
By default, Godot emulates mouse input from touch input. That means that if anything is coded to happen on a mouse event, touch will trigger it as well. Godot can also emulate touch input from mouse clicks, which we will need to be able to keep playing our game on our computer after we switch to touch input.
In Project > Project Settings, under Input Devices > Pointing, enable Emulate Touch From Mouse.

We also want to ensure that the game scales consistently on different-sized screens,
so in the project settings go to Display, then click on Window. In the Stretch
options, set Mode to 2d
and Aspect to keep
.
Since we are already in the Window settings, we should also set under Handheld
the Orientation to portrait
.

Seuraavaksi meidän täytyy muokata Player.gd
skriptiä muuttaaksemme syötemenetelmää. Poistamme näppäimistösyötteet ja laitamme pelaajan liikkumaan kohti "kohdetta", joka asetetaan kosketuksella (tai hiiren näpäytyksellä).
Tässä koko skripti pelaajalle, muutokset kommenteihin merkittynä:
extends Area2D
signal hit
export var speed = 400
var screen_size
# Add this variable to hold the clicked position.
var target = Vector2()
func _ready():
hide()
screen_size = get_viewport_rect().size
func start(pos):
position = pos
# Initial target is the start position.
target = pos
show()
$CollisionShape2D.disabled = false
# Change the target whenever a touch event happens.
func _input(event):
if event is InputEventScreenTouch and event.pressed:
target = event.position
func _process(delta):
var velocity = Vector2()
# Move towards the target and stop when close.
if position.distance_to(target) > 10:
velocity = target - position
# Remove keyboard controls.
# if Input.is_action_pressed("ui_right"):
# velocity.x += 1
# if Input.is_action_pressed("ui_left"):
# velocity.x -= 1
# if Input.is_action_pressed("ui_down"):
# velocity.y += 1
# if Input.is_action_pressed("ui_up"):
# velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
# We still need to clamp the player's position here because on devices that don't
# match your game's aspect ratio, Godot will try to maintain it as much as possible
# by creating black borders, if necessary.
# Without clamp(), the player would be able to move under those borders.
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "walk"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite.animation = "up"
$AnimatedSprite.flip_v = velocity.y > 0
func _on_Player_body_entered( body ):
hide()
emit_signal("hit")
$CollisionShape2D.set_deferred("disabled", true)
using Godot;
using System;
public class Player : Area2D
{
[Signal]
public delegate void Hit();
[Export]
public int Speed = 400;
private Vector2 _screenSize;
// Add this variable to hold the clicked position.
private Vector2 _target;
public override void _Ready()
{
Hide();
_screenSize = GetViewport().Size;
}
public void Start(Vector2 pos)
{
Position = pos;
// Initial target us the start position.
_target = pos;
Show();
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
// Change the target whenever a touch event happens.
public override void _Input(InputEvent @event)
{
if (@event is InputEventScreenTouch eventMouseButton && eventMouseButton.Pressed)
{
_target = (@event as InputEventScreenTouch).Position;
}
}
public override void _Process(float delta)
{
var velocity = new Vector2();
// Move towards the target and stop when close.
if (Position.DistanceTo(_target) > 10)
{
velocity = _target - Position;
}
// Remove keyboard controls.
//if (Input.IsActionPressed("ui_right"))
//{
// velocity.x += 1;
//}
//if (Input.IsActionPressed("ui_left"))
//{
// velocity.x -= 1;
//}
//if (Input.IsActionPressed("ui_down"))
//{
// velocity.y += 1;
//}
//if (Input.IsActionPressed("ui_up"))
//{
// velocity.y -= 1;
//}
var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
if (velocity.Length() > 0)
{
velocity = velocity.Normalized() * Speed;
animatedSprite.Play();
}
else
{
animatedSprite.Stop();
}
Position += velocity * delta;
// We still need to clamp the player's position here because on devices that don't
// match your game's aspect ratio, Godot will try to maintain it as much as possible
// by creating black borders, if necessary.
// Without clamp(), the player would be able to move under those borders.
Position = new Vector2(
x: Mathf.Clamp(Position.x, 0, _screenSize.x),
y: Mathf.Clamp(Position.y, 0, _screenSize.y)
);
if (velocity.x != 0)
{
animatedSprite.Animation = "walk";
animatedSprite.FlipV = false;
animatedSprite.FlipH = velocity.x < 0;
}
else if(velocity.y != 0)
{
animatedSprite.Animation = "up";
animatedSprite.FlipV = velocity.y > 0;
}
}
public void OnPlayerBodyEntered(PhysicsBody2D body)
{
Hide(); // Player disappears after being hit.
EmitSignal("Hit");
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
}
}
Setting a main scene¶
The main scene is the one that your game will start in. For this
Dodge the Creeps example, in
Project -> Project Settings -> Application -> Run, set Main Scene
to Main.tscn
by clicking the folder icon and selecting it.
Vientimallit¶
To export the project, you need to download the export templates from the http://godotengine.org/download. These templates are optimized versions of the engine without the editor pre-compiled for each platform. You can also download them in Godot by clicking on Editor -> Manage Export Templates:

Muista
If you've downloaded Godot from Steam, export templates are already included. Therefore, you don't need to download them using the Manage Export Templates dialog.
In the window that appears, you can click Download to get the template version that matches your version of Godot.

Muista
Export templates are bound to a specific Godot version. If you upgrade Godot, you must download templates that match the new version.
Viennin esiasetukset¶
Next, you can configure the export settings by clicking on Project -> Export.
Create a new export preset by clicking Add... and selecting a platform. You can make as many presets as you like with different settings.

At the bottom of the window are two buttons. Export PCK/ZIP only creates a packed version of your project's data. This doesn't include an executable so the project can't be run on its own.
The second button, Export Project, creates a complete executable version
of your game, such as an .apk
for Android or an .exe
for Windows.
In the Resources and Features tabs, you can customize how the game is exported for each platform. We can leave those settings alone for now.
Vienti alustottain¶
Tässä luvussa käymme prosessin läpi kullekin alustalle, sisältäen kaikki tarvitsemasi ylimääräiset ohjelmistot tai edellytykset.
PC (Linux/macOS/Windows)¶
Exporting PC platforms works the same across the three supported operating systems. Open the export window and click Add... to create the preset(s) you want to make. Then click Export Project and choose a name and destination folder. Choose a location outside of your project folder.
Click Save and the engine will build the export files.
Muista
When exporting for macOS, if you export from a macOS computer, you'll end up
with a .dmg
file, while using Linux or Windows produces a .zip
. In
either case, the compressed file contains a macOS .app
that you can
double-click and run.
Muista
On Windows, if you want your exported executable to have a different icon than the default one, you need to change it manually. See Changing application icon for Windows.
Android¶
Vihje
Mobiililaitteissa on laaja kirjo erilaisia ominaisuuksia. Useimmiten Godotin oletusasetukset kelpaavat, mutta mobiilikehitys on joskus enemmän taidetta kuin tiedettä ja voit joutua tekemään hieman kokeiluja ja etsiä apuja saadaksesi kaiken toimimaan.
Ennen kuin voit viedä projektisi Androidille, sinun täytyy ladata seuraavat ohjelmistot:
Android SDK: https://developer.android.com/studio/
Open JDK (version 8 is required, more recent versions won't work): https://adoptopenjdk.net/index.html
When you run Android Studio for the first time, click on Configure -> SDK Manager
and install Android SDK Platform Tools. This installs the adb
command-line tool that Godot uses to communicate with your device.
Seuraavaksi, luo debug keystore suorittamalla seuraava komento järjestelmäsi komentorivillä:
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
Napsauta Godotissa Editori -> Editorin asetukset ja valitse Export/Android osio. Sinun täytyy asettaa tähän polut järjestelmäsi Android SDK -sovelluksiin ja juuri luomasi keystoren sijaintiin.

Now you're ready to export. Click on Project -> Export and add a preset for Android (see above). Select the newly added Android preset. Under Options, go to Screen and set Orientation to Portrait. If your game is in landscape mode (i.e. the window width in pixels is greater than the window height), leave this on Landscape.
Click the Export Project button and Godot will build an APK you can download on your device. To do this on the command line, use the following:
adb install dodge.apk
Muista
Voi olla, että laitteesi tarvitsee olla kehitystilassa (developer mode). Katso tarkemmat tiedot laitteesi dokumentaatiosta.
If your system supports it, connecting a compatible Android device will cause a One-click Deploy button to appear in Godot's playtest button area:

Tämän painikkeen napsauttaminen muodostaa APK:n ja kopioi sen laitteellesi yhdellä kertaa.
iOS¶
Muista
To build your game for iOS, you must have a computer running macOS with Xcode installed.
Before exporting, there are some settings that you must complete for the project to export successfully. First, the App Store Team Id, which you can find by logging in to your Apple developer account and looking in the Membership section.
Sinun täytyy myös asettaa ikonit ja käynnistyskuvat, kuten näytetty alla:

Click Export Project and select a destination folder.
Kun olet vienyt projektisi onnistuneesti, löydät seuraavat kansiot ja tiedostot luotuina antamastasi sijainnista:

You can now open the project in Xcode and build the project for iOS. The Xcode build procedure is beyond the scope of this tutorial. See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for more information.
HTML5 (verkko)¶
Click Export Project on the HTML5 preset. We don't need to change any of the default settings.
Kun vienti on valmis, saat seuraavat tiedostot sisältävän kansion:

Viewing the .html
file in your browser lets you play the game. However, you
can't open the file directly. Instead, it needs to be served by a web server. If
you don't have one set up on your computer, you can search online to find
suggestions for your specific OS.
Point your browser at the URL where you've placed the HTML file. You may have to wait a few moments while the game loads before you see the start screen.

The console window beneath the game tells you if anything goes wrong. You can disable it by disabling Export With Debug in the final file dialog that appears when you export the project.

Muista
While WebAssembly is supported in all major browsers, it is still an emerging technology and you may find some things that don't work. Make sure you have updated your browser to the most recent version, and report any bugs you find on the Godot GitHub repository.