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Referencia de API

Referencia de API

Generada desde el código del motor en cada construcción, así que no puede quedarse desfasada respecto a la versión que instalas.

643 símbolosTodo lo de estas páginas entra en la versión 1.0.0.La referencia está en inglés, que es el idioma en el que se documenta el motor.

Por dónde empezar

Por tema

Game

14

Starting an instance, the handle a running game exposes, its events, and what the renderer resolved to.

Scenes

48

Declaring scenes, switching between them, pausing one without stopping the loop, the transitions, and the scene document.

Lifecycle

5

What runs every frame, and what runs when a scene is taken down.

Game objects

45

What a scene is filled with: sprites, texts, models, emitters, lines, materials, and destroying them.

Scripts

10

Attaching authored behaviour to an object, its declared settings, and what one script can expose to another.

Input

46

Keyboard, pointer and gamepad, plus named actions and the remapping layer a player owns.

Store

25

State that outlives a scene, with optional persistence.

State

5

The state an object keeps while it lives, and code that runs when it changes.

Signals

13

Named event channels, Godot-style, and the events an object sends up to whoever holds it.

Sprites

14

The 2D drawable and its atlas.

Tilemaps

20

Tile layers, their source atlas, and reading a tile back.

Particles

17

Emitters, their curves over a particle lifetime, and the document they serialize to.

Camera

15

The 3D camera and the 2D one, picking through them, and aiming one.

Lighting

14

Directional, point, spot and ambient lights, and the two kinds of shadow the era affords.

Geometry

19

The shapes models are made of.

Animation

16

What moves over time: sprite frames, skeletons and their clips, and tweens.

Materials

16

Surfaces, custom shaders, and the file format shaders are written in.

Shader composer

74

Writing a shader as typed values, and the node graph a .shader file holds.

Post-processing

12

The chain that runs over the finished frame: dither, posterize, palette match and LUT grading.

Color & palettes

7

Colour values, indexed palettes and grading tables: the indexed-colour half of the retro look.

Audio

19

Sound, music in layers, zones and the listener.

Assets & loading

56

Every asset hook and the loader they report through, for progress bars and preloaders.

Physics

45

The body format the engine defines and the seam an adapter registers through. The simulation lives in the adapter.

Project

3

The project file: the game window, the main scene and the input map.

Render

4

What the renderer is told and what it answers: backends, capabilities and draw items.

Math

39

Angles, interpolation, quaternions and seeded randomness.

Easing

32

The easing curves, kept apart from Math so they do not swamp it.

Utils

1

Id generation and asset path resolution.

Debug

9

Lines, grids and axes drawn over the scene, to see what the game is doing.