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- .. _doc_command_line_tutorial:
- Command line tutorial
- =====================
- .. highlight:: shell
- Some developers like using the command line extensively. Godot is
- designed to be friendly to them, so here are the steps for working
- entirely from the command line. Given the engine relies on almost no
- external libraries, initialization times are pretty fast, making it
- suitable for this workflow.
- Path
- ----
- It is recommended that your Godot binary be in your PATH environment
- variable, so it can be executed easily from any place by typing
- ``godot``. You can do so on Linux by placing the Godot binary in
- ``/usr/local/bin`` and making sure it is called ``godot``.
- Setting the project path
- ------------------------
- Depending on where your Godot binary is located and what your current
- working directory is, you may need to set the path to your project
- for any of the following commands to work correctly.
- This can be done by giving the path to the ``project.godot`` file
- of your project as either the first argument, like this:
- ::
- user@host:~$ godot path_to_your_project/project.godot [other] [commands] [and] [args]
- Or by using the ``--path`` argument:
- ::
- user@host:~$ godot --path path_to_your_project [other] [commands] [and] [args]
- For example, the full command for exporting your game (as explained below) might look like this:
- ::
- user@host:~$ godot --path path_to_your_project --export my_export_preset_name game.exe
- Creating a project
- ------------------
- Creating a project from the command line can be done by navigating the
- shell to the desired place and making a project.godot file.
- ::
- user@host:~$ mkdir newgame
- user@host:~$ cd newgame
- user@host:~/newgame$ touch project.godot
- The project can now be opened with Godot.
- Running the editor
- ------------------
- Running the editor is done by executing Godot with the ``-e`` flag. This
- must be done from within the project directory or a subdirectory,
- otherwise the command is ignored and the project manager appears.
- ::
- user@host:~/newgame$ godot -e
- If a scene has been created and saved, it can be edited later by running
- the same code with that scene as argument.
- ::
- user@host:~/newgame$ godot -e scene.tscn
- Erasing a scene
- ---------------
- Godot is friends with your filesystem and will not create extra
- metadata files. Use ``rm`` to erase a scene file. Make sure nothing
- references that scene or else an error will be thrown upon opening.
- ::
- user@host:~/newgame$ rm scene.tscn
- Running the game
- ----------------
- To run the game, simply execute Godot within the project directory or
- subdirectory.
- ::
- user@host:~/newgame$ godot
- When a specific scene needs to be tested, pass that scene to the command
- line.
- ::
- user@host:~/newgame$ godot scene.tscn
- Debugging
- ---------
- Catching errors in the command line can be a difficult task because they
- just fly by. For this, a command line debugger is provided by adding
- ``-d``. It works for running either the game or a simple scene.
- ::
- user@host:~/newgame$ godot -d
- ::
- user@host:~/newgame$ godot -d scene.tscn
- .. _doc_command_line_tutorial_exporting:
- Exporting
- ---------
- Exporting the project from the command line is also supported. This is
- especially useful for continuous integration setups. The version of Godot
- that is headless (server build, no video) is ideal for this.
- ::
- user@host:~/newgame$ godot --export "Linux/X11" /var/builds/project
- user@host:~/newgame$ godot --export Android /var/builds/project.apk
- The platform names recognized by the ``--export`` switch are the same as
- displayed in the export wizard of the editor. To get a list of supported
- platforms from the command line, try exporting to a non-recognized
- platform and the full listing of platforms your configuration supports
- will be shown.
- To export a debug version of the game, use the ``--export-debug`` switch
- instead of ``--export``. Their parameters and usage are the same.
- Running a script
- ----------------
- It is possible to run a simple .gd script from the command line. This
- feature is especially useful in large projects, for batch
- conversion of assets or custom import/export.
- The script must inherit from SceneTree or MainLoop.
- Here is a simple example of how it works:
- .. code:: python
- #sayhello.gd
- extends SceneTree
- func _init():
- print("Hello!")
- quit()
- And how to run it:
- ::
- user@host:~/newgame$ godot -s sayhello.gd
- Hello!
- If no project.godot exists at the path, current path is assumed to be the
- current working directory (unless ``-path`` is specified).
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