You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
| License | Proprietary, closed, free license with revenue caps and usage restrictions | MIT license, free and fully open source without any restriction |
| License | Proprietary, closed, free license with revenue caps and usage restrictions | MIT license, free and fully open source without any restriction |
| Scene system |* Component/Scene (GameObject > Component) |:ref:`Scene tree and nodes<doc_scenes_and_nodes>`, allowing scenes to be nested and/or inherit other scenes |
@@ -89,15 +89,15 @@ In Unity, you would put all the GameObjects in the scene: the player, multiple i
89
89
90
90
In Godot, you would split your whole scene into 3 separate, smaller scenes, which you would then instance in the main scene.
91
91
92
-
1. First, a scene for the Player alone.
92
+
1. **First, a scene for the Player alone.**
93
93
94
94
Consider the player as a reusable element in other levels. It is composed of one node in particular: an AnimatedSprite node, which contains the sprite textures to form various animations (for example, walking animation)
95
95
96
-
2. Second, a scene for the Enemy.
96
+
2. **Second, a scene for the Enemy.**
97
97
98
98
There again, an enemy is a reusable element in other levels. It is almost the same as the Player node - the only differences are the script (that manages AI, mostly) and sprite textures used by the AnimatedSprite.
99
99
100
-
3. Lastly, the Level scene.
100
+
3. **Lastly, the Level scene.**
101
101
102
102
It is composed of Bricks (for platforms), Coins (for the player to grab) and a certain number of instances of the previous Enemy scene. These will be different, separate enemies, whose behaviour and appearance will be the same as defined in the Enemy scene. Each instance is then considered as a node in the Level scene tree. Of course, you can set different properties for each enemy node (to change its color for example).
0 commit comments