Godotでproject.godotファイルの中身を見てみよう

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最初の2Dゲームのプロジェクトのproject.godot ファイルの中身を見てみる。

project.godot の中身

; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="HelloGodot"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.4", "GL Compatibility")
config/icon="res://icon.svg"

[display]

window/size/viewport_width=480
window/size/viewport_height=720
window/stretch/mode="canvas_items"

[input]

move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
start_game={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}

[rendering]

renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

コメントをつけてもらう

ChatGPTにコメントを書いてもらった。

; Godot エンジン設定ファイル(編集はエディタから行うのが推奨)
; フォーマットの説明:
;   [セクション] ← セクションヘッダー
;   キー=値     ← 各種設定項目

config_version=5  ; 設定ファイルのバージョン(Godotによって自動管理)

[application]

config/name="HelloGodot"  ; プロジェクト名
run/main_scene="res://main.tscn"  ; ゲーム起動時に読み込まれるメインシーン
config/features=PackedStringArray("4.4", "GL Compatibility")  ; 対応バージョンや互換性情報
config/icon="res://icon.svg"  ; Project Manager に表示されるアイコン

[display]

window/size/viewport_width=480  ; ウィンドウの横幅(ピクセル)
window/size/viewport_height=720  ; ウィンドウの高さ(ピクセル)
window/stretch/mode="canvas_items"  ; 解像度ストレッチ設定(UIが拡大縮小される)

[input]

; キー入力設定(アクション名と対応する物理キー)

move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey, "physical_keycode":4194321)]  ; →キー
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey, "physical_keycode":4194319)]  ; ←キー
}
move_up={
"deadzone": 0.5,
"events": [Object(InputEventKey, "physical_keycode":4194320)]  ; ↑キー
}
move_down={
"deadzone": 0.5,
"events": [Object(InputEventKey, "physical_keycode":4194322)]  ; ↓キー
}
start_game={
"deadzone": 0.5,
"events": [Object(InputEventKey, "physical_keycode":4194309)]  ; Enterキー(推定)
}

[rendering]

renderer/rendering_method="gl_compatibility"  ; レンダリングモード(互換性重視)
renderer/rendering_method.mobile="gl_compatibility"  ; モバイルでも同じ設定

なるほど。

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