Update & fix C# blocks under getting_started/

- `_Process` take its delta argument as a double
- Node classes need to be partial
- Use `SignalName.*` instead of `nameof(*)` for signals
- Add a note about how `delta` arguments are doubles
This commit is contained in:
Paul Joannon
2023-01-14 11:11:52 +01:00
parent 93b6e0977b
commit 293c3455bb
4 changed files with 23 additions and 31 deletions

View File

@@ -487,7 +487,7 @@ this code to the function:
public void OnPlayerBodyEntered(PhysicsBody2D body)
{
Hide(); // Player disappears after being hit.
EmitSignal(nameof(Hit));
EmitSignal(SignalName.Hit);
// Must be deferred as we can't change physics properties on a physics callback.
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", true);
}

View File

@@ -112,7 +112,7 @@ Now add this script to ``HUD``:
public partial class HUD : CanvasLayer
{
// Don't forget to rebuild the project so the editor knows about the new signal.
[Signal]
public delegate void StartGameEventHandler();
}
@@ -158,7 +158,7 @@ Now add this script to ``HUD``:
#endif // HUD_H
We now want to display a message temporarily,
We now want to display a message temporarily,
such as "Get Ready", so we add the following code
.. tabs::
@@ -304,7 +304,7 @@ signal of ``StartButton``, and add the following code to the new functions:
public void OnStartButtonPressed()
{
GetNode<Button>("StartButton").Hide();
EmitSignal(nameof(StartGame));
EmitSignal(SignalName.StartGame);
}
public void OnMessageTimerTimeout()

View File

@@ -97,23 +97,12 @@ the following line of code:
.. code-tab:: csharp C#
public class Sprite : Godot.Sprite2D
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
using Godot;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
public partial class Sprite : Sprite2D
{
}
// // Called every frame. 'delta' is the elapsed time since the previous frame.
// public override void _Process(float delta)
// {
//
// }
Every GDScript file is implicitly a class. The ``extends`` keyword defines the
class this script inherits or extends. In this case, it's ``Sprite2D``, meaning
our script will get access to all the properties and functions of the Sprite2D
@@ -233,9 +222,9 @@ At the bottom of the script, define the function:
.. code-tab:: csharp C#
public override void _Process(float delta)
public override void _Process(double delta)
{
Rotation += AngularSpeed * delta;
Rotation += AngularSpeed * (float)delta;
}
The ``func`` keyword defines a new function. After it, we have to write the
@@ -261,6 +250,10 @@ Run the scene to see the Godot icon turn in-place.
.. image:: img/scripting_first_script_godot_turning_in_place.gif
.. note:: In C#, notice how the ``delta`` argument taken by ``_Process()`` is a
``double``. We therefore need to convert it to ``float`` when we apply
it to the rotation.
Moving forward
~~~~~~~~~~~~~~
@@ -279,7 +272,7 @@ them.
var velocity = Vector2.Up.Rotated(Rotation) * Speed;
Position += velocity * delta;
Position += velocity * (float)delta;
As we already saw, the ``var`` keyword defines a new variable. If you put it at
the top of the script, it defines a property of the class. Inside a function, it
@@ -332,17 +325,16 @@ Here is the complete ``Sprite2D.gd`` file for reference.
using Godot;
public class Sprite : Godot.Sprite2D
public partial class Sprite : Sprite2D
{
private int Speed = 400;
private float AngularSpeed = Mathf.Pi;
public override void _Process(float delta)
public override void _Process(double delta)
{
Rotation += AngularSpeed * delta;
Rotation += AngularSpeed * (float)delta;
var velocity = Vector2.Up.Rotated(Rotation) * Speed;
Position += velocity * delta;
Position += velocity * (float)delta;
}
}

View File

@@ -54,7 +54,7 @@ code below.
direction = 1;
}
Rotation += AngularSpeed * direction * delta;
Rotation += AngularSpeed * direction * (float)delta;
Our ``direction`` local variable is a multiplier representing the direction in
which the player wants to turn. A value of ``0`` means the player isn't pressing
@@ -141,13 +141,13 @@ Here is the complete ``Sprite2D.gd`` file for reference.
.. code-tab:: csharp C#
using Godot;
public class Sprite : Godot.Sprite2D
public partial class Sprite : Sprite2D
{
private float Speed = 400;
private float AngularSpeed = Mathf.Pi;
public override void _Process(float delta)
public override void _Process(double delta)
{
var direction = 0;
if (Input.IsActionPressed("ui_left"))
@@ -159,7 +159,7 @@ Here is the complete ``Sprite2D.gd`` file for reference.
direction = 1;
}
Rotation += AngularSpeed * direction * delta;
Rotation += AngularSpeed * direction * (float)delta;
var velocity = Vector2.Zero;
if (Input.IsActionPressed("ui_up"))
@@ -167,7 +167,7 @@ Here is the complete ``Sprite2D.gd`` file for reference.
velocity = Vector2.Up.Rotated(Rotation) * Speed;
}
Position += velocity * delta;
Position += velocity * (float)delta;
}
}