Update images on first script page

This commit is contained in:
skyace65
2023-11-08 20:59:44 -05:00
parent d2c5133674
commit 36f035d62b
8 changed files with 3 additions and 7 deletions

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@@ -1,5 +1,3 @@
:article_outdated: True
..
Intention:
@@ -44,7 +42,7 @@ icon, which we often use for prototyping in the community.
We need to create a Sprite2D node to display it in the game. In the Scene dock,
click the Other Node button.
.. image:: img/scripting_first_script_click_other_node.png
.. image:: img/scripting_first_script_click_other_node.webp
Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D
to create the node.
@@ -67,11 +65,9 @@ slot.
You can create Sprite2D nodes automatically by dragging and dropping images
on the viewport.
.. image:: img/scripting_first_script_dragging_sprite.png
Then, click and drag the icon in the viewport to center it in the game view.
.. image:: img/scripting_first_script_centering_sprite.png
.. image:: img/scripting_first_script_centering_sprite.webp
Creating a new script
---------------------
@@ -163,7 +159,7 @@ Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:`F6
to run it. Look at the **Output** bottom panel that expands.
It should display "Hello, world!".
.. image:: img/scripting_first_script_print_hello_world.png
.. image:: img/scripting_first_script_print_hello_world.webp
Delete the ``_init()`` function, so you're only left with the line ``extends
Sprite2D``.