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Improved keystroke formatting for shortcuts and key press menti… (#3257)
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@@ -566,7 +566,7 @@ Here is what the :ref:`Spatial <class_Spatial>` gizmo shows when you are using l
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Notice how the arrows follow the rotation of the object on the left, which looks exactly
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the same as the 3D example for local space.
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.. note:: You can change between local and world space modes by pressing T or the little cube button
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.. note:: You can change between local and world space modes by pressing :kbd:`T` or the little cube button
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when you have a :ref:`Spatial <class_Spatial>` based node selected.
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.. image:: img/LocalSpaceExampleGizmo.png
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@@ -680,8 +680,8 @@ _________
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To test the code, open up the scene named ``Testing_Area.tscn``, if it's not already opened up. We will be using
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this scene as we go through the next few tutorial parts, so be sure to keep it open in one of your scene tabs.
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Go ahead and test your code either by pressing ``F6`` with ``Testing_Area.tscn`` as the open tab, by pressing the
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play button in the top right corner, or by pressing ``F5``.
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Go ahead and test your code either by pressing :kbd:`F6` with ``Testing_Area.tscn`` as the open tab, by pressing the
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play button in the top right corner, or by pressing :kbd:`F5`.
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You should now be able to walk around, jump in the air, and look around using the mouse.
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@@ -829,7 +829,7 @@ Now, when the player is sprinting, we'll use ``SPRINT_ACCEL`` instead of ``ACCEL
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_________
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You should now be able to sprint if you press the ``shift`` button, and can toggle the flash light on and off by pressing the ``F`` button!
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You should now be able to sprint if you press :kbd:`Shift`, and can toggle the flash light on and off by pressing :kbd:`F`!
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Go try it out! You can change the sprint-related class variables to make the player faster or slower when sprinting!
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@@ -23,10 +23,12 @@ Changing levels
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Now that we have a fully working FPS, let's move to a more FPS-like level.
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Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level.tscn``) and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level.tscn``).
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Open up ``Space_Level.tscn`` (``assets/Space_Level_Objects/Space_Level.tscn``)
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and/or ``Ruins_Level.tscn`` (``assets/Ruin_Level_Objects/Ruins_Level.tscn``).
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``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels created for the purpose of this tutorial. Press ``F6`` to
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play the open scene, or press the ``play current scene button``, and give each a try.
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``Space_Level.tscn`` and ``Ruins_Level.tscn`` are complete custom FPS levels
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created for the purpose of this tutorial. Press ``Play Current Scene`` button,
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or :kbd:`F6` on keyboard, and give each a try.
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.. warning:: ``Space_Level.tscn`` is more graphically demanding of the GPU than ``Ruins_Level.tscn``. If your computer is struggling to render
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``Space_Level.tscn``, try using ``Ruins_Level.tscn`` instead.
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@@ -300,13 +300,13 @@ reach the point where the muzzle starts to flash.
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light that escapes the muzzle when a bullet is fired. The muzzle is also sometimes referred to as the
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barrel of the gun.
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.. tip:: For finer control when scrubbing the timeline, press ``control`` and scroll forward with the mouse wheel to zoom in.
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.. tip:: For finer control when scrubbing the timeline, press :kbd:`Ctrl` and scroll forward with the mouse wheel to zoom in.
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Scrolling backwards will zoom out.
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You can also change how the timeline scrubbing snaps by changing the value in ``Step (s)`` to a lower/higher value.
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Once you get to a point you like, right click on the row for "Animation Player" and press insert key.
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In the empty name field, enter ``animation_callback`` and press ``enter``.
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Once you get to a point you like, right click on the row for "Animation Player" and press ``Insert Key``.
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In the empty name field, enter ``animation_callback`` and press :kbd:`Enter`.
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.. image:: img/AnimationPlayerInsertKey.png
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@@ -324,7 +324,7 @@ Go to the "Rifle_fire" animation from the animation drop down. Add the call meth
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animation track list by clicking the "Add Track" button above the list. Find the point where the muzzle starts
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to flash and right click and press ``Insert Key`` to add a call method track point at that position on the track.
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Type "animation_callback" into the name field of the pop up which opened and press ``enter``.
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Type "animation_callback" into the name field of the pop up which opened and press :kbd:`Enter`.
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Now we need to apply the callback method track to the knife animation. Select the "Knife_fire" animation and scroll to the bottom of the
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animation tracks. Click the "Add Track" button above the list and add a method track.
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@@ -334,7 +334,7 @@ Next find a point around the first third of the animation to place the animation
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For this tutorial we are reusing the gun firing logic for our knife, so the animation has been named in a style that
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is consistent with the other animations.
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From there right click on the timeline and click "Insert Key". Put "animation_callback" into the name field and press ``enter``.
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From there right click on the timeline and click "Insert Key". Put "animation_callback" into the name field and press :kbd:`Enter`.
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.. tip:: Be sure to save your work!
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@@ -1216,7 +1216,7 @@ Now we need to attach this script to all of the :ref:`RigidBody <class_RigidBody
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Open up ``Testing_Area.tscn`` and select all the cubes parented to the ``Cubes`` node.
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.. tip:: If you select the top cube, and then hold down ``shift`` and select the last cube, Godot will
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.. tip:: If you select the top cube, and then hold down :kbd:`Shift` and select the last cube, Godot will
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select all the cubes in-between!
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Once you have all the cubes selected, scroll down in the inspector until you get to
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