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Minor tutorial fixes for 3.1
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@@ -211,7 +211,7 @@ Define the return type of a function with the arrow ->
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To define the return type of a function, write a dash and a right angle
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bracket ``->`` after it’s declaration, followed by the return type:
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bracket ``->`` after its declaration, followed by the return type:
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::
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@@ -345,8 +345,6 @@ is 361°, then it is actually 1°. If you don't wrap these values, the script wi
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work correctly, but the angle values will grow bigger and bigger over time until
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they reach the maximum integer value Godot can manage (``2^31 - 1``).
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When this happens, Godot may crash or produce unexpected behavior.
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Since Godot doesn't provide a ``wrap()`` function, we'll create it here, as
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it is relatively simple.
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Finally, we must not forget to call the ``update()`` function, which automatically
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calls ``_draw()``. This way, you can control when you want to refresh the frame.
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@@ -354,19 +352,14 @@ calls ``_draw()``. This way, you can control when you want to refresh the frame.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func wrap(value, min_val, max_val):
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var f1 = value - min_val
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var f2 = max_val - min_val
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return fmod(f1, f2) + min_val
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func _process(delta):
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angle_from += rotation_angle
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angle_to += rotation_angle
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# We only wrap angles when both of them are bigger than 360.
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if angle_from > 360 and angle_to > 360:
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angle_from = wrap(angle_from, 0, 360)
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angle_to = wrap(angle_to, 0, 360)
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angle_from = wrapf(angle_from, 0, 360)
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angle_to = wrapf(angle_to, 0, 360)
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update()
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.. code-tab:: csharp
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@@ -225,15 +225,15 @@ For example, here is the code for an "Asteroids" style spaceship:
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func _integrate_forces(state):
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if Input.is_action_pressed("ui_up"):
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set_applied_force(thrust.rotated(rotation))
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applied_force = thrust.rotated(rotation)
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else:
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set_applied_force(Vector2())
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applied_force = Vector2()
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var rotation_dir = 0
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if Input.is_action_pressed("ui_right"):
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rotation_dir += 1
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if Input.is_action_pressed("ui_left"):
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rotation_dir -= 1
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set_applied_torque(rotation_dir * torque)
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applied_torque = rotation_dir * torque
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.. code-tab:: csharp
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