From 4f1e2910de4d4c5f7eb00d4a826c9ca4e335ce4f Mon Sep 17 00:00:00 2001 From: Russell Sanborn Date: Sat, 29 Jun 2024 19:35:38 -0500 Subject: [PATCH] Update played.gd/tscn filename to Played.gd to match example casing This update aligns with the Dodge The Creeps example git example repo. Reference: https://github.com/godotengine/godot-demo-projects/tree/0ec2fff5bf8baa6162823f6cbca89878384b8fe6/2d/dodge_the_creeps --- getting_started/first_2d_game/03.coding_the_player.rst | 2 +- getting_started/first_2d_game/05.the_main_game_scene.rst | 2 +- getting_started/first_3d_game/02.player_input.rst | 2 +- getting_started/first_3d_game/03.player_movement_code.rst | 2 +- getting_started/first_3d_game/04.mob_scene.rst | 2 +- getting_started/first_3d_game/06.jump_and_squash.rst | 2 +- getting_started/first_3d_game/07.killing_player.rst | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) diff --git a/getting_started/first_2d_game/03.coding_the_player.rst b/getting_started/first_2d_game/03.coding_the_player.rst index 1b88aa4be..a6f7f97b8 100644 --- a/getting_started/first_2d_game/03.coding_the_player.rst +++ b/getting_started/first_2d_game/03.coding_the_player.rst @@ -63,7 +63,7 @@ override the value written in the script. .. image:: img/export_variable.webp -Your ``player.gd`` script should already contain +Your ``Player.gd`` script should already contain a ``_ready()`` and a ``_process()`` function. If you didn't select the default template shown above, create these functions while following the lesson. diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index a450ad2f8..aeaa864ce 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -10,7 +10,7 @@ Create a new scene and add a :ref:`Node ` named ``Main``. be a container for handling game logic. It does not require 2D functionality itself.) Click the **Instance** button (represented by a chain link icon) and select your saved -``player.tscn``. +``Player.tscn``. .. image:: img/instance_scene.webp diff --git a/getting_started/first_3d_game/02.player_input.rst b/getting_started/first_3d_game/02.player_input.rst index 282b722ca..65269471e 100644 --- a/getting_started/first_3d_game/02.player_input.rst +++ b/getting_started/first_3d_game/02.player_input.rst @@ -79,7 +79,7 @@ the eye icon next to the ``Character`` or the ``Pivot`` nodes. |image5| -Save the scene as ``player.tscn`` +Save the scene as ``Player.tscn`` With the nodes ready, we can almost get coding. But first, we need to define some input actions. diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index 6f4a0d024..6f38febd5 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -367,7 +367,7 @@ Child Scene*. |image2| -In the popup, double-click ``player.tscn``. The character should appear in the +In the popup, double-click ``Player.tscn``. The character should appear in the center of the viewport. Adding a camera diff --git a/getting_started/first_3d_game/04.mob_scene.rst b/getting_started/first_3d_game/04.mob_scene.rst index a96f71d34..c3113c07a 100644 --- a/getting_started/first_3d_game/04.mob_scene.rst +++ b/getting_started/first_3d_game/04.mob_scene.rst @@ -7,7 +7,7 @@ In this part, you're going to code the monsters, which we'll call mobs. In the next lesson, we'll spawn them randomly around the playable area. Let's design the monsters themselves in a new scene. The node structure is going -to be similar to the ``player.tscn`` scene. +to be similar to the ``Player.tscn`` scene. Create a scene with, once again, a :ref:`CharacterBody3D ` node as its root. Name it ``Mob``. Add a child node :ref:`Node3D `, name it ``Pivot``. And drag and drop diff --git a/getting_started/first_3d_game/06.jump_and_squash.rst b/getting_started/first_3d_game/06.jump_and_squash.rst index 9a451c9cc..7f329508f 100644 --- a/getting_started/first_3d_game/06.jump_and_squash.rst +++ b/getting_started/first_3d_game/06.jump_and_squash.rst @@ -72,7 +72,7 @@ see a list of named checkboxes. |image4| -Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-clicking +Next up are the ``Player`` and the ``Mob``. Open ``Player.tscn`` by double-clicking the file in the *FileSystem* dock. Select the *Player* node and set its *Collision -> Mask* to both "enemies" and diff --git a/getting_started/first_3d_game/07.killing_player.rst b/getting_started/first_3d_game/07.killing_player.rst index d1fd101b8..2262d278e 100644 --- a/getting_started/first_3d_game/07.killing_player.rst +++ b/getting_started/first_3d_game/07.killing_player.rst @@ -15,7 +15,7 @@ works well for hitboxes. Hitbox with the Area node ------------------------- -Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D `. Name it +Head back to the ``Player.tscn`` scene and add a new child node :ref:`Area3D `. Name it ``MobDetector`` Add a :ref:`CollisionShape3D ` node as a child of it.