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Rename all instances of the x11 platform to linuxbsd
Export template binaries haven't been renamed yet, so their names were left as-is.
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@@ -79,7 +79,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
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if OS.get_name() == "Windows":
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joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
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elif OS.get_name() == "X11":
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elif OS.get_name() == "Linux":
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joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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elif OS.get_name() == "OSX":
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joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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@@ -98,7 +98,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
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var joypad_vec = Vector2(0, 0)
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if OS.get_name() == "Windows" or OS.get_name() == "X11":
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if OS.get_name() == "Windows" or OS.get_name() == "Linux":
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joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
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elif OS.get_name() == "OSX":
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joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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@@ -159,7 +159,7 @@ Make a new function called ``process_view_input`` and add the following:
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if OS.get_name() == "Windows":
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joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
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elif OS.get_name() == "X11":
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elif OS.get_name() == "Linux":
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joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
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elif OS.get_name() == "OSX":
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joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
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@@ -194,7 +194,7 @@ Make a new function called ``process_view_input`` and add the following:
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var joypad_vec = Vector2()
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if Input.get_connected_joypads().size() > 0:
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if OS.get_name() == "Windows" or OS.get_name() == "X11":
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if OS.get_name() == "Windows" or OS.get_name() == "Linux":
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joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
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elif OS.get_name() == "OSX":
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joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
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@@ -787,4 +787,3 @@ add turrets!
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.. warning:: If you ever get lost, be sure to read over the code again!
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You can download the finished project for this part here: :download:`Godot_FPS_Part_4.zip <files/Godot_FPS_Part_4.zip>`
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@@ -268,7 +268,7 @@ ______
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In ``_ready``, we set the ``OS_Label``'s text to the name provided by :ref:`OS <class_OS>` using the ``get_name`` function. This will return the
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name of the OS (or Operating System) for which Godot was compiled. For example, when you are running Windows, it will return ``Windows``, while when you
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are running Linux, it will return ``X11``.
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are running Linux, it will return ``Linux``.
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Then, we set the ``Engine_Label``'s text to the version info provided by ``Engine.get_version_info``. ``Engine.get_version_info`` returns a dictionary full
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of useful information about the version of Godot which is currently running. We only care about the string version, for this label at least, so we get the string
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@@ -1038,4 +1038,3 @@ The skybox was converted to a 360 equirectangular image using this tool: https:/
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While no sounds are provided, you can find many game ready sounds at https://gamesounds.xyz/
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.. warning:: **OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**
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