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Minor fixes in scripting_first_script.rst (#8415)
* Minor fixes in scripting_first_script.rst Changed "by default" to "at their default values" and "calling the rotated() method on any Vector2" to "calling the Vector2 method rotated()" (in context, these changes are correct). Also added a missing comma. * "at" -> "set to" in scripting_first_script.rst Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -85,7 +85,7 @@ The Attach Node Script window appears. It allows you to select the script's
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language and file path, among other options.
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Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the
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other options by default and click the Create button to create the script.
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other options set to their default values and click the Create button to create the script.
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.. image:: img/scripting_first_script_attach_node_script.webp
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@@ -283,7 +283,7 @@ defines a local variable: it only exists within the function's scope.
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We define a local variable named ``velocity``, a 2D vector representing both a
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direction and a speed. To make the node move forward, we start from the Vector2
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class's constant ``Vector2.UP``, a vector pointing up, and rotate it by calling the
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``rotated()`` method on any ``Vector2``. This expression, ``Vector2.UP.rotated(rotation)``,
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Vector2 method ``rotated()``. This expression, ``Vector2.UP.rotated(rotation)``,
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is a vector pointing forward relative to our icon. Multiplied by our ``speed``
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property, it gives us a velocity we can use to move the node forward.
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@@ -299,7 +299,7 @@ Run the scene to see the Godot head run in circles.
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walls or the floor. In :ref:`doc_your_first_2d_game`, you will learn
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another approach to moving objects while detecting collisions.
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Our node currently moves by itself. In the next part
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Our node currently moves by itself. In the next part,
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:ref:`doc_scripting_player_input`, we'll use player input to control it.
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Complete script
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