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address all reference errors after backporting changes to 3.4 branch
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@@ -54,7 +54,7 @@ Sprite animation
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~~~~~~~~~~~~~~~~
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Click on the ``Player`` node and add an :ref:`AnimatedSprite2D
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<class_AnimatedSprite2D>` node as a child. The ``AnimatedSprite2D`` will handle the
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<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
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appearance and animations for our player. Notice that there is a warning symbol
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next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
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<class_SpriteFrames>` resource, which is a list of the animations it can
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@@ -17,7 +17,7 @@ Click Scene -> New Scene and add the following nodes:
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- :ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)
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- :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`
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- :ref:`AnimatedSprite <class_AnimatedSprite>`
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- :ref:`CollisionShape2D <class_CollisionShape2D>`
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- :ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`
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@@ -31,7 +31,7 @@ box. This will ensure the mobs do not collide with each other.
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.. image:: img/set_collision_mask.png
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Set up the :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` like you did for the
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Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the
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player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There
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are two images for each animation in the art folder.
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@@ -28,9 +28,6 @@ At the top of the window, there is another tab named "Templates". You can search
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for demo projects in the open-source asset library, which includes many projects
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developed by the community.
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.. seealso:: To learn the project manager's ins and outs, read
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:ref:`doc_project_manager`.
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.. image:: img/editor_intro_project_templates.png
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You can also change the editor's language using the drop-down menu to the right
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@@ -15,7 +15,7 @@ pack information about your scene's content.
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Here's the example of a ball. It's composed of a :ref:`RigidBody2D
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<class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
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and bounce on walls, a :ref:`Sprite2D <class_Sprite2D>` node, and a
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and bounce on walls, a :ref:`Sprite2D <class_Sprite>` node, and a
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:ref:`CollisionShape2D <class_CollisionShape2D>`.
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.. image:: img/instancing_ball_scene.png
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@@ -65,8 +65,8 @@ Creating your first scene
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-------------------------
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Let's create our first scene with a single node. To do so, you will need to
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:ref:`create a new project <doc_creating_and_importing_projects>` first. After
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opening the project, you should see an empty editor.
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create a new project first. After opening the project, you should see an empty
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editor.
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.. image:: img/nodes_and_scenes_01_empty_editor.png
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@@ -116,10 +116,6 @@ below the Text property and type "Hello World".
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You will see the text draw in the viewport as you type.
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.. seealso:: You can edit any property listed in the Inspector as we did with
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the Text. For a complete reference of the Inspector dock, see the
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:ref:`doc_editor_inspector_dock`.
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You can move your Label node in the viewport by selecting the move tool in the
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toolbar.
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@@ -189,8 +185,7 @@ will use this scene as a starting point.
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.. note:: The editor saves the main scene's path in a project.godot file in your
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project's directory. While you can edit this text file directly to
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change project settings, you can also use the "Project -> Project
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Settings" window to do so. For more information, see
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:ref:`doc_project_settings`.
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Settings" window to do so.
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In the next part, we will discuss another key concept in games and in Godot:
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creating instances of a scene.
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@@ -30,9 +30,9 @@ circles using GDScript. As we mentioned :ref:`in the introduction
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Project setup
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-------------
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Please :ref:`create a new project <doc_creating_and_importing_projects>` to
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start with a clean slate. Your project should contain one picture: the Godot
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icon, which we often use for prototyping in the community.
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Please create a new project to start with a clean slate. Your project should
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contain one picture: the Godot icon, which we often use for prototyping in the
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community.
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.. Godot icon
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