Fix typo in GDNative C++ example (#5761)

This commit is contained in:
Luis Adolfo Ramírez
2022-04-12 18:44:38 -04:00
committed by Hugo Locurcio
parent b479f8884d
commit 969acfa0d1

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@@ -332,8 +332,8 @@ it. However, we do not have to tell Godot about our constructor, destructor and
The other method of note is our ``_process`` function, which simply keeps track
of how much time has passed and calculates a new position for our sprite using a
simple sine and cosine function. What stands out is calling
``owner->set_position`` to call one of the build in methods of our Sprite. This
sine and cosine function. What stands out is calling
``owner->set_position`` to call one of the built-in methods of our Sprite. This
is because our class is a container class; ``owner`` points to the actual Sprite
node our script relates to. In the upcoming NativeScript 1.1, ``set_position``
can be called directly on our class.