4.0: Convert Sprite references to Sprite2D

Some screenshots will need to be updated so that the scene structures shown
in screenshot fit what the code blocks are referring to.
This commit is contained in:
Rémi Verschelde
2021-10-06 14:29:55 +02:00
parent 15f78ae0b9
commit 9a05eef561
37 changed files with 243 additions and 243 deletions

View File

@@ -36,21 +36,21 @@ icon, which we often use for prototyping in the community.
.. Godot icon
We need to create a Sprite node to display it in the game. In the Scene dock,
We need to create a Sprite2D node to display it in the game. In the Scene dock,
click the Other Node button.
.. image:: img/scripting_first_script_click_other_node.png
Type "Sprite" in the search bar to filter nodes and double-click on Sprite to
Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D to
create the node.
.. image:: img/scripting_first_script_add_sprite_node.png
Your Scene tab should now only have a Sprite node.
Your Scene tab should now only have a Sprite2D node.
.. image:: img/scripting_first_script_scene_tree.png
A Sprite node needs a texture to display. In the Inspector on the right, you can
A Sprite2D node needs a texture to display. In the Inspector on the right, you can
see that the Texture property says "[empty]". To display the Godot icon, click
and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
@@ -58,7 +58,7 @@ and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
.. note::
You can create Sprite nodes automatically by dragging and dropping images on
You can create Sprite2D nodes automatically by dragging and dropping images on
the viewport.
.. image:: img/scripting_first_script_dragging_sprite.png
@@ -70,7 +70,7 @@ Then, click and drag the icon in the viewport to center it in the game view.
Creating a new script
---------------------
To create and attach a new script to our node, right-click on Sprite in the
To create and attach a new script to our node, right-click on Sprite2D in the
scene dock and select "Attach Script".
.. image:: img/scripting_first_script_attach_script.png
@@ -89,11 +89,11 @@ line of code:
.. tabs::
.. code-tab:: gdscript GDScript
extends Sprite
extends Sprite2D
Every GDScript file is implicitly a class. The ``extends`` keyword defines the
class this script inherits or extends. In this case, it's ``Sprite``, meaning
our script will get access to all the properties and functions of the Sprite
class this script inherits or extends. In this case, it's ``Sprite2D``, meaning
our script will get access to all the properties and functions of the Sprite2D
node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
``Node``.
@@ -143,7 +143,7 @@ the Output bottom panel that expands. It should display "Hello, world!"
.. image:: img/scripting_first_script_print_hello_world.png
Delete the ``_init()`` function, so you're only left with the line ``extends
Sprite``.
Sprite2D``.
Turning around
--------------
@@ -155,7 +155,7 @@ angular speed in radians per second.
.. tabs::
.. code-tab:: gdscript GDScript
extends Sprite
extends Sprite2D
var speed = 400
var angular_speed = PI
@@ -170,7 +170,7 @@ and ``angular_speed`` properties.
To move our icon, we need to update its position and rotation every frame in the
game loop. We can use the ``_process()`` virtual function of the ``Node`` class.
If you define it in any class that extends the Node class, like Sprite, Godot
If you define it in any class that extends the Node class, like Sprite2D, Godot
will call the function every frame and pass it an argument named ``delta``, the
time elapsed since the last frame.
@@ -207,7 +207,7 @@ instructions.
The line inside the function, ``rotation += angular_speed * delta``, increments
our sprite's rotation every frame. Here, ``rotation`` is a property inherited
from the class ``Node2D``, which ``Sprite`` extends. It controls the rotation of
from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation of
our node and works with radians.
.. tip:: In the code editor, you can ctrl-click on any built-in property or