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Minor edits for scripting_player_input.rst
Added two commas before lesson titles and changed "properties like" to "properties, such as".
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@@ -7,7 +7,7 @@
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Listening to player input
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=========================
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Building upon the previous lesson :ref:`doc_scripting_first_script`, let's look
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Building upon the previous lesson, :ref:`doc_scripting_first_script`, let's look
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at another important feature of any game: giving control to the player.
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To add this, we need to modify our ``sprite_2d.gd`` code.
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@@ -181,7 +181,7 @@ Summary
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In summary, every script in Godot represents a class and extends one of the
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engine's built-in classes. The node types your classes inherit from give you
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access to properties like ``rotation`` and ``position`` in our sprite's case.
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access to properties, such as ``rotation`` and ``position`` in our sprite's case.
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You also inherit many functions, which we didn't get to use in this example.
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In GDScript, the variables you put at the top of the file are your class's
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@@ -196,5 +196,5 @@ button presses from the users. There are quite a few more.
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The ``Input`` singleton allows you to react to the players' input anywhere in
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your code. In particular, you'll get to use it in the ``_process()`` loop.
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In the next lesson :ref:`doc_signals`, we'll build upon the relationship between
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In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between
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scripts and nodes by having our nodes trigger code in scripts.
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