diff --git a/getting_started/step_by_step/scripting_first_script.rst b/getting_started/step_by_step/scripting_first_script.rst index 705406fd1..1c3b66fc1 100644 --- a/getting_started/step_by_step/scripting_first_script.rst +++ b/getting_started/step_by_step/scripting_first_script.rst @@ -49,6 +49,10 @@ click the Other Node button. Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D to create the node. +.. note:: + + The image below shows "Sprite" but in Godot 4 it's "Sprite2D". + .. image:: img/scripting_first_script_add_sprite_node.webp Your Scene tab should now only have a Sprite2D node. @@ -57,7 +61,7 @@ Your Scene tab should now only have a Sprite2D node. 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 +click and drag the file ``icon.svg`` from the FileSystem dock onto the Texture slot. .. image:: img/scripting_first_script_setting_texture.webp @@ -84,7 +88,7 @@ scene dock and select "Attach Script". The Attach Node Script window appears. It allows you to select the script's language and file path, among other options. -Change the Template from Default to Empty to start with a clean file. Leave the +Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the other options by default and click the Create button to create the script. .. image:: img/scripting_first_script_attach_node_script.webp @@ -159,7 +163,7 @@ this function. it or don't indent a line correctly, the editor will highlight it in red and display the following error message: "Indented block expected". -Save the scene if you haven't already, then press :kbd:`F6` (:kbd:`Cmd + R` on macOS) +Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at the **Output** bottom panel that expands. It should display "Hello, world!". @@ -173,7 +177,7 @@ Turning around It's time to make our node move and rotate. To do so, we're going to add two member variables to our script: the movement speed in pixels per second and the -angular speed in radians per second. +angular speed in radians per second. Add the following after the ``extends Sprite2D`` line. .. tabs:: .. code-tab:: gdscript GDScript @@ -259,8 +263,8 @@ Run the scene to see the Godot icon turn in-place. Moving forward ~~~~~~~~~~~~~~ -Let's now make the node move. Add the following two lines to the ``_process()`` -function, ensuring the new lines are indented the same way as the one before +Let's now make the node move. Add the following two lines inside of the ``_process()`` +function, ensuring the new lines are indented the same way as the ``rotation += angular * delta`` line before them. .. tabs:: @@ -282,8 +286,8 @@ defines a local variable: it only exists within the function's scope. We define a local variable named ``velocity``, a 2D vector representing both a direction and a speed. To make the node move forward, we start from the Vector2 -class's constant Vector2.UP, a vector pointing up, and rotate it by calling the -``Vector2.rotated()`` method. This expression, ``Vector2.UP.rotated(rotation)``, +class's constant ``Vector2.UP``, a vector pointing up, and rotate it by calling the +``rotated()`` method on any ``Vector2``. This expression, ``Vector2.UP.rotated(rotation)``, is a vector pointing forward relative to our icon. Multiplied by our ``speed`` property, it gives us a velocity we can use to move the node forward.