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Update scripting_first_script.rst (#7023)
* Update scripting_first_script.rst Added some clarity and made changes to properly support Godot 4 changes. The images still need to be updated though. --------- Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
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@@ -49,6 +49,10 @@ click the Other Node button.
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Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D
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to create the node.
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.. note::
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The image below shows "Sprite" but in Godot 4 it's "Sprite2D".
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.. image:: img/scripting_first_script_add_sprite_node.webp
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Your Scene tab should now only have a Sprite2D node.
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@@ -57,7 +61,7 @@ Your Scene tab should now only have a Sprite2D node.
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A Sprite2D node needs a texture to display. In the Inspector on the right, you
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can see that the Texture property says "[empty]". To display the Godot icon,
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click and drag the file ``icon.png`` from the FileSystem dock onto the Texture
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click and drag the file ``icon.svg`` from the FileSystem dock onto the Texture
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slot.
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.. image:: img/scripting_first_script_setting_texture.webp
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@@ -84,7 +88,7 @@ scene dock and select "Attach Script".
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The Attach Node Script window appears. It allows you to select the script's
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language and file path, among other options.
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Change the Template from Default to Empty to start with a clean file. Leave the
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Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the
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other options by default and click the Create button to create the script.
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.. image:: img/scripting_first_script_attach_node_script.webp
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@@ -159,7 +163,7 @@ this function.
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it or don't indent a line correctly, the editor will highlight it in
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red and display the following error message: "Indented block expected".
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Save the scene if you haven't already, then press :kbd:`F6` (:kbd:`Cmd + R` on macOS)
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Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:`F6` (:kbd:`Cmd + R` on macOS)
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to run it. Look at the **Output** bottom panel that expands.
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It should display "Hello, world!".
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@@ -173,7 +177,7 @@ Turning around
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It's time to make our node move and rotate. To do so, we're going to add two
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member variables to our script: the movement speed in pixels per second and the
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angular speed in radians per second.
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angular speed in radians per second. Add the following after the ``extends Sprite2D`` line.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -259,8 +263,8 @@ Run the scene to see the Godot icon turn in-place.
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Moving forward
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~~~~~~~~~~~~~~
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Let's now make the node move. Add the following two lines to the ``_process()``
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function, ensuring the new lines are indented the same way as the one before
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Let's now make the node move. Add the following two lines inside of the ``_process()``
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function, ensuring the new lines are indented the same way as the ``rotation += angular * delta`` line before
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them.
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.. tabs::
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@@ -282,8 +286,8 @@ defines a local variable: it only exists within the function's scope.
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We define a local variable named ``velocity``, a 2D vector representing both a
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direction and a speed. To make the node move forward, we start from the Vector2
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class's constant Vector2.UP, a vector pointing up, and rotate it by calling the
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``Vector2.rotated()`` method. This expression, ``Vector2.UP.rotated(rotation)``,
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class's constant ``Vector2.UP``, a vector pointing up, and rotate it by calling the
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``rotated()`` method on any ``Vector2``. This expression, ``Vector2.UP.rotated(rotation)``,
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is a vector pointing forward relative to our icon. Multiplied by our ``speed``
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property, it gives us a velocity we can use to move the node forward.
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