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Update 2D and 3D example file names to snake case
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@@ -63,7 +63,7 @@ override the value written in the script.
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.. image:: img/export_variable.webp
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Your ``Player.gd`` script should already contain
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Your ``player.gd`` script should already contain
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a ``_ready()`` and a ``_process()`` function.
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If you didn't select the default template shown above,
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create these functions while following the lesson.
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@@ -10,7 +10,7 @@ Create a new scene and add a :ref:`Node <class_Node>` named ``Main``.
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be a container for handling game logic. It does not require 2D functionality itself.)
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Click the **Instance** button (represented by a chain link icon) and select your saved
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``Player.tscn``.
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``player.tscn``.
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.. image:: img/instance_scene.webp
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@@ -79,7 +79,7 @@ the eye icon next to the ``Character`` or the ``Pivot`` nodes.
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|image5|
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Save the scene as ``Player.tscn``
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Save the scene as ``player.tscn``
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With the nodes ready, we can almost get coding. But first, we need to define
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some input actions.
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@@ -246,7 +246,7 @@ smooth it out for you. It uses the *velocity* value native to the :ref:`Characte
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And that's all the code you need to move the character on the floor.
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Here is the complete ``Player.gd`` code for reference.
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Here is the complete ``player.gd`` code for reference.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -367,7 +367,7 @@ Child Scene*.
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|image2|
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In the popup, double-click ``Player.tscn``. The character should appear in the
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In the popup, double-click ``player.tscn``. The character should appear in the
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center of the viewport.
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Adding a camera
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@@ -7,7 +7,7 @@ In this part, you're going to code the monsters, which we'll call mobs. In the
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next lesson, we'll spawn them randomly around the playable area.
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Let's design the monsters themselves in a new scene. The node structure is going
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to be similar to the ``Player.tscn`` scene.
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to be similar to the ``player.tscn`` scene.
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Create a scene with, once again, a :ref:`CharacterBody3D <class_CharacterBody3D>` node as its root. Name it
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``Mob``. Add a child node :ref:`Node3D <class_Node3D>`, name it ``Pivot``. And drag and drop
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@@ -252,7 +252,7 @@ method. This function destroys the instance it's called on.
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Our monster is ready to enter the game! In the next part, you will spawn
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monsters in the game level.
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Here is the complete ``Mob.gd`` script for reference.
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Here is the complete ``mob.gd`` script for reference.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -72,7 +72,7 @@ see a list of named checkboxes.
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|image4|
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Next up are the ``Player`` and the ``Mob``. Open ``Player.tscn`` by double-clicking
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Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-clicking
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the file in the *FileSystem* dock.
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Select the *Player* node and set its *Collision -> Mask* to both "enemies" and
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@@ -318,7 +318,7 @@ such as counting the score multiple times for one kill.
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We are calling one undefined function, ``mob.squash()``, so we have to add it to
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the Mob class.
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Open the script ``Mob.gd`` by double-clicking on it in the *FileSystem* dock. At
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Open the script ``mob.gd`` by double-clicking on it in the *FileSystem* dock. At
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the top of the script, we want to define a new signal named ``squashed``. And at
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the bottom, you can add the squash function, where we emit the signal and
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destroy the mob.
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@@ -15,7 +15,7 @@ works well for hitboxes.
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Hitbox with the Area node
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-------------------------
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Head back to the ``Player.tscn`` scene and add a new child node :ref:`Area3D <class_Area3D>`. Name it
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Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D <class_Area3D>`. Name it
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``MobDetector``
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Add a :ref:`CollisionShape3D <class_CollisionShape3D>` node as a child of it.
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@@ -213,7 +213,7 @@ Starting with ``main.gd``.
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}
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}
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Next is ``Mob.gd``.
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Next is ``mob.gd``.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -308,7 +308,7 @@ Next is ``Mob.gd``.
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}
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}
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Finally, the longest script, ``Player.gd``:
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Finally, the longest script, ``player.gd``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -131,7 +131,7 @@ line:
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This line means that when the mob emits the ``squashed`` signal, the
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``ScoreLabel`` node will receive it and call the function ``_on_mob_squashed()``.
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Head back to the ``ScoreLabel.gd`` script to define the ``_on_mob_squashed()``
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Head back to the ``score_label.gd`` script to define the ``_on_mob_squashed()``
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callback function.
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There, we increment the score and update the displayed text.
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@@ -321,18 +321,18 @@ game.
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|image17|
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Save the scene as ``MusicPlayer.tscn``.
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Save the scene as ``music_player.tscn``.
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We have to register it as an autoload. Head to the *Project -> Project
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Settings…* menu and click on the *Autoload* tab.
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In the *Path* field, you want to enter the path to your scene. Click the folder
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icon to open the file browser and double-click on ``MusicPlayer.tscn``. Then,
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icon to open the file browser and double-click on ``music_player.tscn``. Then,
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click the *Add* button on the right to register the node.
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|image18|
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``MusicPlayer.tscn`` now loads into any scene you open or play.
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``music_player.tscn`` now loads into any scene you open or play.
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So if you run the game now, the music will play automatically in any scene.
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Before we wrap up this lesson, here's a quick look at how it works under the
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@@ -298,8 +298,8 @@ And with that, you finished coding your first complete 3D game.
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**Congratulations**!
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In the next part, we'll quickly recap what you learned and give you some links
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to keep learning more. But for now, here are the complete ``Player.gd`` and
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``Mob.gd`` so you can check your code against them.
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to keep learning more. But for now, here are the complete ``player.gd`` and
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``mob.gd`` so you can check your code against them.
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Here's the *Player* script.
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