update images and outdated properties

This commit is contained in:
Hana
2023-02-04 20:51:50 +01:00
parent 6d5adf61a8
commit dadc2d9f97
18 changed files with 46 additions and 34 deletions

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@@ -7,7 +7,7 @@ In this short first part, we'll set up and organize the project.
Launch Godot and create a new project.
.. image:: img/new-project-button.png
.. image:: img/new-project-button.webp
.. tabs::
.. tab:: GDScript

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@@ -87,7 +87,7 @@ fit, so next to "Shape" in the Inspector, click "[empty]" -> "New
CapsuleShape2D". Using the two size handles, resize the shape to cover the
sprite:
.. image:: img/player_coll_shape.png
.. image:: img/player_coll_shape.webp
When you're finished, your ``Player`` scene should look like this:

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@@ -35,11 +35,11 @@ Set up the :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` like you did for the
player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. There
are two images for each animation in the art folder.
Adjust the "Speed (FPS)" to ``3`` for all animations.
The ``Animation Speed`` property has to be set for each individual animation. Adjust it to ``3`` for all 3 animations.
.. image:: img/mob_animations.gif
.. image:: img/mob_animations.webp
Set the ``Playing`` property in the Inspector to "On".
You can use the "Play Animation" buttons on the right of the ``Animation Speed`` input field to preview your animations.
We'll select one of these animations randomly so that the mobs will have some
variety.

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@@ -48,44 +48,54 @@ A setting of ``64`` works well.
.. image:: img/custom_font_size.webp
.. note:: **Anchors and Margins:** ``Control`` nodes have a position and size,
but they also have anchors and margins. Anchors define the origin -
the reference point for the edges of the node. Margins update
automatically when you move or resize a control node. They represent
the distance from the control node's edges to its anchor.
Arrange the nodes as shown below. Click the "Layout" button to set a Control
node's layout:
.. image:: img/ui_anchor.png
.. note:: **Anchors:** ``Control`` nodes have a position and size,
but they also have anchors. Anchors define the origin -
the reference point for the edges of the node.
Arrange the nodes as shown below.
You can drag the nodes to place them manually, or for more precise placement,
use the following settings:
use "Anchor Presets" with the following settings:
.. image:: img/ui_anchor.webp
ScoreLabel
~~~~~~~~~~
- *Layout* : "Top Wide"
- *Text* : ``0``
- *Alignment* : "Center"
Layout :
- Anchor Preset : ``Center Top``
Label settings :
- Text : ``0``
- Horizontal Alignment : ``Center``
- Vertical Alignment : ``Center``
Message
~~~~~~~~~~~~
- *Layout* : "HCenter Wide"
- *Text* : ``Dodge the Creeps!``
- *Alignment* : "Center"
- *Autowrap* : "On"
Layout :
- Anchor Preset : ``Center``
Label settings :
- Text : ``Dodge the Creeps!``
- Horizontal Alignment : ``Center``
- Vertical Alignment : ``Center``
- Autowrap Mode : ``Word``
StartButton
~~~~~~~~~~~
- *Text* : ``Start``
- *Layout* : "Center Bottom"
- *Margin* :
Layout :
- Top: ``-200``
- Bottom: ``-100``
- Anchor Preset : ``Center Bottom``
Button settings :
- Text : ``Start``
- Position Y : ``580`` (Control - Layout/Transform)
On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot``
property to "On".

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@@ -53,13 +53,15 @@ tab. In the same way you created the movement input actions, create a new
input action called ``start_game`` and add a key mapping for the :kbd:`Enter`
key.
In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut*
property in the Inspector. Select "New Shortcut" and click on the "Shortcut"
item. A second *Shortcut* property will appear. Select "New InputEventAction"
and click the new "InputEventAction". Finally, in the *Action* property, type
the name ``start_game``.
In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut**
property in the Inspector. Create a new :ref:`Shortcut <class_Shortcut>` resource,
open the **Events** array and add a new array element to it.
.. image:: img/start_button_shortcut.png
.. image:: img/start_button_shortcut.webp
Create a new :ref:`InputEventAction <class_InputEventAction>` and name it ``start_game``.
.. image:: img/start_button_shortcut2.webp
Now when the start button appears, you can either click it or press :kbd:`Enter`
to start the game.

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