Merge pull request #11148 from Piralein/aWildLitterAppears
Update images in "step by step" pages
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getting_started/step_by_step/img/scripting_gdscript.webp
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getting_started/step_by_step/img/signals_15_scene_tree.webp
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getting_started/step_by_step/img/signals_16_click_script.webp
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getting_started/step_by_step/img/signals_18_timer_autostart.webp
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@@ -48,7 +48,7 @@ Scenes allow you to structure your game's code however you want. You can
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**compose nodes** to create custom and complex node types, like a game character
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that runs and jumps, a life bar, a chest with which you can interact, and more.
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.. image:: img/nodes_and_scenes_3d_scene_example.png
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.. image:: img/nodes_and_scenes_3d_scene_example.webp
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The Godot editor essentially is a **scene editor**. It has plenty of tools for
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editing 2D and 3D scenes, as well as user interfaces. A Godot project can
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@@ -45,7 +45,7 @@ language specifically for Godot and the needs of game developers. It has a
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lightweight and straightforward syntax and provides the tightest integration
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with Godot.
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.. image:: img/scripting_gdscript.png
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.. image:: img/scripting_gdscript.webp
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For C#, you will need an external code editor like
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`VSCode <https://code.visualstudio.com/>`_ or Visual Studio. While C# support is
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@@ -271,16 +271,16 @@ In the Scene dock, right-click on the Sprite2D node and add a new child node.
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Search for Timer and add the corresponding node. Your scene should now look like
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this.
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.. image:: img/signals_15_scene_tree.png
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.. image:: img/signals_15_scene_tree.webp
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With the Timer node selected, go to the Inspector and enable the **Autostart**
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property.
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.. image:: img/signals_18_timer_autostart.png
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.. image:: img/signals_18_timer_autostart.webp
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Click the script icon next to Sprite2D to jump back to the scripting workspace.
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.. image:: img/signals_16_click_script.png
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.. image:: img/signals_16_click_script.webp
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We need to do two operations to connect the nodes via code:
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