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Merge pull request #1590 from YeldhamDev/fps_tutorial_tabs_fix

Fixed controller tabs in the fourth part of the FPS tutorial
Max Hilbrunner 7 years ago
parent
commit
21390a011e

+ 6 - 6
tutorials/3d/fps_tutorial/part_four.rst

@@ -71,7 +71,7 @@ ______
 In ``process_input`` add the following code, just before ``input_movement_vector = input_movement_vector.normalized()``:
 In ``process_input`` add the following code, just before ``input_movement_vector = input_movement_vector.normalized()``:
 
 
 .. tabs::
 .. tabs::
- .. code-tab:: Xbox Controller
+ .. code-tab:: gdscript Xbox Controller
     
     
     # Add joypad input, if there is a joypad
     # Add joypad input, if there is a joypad
     if Input.get_connected_joypads().size() > 0:
     if Input.get_connected_joypads().size() > 0:
@@ -92,7 +92,7 @@ In ``process_input`` add the following code, just before ``input_movement_vector
 
 
         input_movement_vector += joypad_vec
         input_movement_vector += joypad_vec
 
 
- .. code-tab:: Playstation Controller
+ .. code-tab:: gdscript Playstation Controller
 
 
     # Add joypad input, if there is a joypad
     # Add joypad input, if there is a joypad
     if Input.get_connected_joypads().size() > 0:
     if Input.get_connected_joypads().size() > 0:
@@ -142,7 +142,7 @@ ______
 Make a new function called ``process_view_input`` and add the following:
 Make a new function called ``process_view_input`` and add the following:
 
 
 .. tabs::
 .. tabs::
- .. code-tab:: Xbox Controller
+ .. code-tab:: gdscript Xbox Controller
     
     
     func process_view_input(delta):
     func process_view_input(delta):
         
         
@@ -178,8 +178,8 @@ Make a new function called ``process_view_input`` and add the following:
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             rotation_helper.rotation_degrees = camera_rot
             rotation_helper.rotation_degrees = camera_rot
         # ----------------------------------
         # ----------------------------------
- 
-  .. code-tab:: Playstation Controller
+
+ .. code-tab:: gdscript Playstation Controller
      
      
      func process_view_input(delta):
      func process_view_input(delta):
         
         
@@ -213,7 +213,7 @@ Make a new function called ``process_view_input`` and add the following:
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             rotation_helper.rotation_degrees = camera_rot
             rotation_helper.rotation_degrees = camera_rot
         # ----------------------------------
         # ----------------------------------
-     
+
 Let's go over what's happening:
 Let's go over what's happening:
 
 
 First we check the mouse mode. If the mouse mode is not ``MOUSE_MODE_CAPTURED``, we want to return, which will skip the code below.
 First we check the mouse mode. If the mouse mode is not ``MOUSE_MODE_CAPTURED``, we want to return, which will skip the code below.

+ 2 - 2
tutorials/3d/fps_tutorial/part_three.rst

@@ -38,7 +38,7 @@ We can place ``RigidBody_hit_test.gd`` on them and then they will react to being
 Follow the instructions below for either (or both) of the scenes you want to use
 Follow the instructions below for either (or both) of the scenes you want to use
 
 
 .. tabs::
 .. tabs::
- .. code-tab:: gdscript Space_Level
+ .. code-tab:: gdscript Space_Level.tscn
 
 
     Expand "Other_Objects" and then expand "Turrets_And_Physics_Objects".
     Expand "Other_Objects" and then expand "Turrets_And_Physics_Objects".
     
     
@@ -61,7 +61,7 @@ Follow the instructions below for either (or both) of the scenes you want to use
     Return back to "Space_Level.tscn".
     Return back to "Space_Level.tscn".
     
     
  
  
- .. code-tab:: gdscript Ruins_Level
+ .. code-tab:: gdscript Ruins_Level.tscn
 
 
     Expand "Misc_Objects" and then expand "Physics_Objects".
     Expand "Misc_Objects" and then expand "Physics_Objects".