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@@ -8,12 +8,12 @@ a tree structure, with a single node as its root. You can split your project
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into any number of scenes. This feature helps you break down and organize your
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game's different components.
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-You can create as many scenes as you'd like and save them to the disk with the
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+You can create as many scenes as you'd like and save them as files with the
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``.tscn`` extension, which stands for "text scene". The ``Label.tscn`` file from
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the previous lesson was an example. We call those files "Packed Scenes" as they
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pack information about your scene's content.
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-Here's the example of a ball. It's composed of a :ref:`RigidBody2D
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+Here's an example of a ball. It's composed of a :ref:`RigidBody2D
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<class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
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and bounce on walls, a :ref:`Sprite <class_Sprite>` node, and a
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:ref:`CollisionShape2D <class_CollisionShape2D>`.
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@@ -22,7 +22,7 @@ and bounce on walls, a :ref:`Sprite <class_Sprite>` node, and a
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Once you saved a scene, it works as a blueprint: you can reproduce it in other
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scenes as many times as you'd like. Replicating an object from a template like
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-so is called **instancing**.
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+this is called **instancing**.
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.. image:: img/instancing_ball_instances_example.png
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@@ -38,7 +38,7 @@ scene.
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In practice
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-----------
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-Let's use instancing in practice to see how it works exactly in Godot. We invite
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+Let's use instancing in practice to see how it works in Godot. We invite
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you to download the ball's sample project we prepared for you:
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:download:`instancing.zip <files/instancing.zip>`.
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@@ -107,7 +107,7 @@ There is more to instances. With this feature, you can:
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1. Change the properties of one ball without affecting the others using the
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Inspector.
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-2. Change the default properties of every Ball by opening ``Ball.tscn`` scene
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+2. Change the default properties of every Ball by opening the ``Ball.tscn`` scene
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and making a change to the Ball node there. Upon saving, all instances of the
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Ball in the project will see their values update.
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