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@@ -4,7 +4,7 @@
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- Giving a *short* and sweet hands-on intro to GDScript. The page should
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focus on working in the code editor.
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- We assume the reader has programming foundations. If you don't, consider
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- taking the course we recommend in the :ref:`introduction to Godot page <doc_learning_programming>`.
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+ taking the course we recommend in the :ref:`introduction to Godot page <doc_introduction_learning_programming>`.
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Techniques:
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@@ -19,9 +19,12 @@ Creating your first script
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==========================
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In this lesson, you will code your first script to make the Godot icon turn in
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-circles using GDScript. As we mentioned :ref:`in the introduction
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-<toc-learn-introduction>`, we assume you have programming foundations.
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-The equivalent C# code has been included in another tab for convenience.
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+circles. As we mentioned :ref:`in the introduction
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+<doc_introduction_learning_programming>`, we assume you have programming
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+foundations.
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+
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+This tutorial is written for GDScript, and the equivalent C# code is included in
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+another tab of each codeblock for convenience.
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.. image:: img/scripting_first_script_rotating_godot.gif
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@@ -37,10 +40,10 @@ Please :ref:`create a new project <doc_creating_and_importing_projects>` to
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start with a clean slate. Your project should contain one picture: the Godot
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icon, which we often use for prototyping in the community.
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-.. Godot icon
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+.. image:: img/scripting_first_script_icon.svg
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We need to create a Sprite2D node to display it in the game. In the Scene dock,
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-click the Other Node button.
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+click the **Other Node** button.
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.. image:: img/scripting_first_script_click_other_node.webp
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@@ -54,7 +57,7 @@ Your Scene tab should now only have a Sprite2D node.
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.. image:: img/scripting_first_script_scene_tree.webp
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A Sprite2D node needs a texture to display. In the Inspector on the right, you
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-can see that the Texture property says "[empty]". To display the Godot icon,
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+can see that the **Texture** property says ``<empty>``. To display the Godot icon,
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click and drag the file ``icon.svg`` from the FileSystem dock onto the Texture
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slot.
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@@ -73,15 +76,16 @@ Creating a new script
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---------------------
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To create and attach a new script to our node, right-click on Sprite2D in the
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-scene dock and select "Attach Script".
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+Scene dock and select **Attach Script**.
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.. image:: img/scripting_first_script_attach_script.webp
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-The Attach Node Script window appears. It allows you to select the script's
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+The **Attach Node Script** window appears. It allows you to select the script's
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language and file path, among other options.
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-Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the
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-other options set to their default values and click the Create button to create the script.
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+Change the **Template** field from ``Node: Default`` to ``Object: Empty`` to
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+start with a clean file. Leave the other options set to their default values and
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+click the **Create** button to create the script.
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.. image:: img/scripting_first_script_attach_node_script.webp
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@@ -246,9 +250,10 @@ our sprite's rotation every frame. Here, ``rotation`` is a property inherited
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from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation
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of our node and works with radians.
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-.. tip:: In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in property or
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- function like ``position``, ``rotation``, or ``_process`` to open the
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- corresponding documentation in a new tab.
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+.. tip:: In the code editor, you can :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on
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+ macOS) on any built-in property or function like ``position``,
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+ ``rotation``, or ``_process`` to open the corresponding documentation
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+ in a new tab.
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Run the scene to see the Godot icon turn in-place.
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