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@@ -197,7 +197,7 @@ which is a good time to find the size of the game window:
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Now we can use the ``_process()`` function to define what the player will do.
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``_process()`` is called every frame, so we'll use it to update
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-elements of our game which we expect will change often. Here we'll make it:
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+elements of our game, which we expect will change often. Here we'll make it:
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- Check for input.
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- Move in the given direction.
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@@ -371,7 +371,7 @@ Let's place this code at the end of our ``_process()`` function:
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Play the scene again and check that the animations are correct in each
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of the directions. When you're sure the movement is working correctly,
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-add this line to ``_ready()`` so the player will be hidden when the game
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+add this line to ``_ready()``, so the player will be hidden when the game
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starts:
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.. tabs::
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@@ -614,7 +614,7 @@ saved ``Player.tscn``.
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.. note:: See :ref:`doc_instancing` to learn more about instancing.
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-Now add the following nodes as children of ``Main``, and name them as
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+Now, add the following nodes as children of ``Main``, and name them as
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shown (values are in seconds):
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- :ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn
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@@ -664,7 +664,7 @@ to select a random position and direction along the path.
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Main script
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~~~~~~~~~~~
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-Add a script to ``Main``. At the top of the script we use
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+Add a script to ``Main``. At the top of the script, we use
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``export (PackedScene)`` to allow us to choose the Mob scene we want to
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instance.
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@@ -779,7 +779,7 @@ increment the score by 1.
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Score += 1;
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}
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-In ``_on_MobTimer_timeout()`` we will create a mob instance, pick a
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+In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a
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random starting location along the ``Path2D``, and set the mob in
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motion. The ``PathFollow2D`` node will automatically rotate as it
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follows the path, so we will use that to select the mob's direction as
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