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Update played.gd/tscn filename to Played.gd to match example casing

This update aligns with the Dodge The Creeps example git example repo.

Reference:
https://github.com/godotengine/godot-demo-projects/tree/0ec2fff5bf8baa6162823f6cbca89878384b8fe6/2d/dodge_the_creeps
Russell Sanborn 1 year ago
parent
commit
4f1e2910de

+ 1 - 1
getting_started/first_2d_game/03.coding_the_player.rst

@@ -63,7 +63,7 @@ override the value written in the script.
 
 .. image:: img/export_variable.webp
 
-Your ``player.gd`` script should already contain
+Your ``Player.gd`` script should already contain
 a ``_ready()`` and a ``_process()`` function.
 If you didn't select the default template shown above,
 create these functions while following the lesson.

+ 1 - 1
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -10,7 +10,7 @@ Create a new scene and add a :ref:`Node <class_Node>` named ``Main``.
 be a container for handling game logic. It does not require 2D functionality itself.)
 
 Click the **Instance** button (represented by a chain link icon) and select your saved
-``player.tscn``.
+``Player.tscn``.
 
 .. image:: img/instance_scene.webp
 

+ 1 - 1
getting_started/first_3d_game/02.player_input.rst

@@ -79,7 +79,7 @@ the eye icon next to the ``Character`` or the ``Pivot`` nodes.
 
 |image5|
 
-Save the scene as ``player.tscn``
+Save the scene as ``Player.tscn``
 
 With the nodes ready, we can almost get coding. But first, we need to define
 some input actions.

+ 1 - 1
getting_started/first_3d_game/03.player_movement_code.rst

@@ -367,7 +367,7 @@ Child Scene*.
 
 |image2|
 
-In the popup, double-click ``player.tscn``. The character should appear in the
+In the popup, double-click ``Player.tscn``. The character should appear in the
 center of the viewport.
 
 Adding a camera

+ 1 - 1
getting_started/first_3d_game/04.mob_scene.rst

@@ -7,7 +7,7 @@ In this part, you're going to code the monsters, which we'll call mobs. In the
 next lesson, we'll spawn them randomly around the playable area.
 
 Let's design the monsters themselves in a new scene. The node structure is going
-to be similar to the ``player.tscn`` scene.
+to be similar to the ``Player.tscn`` scene.
 
 Create a scene with, once again, a :ref:`CharacterBody3D <class_CharacterBody3D>` node as its root. Name it
 ``Mob``. Add a child node :ref:`Node3D <class_Node3D>`, name it ``Pivot``. And drag and drop

+ 1 - 1
getting_started/first_3d_game/06.jump_and_squash.rst

@@ -72,7 +72,7 @@ see a list of named checkboxes.
 
 |image4|
 
-Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-clicking
+Next up are the ``Player`` and the ``Mob``. Open ``Player.tscn`` by double-clicking
 the file in the *FileSystem* dock.
 
 Select the *Player* node and set its *Collision -> Mask* to both "enemies" and

+ 1 - 1
getting_started/first_3d_game/07.killing_player.rst

@@ -15,7 +15,7 @@ works well for hitboxes.
 Hitbox with the Area node
 -------------------------
 
-Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D <class_Area3D>`. Name it
+Head back to the ``Player.tscn`` scene and add a new child node :ref:`Area3D <class_Area3D>`. Name it
 ``MobDetector``
 Add a :ref:`CollisionShape3D <class_CollisionShape3D>` node as a child of it.