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Mention the expected file name for the player scene in Your first 2D game

Hugo Locurcio 7 місяців тому
батько
коміт
4f70dc1ebd
1 змінених файлів з 10 додано та 10 видалено
  1. 10 10
      getting_started/first_2d_game/02.player_scene.rst

+ 10 - 10
getting_started/first_2d_game/02.player_scene.rst

@@ -15,20 +15,20 @@ Node structure
 
 To begin, we need to choose a root node for the player object. As a general
 rule, a scene's root node should reflect the object's desired functionality -
-what the object *is*. In the upper-left corner, in the "Scene" tab, click the 
+what the object *is*. In the upper-left corner, in the "Scene" tab, click the
 "Other Node" button and add an :ref:`Area2D <class_Area2D>` node to the scene.
 
 .. image:: img/add_node.webp
 
-When you add the ``Area2D`` node, Godot will display the following **warning icon** 
+When you add the ``Area2D`` node, Godot will display the following **warning icon**
 next to it in the scene tree:
 
 .. image:: img/no_shape_warning.webp
 
-This warning tells us that the ``Area2D`` node requires a shape to detect collisions or overlaps. 
-We can **ignore the warning temporarily** because we will first set up the player's visuals 
-(using an animated sprite). Once the visuals are ready, we will add a collision shape as a child 
-node. This will allow us to accurately size and position the shape based on the sprites appearance.
+This warning tells us that the ``Area2D`` node requires a shape to detect collisions or overlaps.
+We can **ignore the warning temporarily** because we will first set up the player's visuals
+(using an animated sprite). Once the visuals are ready, we will add a collision shape as a child
+node. This will allow us to accurately size and position the shape based on the sprite's appearance.
 
 
 With ``Area2D`` we can detect objects that overlap or run into the player.
@@ -44,8 +44,8 @@ node is clicked in 2D and 3D view."
 
 .. image:: img/lock_children.webp
 
-Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
-or :kbd:`Cmd + S` on macOS.
+Save the scene as ``player.tscn``. Click **Scene > Save**, or press :kbd:`Ctrl + S`
+on Windows/Linux or :kbd:`Cmd + S` on macOS.
 
 .. note:: For this project, we will be following the Godot naming conventions.
 
@@ -68,7 +68,7 @@ Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or
 appearance and animations for our player. Notice that there is a warning symbol
 next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
 <class_SpriteFrames>` resource, which is a list of the animations it can
-display. Make sure ``AnimatedSprite2D`` is selected and then find the ``Sprite Frames`` property under 
+display. Make sure ``AnimatedSprite2D`` is selected and then find the ``Sprite Frames`` property under
 the ``Animation`` section in the Inspector and click "[empty]" -> "New SpriteFrames":
 
 .. image:: img/new_spriteframes.webp
@@ -110,7 +110,7 @@ When you're finished, your ``Player`` scene should look like this:
 
 .. image:: img/player_scene_nodes.webp
 
-Once this is done, the warning on the ``Area2D`` node will disappear, as it now has 
+Once this is done, the warning on the ``Area2D`` node will disappear, as it now has
 a shape assigned and can interact with other objects.
 
 Make sure to save the scene again after these changes.