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@@ -308,9 +308,10 @@ AnimatedSprite animation.
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``$`` is shorthand for ``get_node()``.
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So in the code above, ``$AnimatedSprite.play()`` is the same as ``get_node("AnimatedSprite").play()``.
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-Now that we have a movement direction, we can update the player's position
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-and use ``clamp()`` to prevent it from leaving the screen by adding the following
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-to the bottom of the ``_process`` function:
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+Now that we have a movement direction, we can update the player's position. We
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+can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a value
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+means restricting it to a given range. Add the following to the bottom of
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+the ``_process`` function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -328,7 +329,10 @@ to the bottom of the ``_process`` function:
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);
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-.. tip:: *Clamping* a value means restricting it to a given range.
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+.. tip:: The `delta` parameter in the `_process()` function refers to the
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+ *frame length* - the amount of time that the previous frame took to
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+ complete. Using this value ensures that your movement will remain
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+ consistent even if the frame rate changes.
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Click "Play Scene" (``F6``) and confirm you can move the player
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around the screen in all directions. The console output that opens upon playing
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@@ -1149,14 +1153,14 @@ current node at the end of the current frame.
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func _on_start_game():
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queue_free()
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-
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+
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.. code-tab:: csharp
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public void OnStartGame()
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{
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QueueFree();
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}
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-
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+
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Then in ``Main.gd`` add a new line inside the ``_on_MobTimer_timeout()`` function,
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at the end.
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@@ -1166,7 +1170,7 @@ at the end.
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$HUD.connect("start_game", mob, "_on_start_game")
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.. code-tab:: csharp
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-
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+
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GetNode("HUD").Connect("StartGame", mobInstance, "OnStartGame");
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This line tells the new Mob node (referenced by the ``mob`` variable) to respond
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