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Fix typos in recent proof of the class_name feature intro

Nathan Lovato 7 anos atrás
pai
commit
5c21900fb4

+ 4 - 4
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -887,10 +887,10 @@ path. For example, if you name a script file ``character.gd``
    # Load character.gd and create a new node instance from it
    # Load character.gd and create a new node instance from it
 
 
    var Character = load("res://path/to/character.gd")
    var Character = load("res://path/to/character.gd")
-   var character_node = Character.instance()
+   var character_node = Character.new()
 
 
 Instead, you can give your class a name to register it as a new type in Godot's
 Instead, you can give your class a name to register it as a new type in Godot's
-editor. For that, you use the 'class_name' keyword followed. You can add an
+editor. For that, you use the 'class_name' keyword. You can add an
 optional comma followed by a path to an image, to use it as an icon. Your class
 optional comma followed by a path to an image, to use it as an icon. Your class
 will then appear with its new icon in the editor:
 will then appear with its new icon in the editor:
 
 
@@ -919,8 +919,8 @@ Here's a class file example:
 
 
     func print_this_script_three_times():
     func print_this_script_three_times():
         print(get_script())
         print(get_script())
-        print(ResourceLoader.load("res://myclass.gd"))
-        print(MyClass)
+        print(ResourceLoader.load("res://character.gd"))
+        print(Character)
 
 
 
 
 .. note:: Godot's class syntax is compact: it can only contain member variables or
 .. note:: Godot's class syntax is compact: it can only contain member variables or