Browse Source

Merge pull request #9562 from russellsanborn/update-played-gd-filename

Update Dodge the creeps file names to snake case
Matthew 1 year ago
parent
commit
c36d413ed2

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

@@ -246,7 +246,7 @@ smooth it out for you. It uses the *velocity* value native to the :ref:`Characte
 
 And that's all the code you need to move the character on the floor.
 
-Here is the complete ``Player.gd`` code for reference.
+Here is the complete ``player.gd`` code for reference.
 
 .. tabs::
  .. code-tab:: gdscript GDScript

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

@@ -252,7 +252,7 @@ method. This function destroys the instance it's called on.
 Our monster is ready to enter the game! In the next part, you will spawn
 monsters in the game level.
 
-Here is the complete ``Mob.gd`` script for reference.
+Here is the complete ``mob.gd`` script for reference.
 
 .. tabs::
  .. code-tab:: gdscript GDScript

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

@@ -318,7 +318,7 @@ such as counting the score multiple times for one kill.
 We are calling one undefined function, ``mob.squash()``, so we have to add it to
 the Mob class.
 
-Open the script ``Mob.gd`` by double-clicking on it in the *FileSystem* dock. At
+Open the script ``mob.gd`` by double-clicking on it in the *FileSystem* dock. At
 the top of the script, we want to define a new signal named ``squashed``. And at
 the bottom, you can add the squash function, where we emit the signal and
 destroy the mob.

+ 2 - 2
getting_started/first_3d_game/07.killing_player.rst

@@ -213,7 +213,7 @@ Starting with ``main.gd``.
         }
     }
 
-Next is ``Mob.gd``.
+Next is ``mob.gd``.
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -308,7 +308,7 @@ Next is ``Mob.gd``.
         }
     }
 
-Finally, the longest script, ``Player.gd``:
+Finally, the longest script, ``player.gd``:
 
 .. tabs::
  .. code-tab:: gdscript GDScript

+ 4 - 4
getting_started/first_3d_game/08.score_and_replay.rst

@@ -131,7 +131,7 @@ line:
 This line means that when the mob emits the ``squashed`` signal, the
 ``ScoreLabel`` node will receive it and call the function ``_on_mob_squashed()``.
 
-Head back to the ``ScoreLabel.gd`` script to define the ``_on_mob_squashed()``
+Head back to the ``score_label.gd`` script to define the ``_on_mob_squashed()``
 callback function.
 
 There, we increment the score and update the displayed text.
@@ -321,18 +321,18 @@ game.
 
 |image17|
 
-Save the scene as ``MusicPlayer.tscn``.
+Save the scene as ``music_player.tscn``.
 
 We have to register it as an autoload. Head to the *Project -> Project
 Settings…* menu and click on the *Autoload* tab.
 
 In the *Path* field, you want to enter the path to your scene. Click the folder
-icon to open the file browser and double-click on ``MusicPlayer.tscn``. Then,
+icon to open the file browser and double-click on ``music_player.tscn``. Then,
 click the *Add* button on the right to register the node.
 
 |image18|
 
-``MusicPlayer.tscn`` now loads into any scene you open or play.
+``music_player.tscn`` now loads into any scene you open or play.
 So if you run the game now, the music will play automatically in any scene.
 
 Before we wrap up this lesson, here's a quick look at how it works under the

+ 2 - 2
getting_started/first_3d_game/09.adding_animations.rst

@@ -298,8 +298,8 @@ And with that, you finished coding your first complete 3D game.
 **Congratulations**!
 
 In the next part, we'll quickly recap what you learned and give you some links
-to keep learning more. But for now, here are the complete ``Player.gd`` and
-``Mob.gd`` so you can check your code against them.
+to keep learning more. But for now, here are the complete ``player.gd`` and
+``mob.gd`` so you can check your code against them.
 
 Here's the *Player* script.