Browse Source

Merge pull request #5455 from timothyqiu/sprite2d

Rémi Verschelde 3 years ago
parent
commit
db7f30e18b

+ 7 - 7
community/contributing/class_reference_writing_guidelines.rst

@@ -125,7 +125,7 @@ the text. Here's the list of available tags:
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 | Tag                        | Effect                               | Usage                             | Result                                            |
 | Tag                        | Effect                               | Usage                             | Result                                            |
 +============================+======================================+===================================+===================================================+
 +============================+======================================+===================================+===================================================+
-| [Class]                    | Link a class                         | Move the [Sprite2D].              | Move the :ref:`class_Sprite`.                     |
+| [Class]                    | Link a class                         | Move the [Sprite].                | Move the :ref:`class_Sprite`.                     |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 | [method methodname]        | Link to a method in this class       | Call [method hide].               | Call :ref:`hide <class_Spatial_method_hide>`.     |
 | [method methodname]        | Link to a method in this class       | Call [method hide].               | Call :ref:`hide <class_Spatial_method_hide>`.     |
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
 +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
@@ -164,7 +164,7 @@ example:
 
 
     [codeblock]
     [codeblock]
     func _ready():
     func _ready():
-        var sprite = get_node("Sprite2D")
+        var sprite = get_node("Sprite")
         print(sprite.get_pos())
         print(sprite.get_pos())
     [/codeblock]
     [/codeblock]
 
 
@@ -173,7 +173,7 @@ Will display as:
 .. code-block:: gdscript
 .. code-block:: gdscript
 
 
     func _ready():
     func _ready():
-        var sprite = get_node("Sprite2D")
+        var sprite = get_node("Sprite")
         print(sprite.get_pos())
         print(sprite.get_pos())
 
 
 If you need to have different code version in GDScript and C#, use
 If you need to have different code version in GDScript and C#, use
@@ -189,13 +189,13 @@ workflow.
     [codeblocks]
     [codeblocks]
     [gdscript]
     [gdscript]
     func _ready():
     func _ready():
-        var sprite = get_node("Sprite2D")
+        var sprite = get_node("Sprite")
         print(sprite.get_pos())
         print(sprite.get_pos())
     [/gdscript]
     [/gdscript]
     [csharp]
     [csharp]
     public override void _Ready()
     public override void _Ready()
     {
     {
-        var sprite = GetNode("Sprite2D");
+        var sprite = GetNode("Sprite");
         GD.Print(sprite.GetPos());
         GD.Print(sprite.GetPos());
     }
     }
     [/csharp]
     [/csharp]
@@ -207,14 +207,14 @@ The above will display as:
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     func _ready():
     func _ready():
-        var sprite = get_node("Sprite2D")
+        var sprite = get_node("Sprite")
         print(sprite.get_pos())
         print(sprite.get_pos())
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     public override void _Ready()
     public override void _Ready()
     {
     {
-        var sprite = GetNode("Sprite2D");
+        var sprite = GetNode("Sprite");
         GD.Print(sprite.GetPos());
         GD.Print(sprite.GetPos());
     }
     }
 
 

+ 2 - 2
community/contributing/docs_writing_guidelines.rst

@@ -300,7 +300,7 @@ The exception is topics that explain static typing concepts to users.
     const MainAttack := preload("res://fire_attack.gd")
     const MainAttack := preload("res://fire_attack.gd")
     var hit_points := 5
     var hit_points := 5
     var name: String = "Bob"
     var name: String = "Bob"
-    var body_sprite := $Sprite2D as Sprite2D
+    var body_sprite := $Sprite as Sprite
 
 
 
 
 **Do** write constants and variables with dynamic typing:
 **Do** write constants and variables with dynamic typing:
@@ -310,7 +310,7 @@ The exception is topics that explain static typing concepts to users.
     const MainAttack = preload("res://fire_attack.gd")
     const MainAttack = preload("res://fire_attack.gd")
     var hit_points = 5
     var hit_points = 5
     var name = "Bob"
     var name = "Bob"
-    var body_sprite = $Sprite2D
+    var body_sprite = $Sprite
 
 
 
 
 **Don't** write functions with inferred arguments or return types:
 **Don't** write functions with inferred arguments or return types:

+ 3 - 3
getting_started/first_2d_game/02.player_scene.rst

@@ -53,10 +53,10 @@ or :kbd:`Cmd + S` on macOS.
 Sprite animation
 Sprite animation
 ~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~
 
 
-Click on the ``Player`` node and add an :ref:`AnimatedSprite2D
+Click on the ``Player`` node and add an :ref:`AnimatedSprite
 <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
 <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the
 appearance and animations for our player. Notice that there is a warning symbol
 appearance and animations for our player. Notice that there is a warning symbol
-next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames
+next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames
 <class_SpriteFrames>` resource, which is a list of the animations it can
 <class_SpriteFrames>` resource, which is a list of the animations it can
 display. To create one, find the ``Frames`` property in the Inspector and click
 display. To create one, find the ``Frames`` property in the Inspector and click
 "[empty]" -> "New SpriteFrames". Click again to open the "SpriteFrames" panel:
 "[empty]" -> "New SpriteFrames". Click again to open the "SpriteFrames" panel:
@@ -74,7 +74,7 @@ side of the panel for the corresponding animation:
 .. image:: img/spriteframes_panel2.png
 .. image:: img/spriteframes_panel2.png
 
 
 The player images are a bit too large for the game window, so we need to scale
 The player images are a bit too large for the game window, so we need to scale
-them down. Click on the ``AnimatedSprite2D`` node and set the ``Scale`` property
+them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` property
 to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D``
 to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D``
 heading.
 heading.
 
 

+ 27 - 27
getting_started/first_2d_game/03.coding_the_player.rst

@@ -55,7 +55,7 @@ Start by declaring the member variables this object will need:
     #ifndef PLAYER_H
     #ifndef PLAYER_H
     #define PLAYER_H
     #define PLAYER_H
 
 
-    #include <AnimatedSprite2D.hpp>
+    #include <AnimatedSprite.hpp>
     #include <Area2D.hpp>
     #include <Area2D.hpp>
     #include <CollisionShape2D.hpp>
     #include <CollisionShape2D.hpp>
     #include <Godot.hpp>
     #include <Godot.hpp>
@@ -64,7 +64,7 @@ Start by declaring the member variables this object will need:
     class Player : public godot::Area2D {
     class Player : public godot::Area2D {
         GODOT_CLASS(Player, godot::Area2D)
         GODOT_CLASS(Player, godot::Area2D)
 
 
-        godot::AnimatedSprite2D *_animated_sprite;
+        godot::AnimatedSprite *_animated_sprite;
         godot::CollisionShape2D *_collision_shape;
         godot::CollisionShape2D *_collision_shape;
         godot::Input *_input;
         godot::Input *_input;
         godot::Vector2 _screen_size; // Size of the game window.
         godot::Vector2 _screen_size; // Size of the game window.
@@ -120,7 +120,7 @@ a good time to find the size of the game window:
     #include "player.hpp"
     #include "player.hpp"
 
 
     void Player::_ready() {
     void Player::_ready() {
-        _animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
+        _animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
         _collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
         _collision_shape = get_node<godot::CollisionShape2D>("CollisionShape2D");
         _input = godot::Input::get_singleton();
         _input = godot::Input::get_singleton();
         _screen_size = get_viewport_rect().size;
         _screen_size = get_viewport_rect().size;
@@ -161,9 +161,9 @@ which returns ``true`` if it's pressed or ``false`` if it isn't.
 
 
         if velocity.length() > 0:
         if velocity.length() > 0:
             velocity = velocity.normalized() * speed
             velocity = velocity.normalized() * speed
-            $AnimatedSprite2D.play()
+            $AnimatedSprite.play()
         else:
         else:
-            $AnimatedSprite2D.stop()
+            $AnimatedSprite.stop()
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
@@ -191,7 +191,7 @@ which returns ``true`` if it's pressed or ``false`` if it isn't.
             velocity.y -= 1;
             velocity.y -= 1;
         }
         }
 
 
-        var animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
+        var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
 
 
         if (velocity.Length() > 0)
         if (velocity.Length() > 0)
         {
         {
@@ -237,16 +237,16 @@ diagonal movement.
          It's good to know but won't be necessary for the rest of this tutorial.
          It's good to know but won't be necessary for the rest of this tutorial.
 
 
 We also check whether the player is moving so we can call ``play()`` or
 We also check whether the player is moving so we can call ``play()`` or
-``stop()`` on the AnimatedSprite2D.
+``stop()`` on the AnimatedSprite.
 
 
          ``$`` is shorthand for ``get_node()``. So in the code above,
          ``$`` is shorthand for ``get_node()``. So in the code above,
-         ``$AnimatedSprite2D.play()`` is the same as
-         ``get_node("AnimatedSprite2D").play()``.
+         ``$AnimatedSprite.play()`` is the same as
+         ``get_node("AnimatedSprite").play()``.
 
 
 .. tip:: In GDScript, ``$`` returns the node at the relative path from the
 .. tip:: In GDScript, ``$`` returns the node at the relative path from the
          current node, or returns ``null`` if the node is not found. Since
          current node, or returns ``null`` if the node is not found. Since
-         AnimatedSprite2D is a child of the current node, we can use
-         ``$AnimatedSprite2D``.
+         AnimatedSprite is a child of the current node, we can use
+         ``$AnimatedSprite``.
 
 
 Now that we have a movement direction, we can update the player's position. We
 Now that we have a movement direction, we can update the player's position. We
 can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a
 can also use ``clamp()`` to prevent it from leaving the screen. *Clamping* a
@@ -289,7 +289,7 @@ the player around the screen in all directions.
             ``Attempt to call function 'play' in base 'null instance' on a null
             ``Attempt to call function 'play' in base 'null instance' on a null
             instance``
             instance``
 
 
-            this likely means you spelled the name of the AnimatedSprite2D node
+            this likely means you spelled the name of the AnimatedSprite node
             wrong. Node names are case-sensitive and ``$NodeName`` must match
             wrong. Node names are case-sensitive and ``$NodeName`` must match
             the name you see in the scene tree.
             the name you see in the scene tree.
 
 
@@ -297,7 +297,7 @@ Choosing animations
 ~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~
 
 
 Now that the player can move, we need to change which animation the
 Now that the player can move, we need to change which animation the
-AnimatedSprite2D is playing based on its direction. We have the "walk" animation,
+AnimatedSprite is playing based on its direction. We have the "walk" animation,
 which shows the player walking to the right. This animation should be flipped
 which shows the player walking to the right. This animation should be flipped
 horizontally using the ``flip_h`` property for left movement. We also have the
 horizontally using the ``flip_h`` property for left movement. We also have the
 "up" animation, which should be flipped vertically with ``flip_v`` for downward
 "up" animation, which should be flipped vertically with ``flip_v`` for downward
@@ -307,27 +307,27 @@ movement. Let's place this code at the end of the ``_process()`` function:
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
         if velocity.x != 0:
         if velocity.x != 0:
-            $AnimatedSprite2D.animation = "walk"
-            $AnimatedSprite2D.flip_v = false
+            $AnimatedSprite.animation = "walk"
+            $AnimatedSprite.flip_v = false
             # See the note below about boolean assignment.
             # See the note below about boolean assignment.
-            $AnimatedSprite2D.flip_h = velocity.x < 0
+            $AnimatedSprite.flip_h = velocity.x < 0
         elif velocity.y != 0:
         elif velocity.y != 0:
-            $AnimatedSprite2D.animation = "up"
-            $AnimatedSprite2D.flip_v = velocity.y > 0
+            $AnimatedSprite.animation = "up"
+            $AnimatedSprite.flip_v = velocity.y > 0
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
         if (velocity.x != 0)
         if (velocity.x != 0)
         {
         {
-            animatedSprite2D.Animation = "walk";
-            animatedSprite2D.FlipV = false;
+            animatedSprite.Animation = "walk";
+            animatedSprite.FlipV = false;
             // See the note below about boolean assignment.
             // See the note below about boolean assignment.
-            animatedSprite2D.FlipH = velocity.x < 0;
+            animatedSprite.FlipH = velocity.x < 0;
         }
         }
         else if (velocity.y != 0)
         else if (velocity.y != 0)
         {
         {
-            animatedSprite2D.Animation = "up";
-            animatedSprite2D.FlipV = velocity.y > 0;
+            animatedSprite.Animation = "up";
+            animatedSprite.FlipV = velocity.y > 0;
         }
         }
 
 
  .. code-tab:: cpp
  .. code-tab:: cpp
@@ -351,19 +351,19 @@ movement. Let's place this code at the end of the ``_process()`` function:
            .. code-tab :: gdscript GDScript
            .. code-tab :: gdscript GDScript
 
 
              if velocity.x < 0:
              if velocity.x < 0:
-                 $AnimatedSprite2D.flip_h = true
+                 $AnimatedSprite.flip_h = true
              else:
              else:
-                 $AnimatedSprite2D.flip_h = false
+                 $AnimatedSprite.flip_h = false
 
 
            .. code-tab:: csharp
            .. code-tab:: csharp
 
 
              if (velocity.x < 0)
              if (velocity.x < 0)
              {
              {
-                 animatedSprite2D.FlipH = true;
+                 animatedSprite.FlipH = true;
              }
              }
              else
              else
              {
              {
-                 animatedSprite2D.FlipH = false;
+                 animatedSprite.FlipH = false;
              }
              }
 
 
 Play the scene again and check that the animations are correct in each of the
 Play the scene again and check that the animations are correct in each of the

+ 12 - 12
getting_started/first_2d_game/04.creating_the_enemy.rst

@@ -45,7 +45,7 @@ We'll select one of these animations randomly so that the mobs will have some
 variety.
 variety.
 
 
 Like the player images, these mob images need to be scaled down. Set the
 Like the player images, these mob images need to be scaled down. Set the
-``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``.
+``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``.
 
 
 As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align
 As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align
 the shape with the image, you'll need to set the ``Rotation Degrees`` property
 the shape with the image, you'll need to set the ``Rotation Degrees`` property
@@ -80,14 +80,14 @@ Add a script to the ``Mob`` like this:
     #ifndef MOB_H
     #ifndef MOB_H
     #define MOB_H
     #define MOB_H
 
 
-    #include <AnimatedSprite2D.hpp>
+    #include <AnimatedSprite.hpp>
     #include <Godot.hpp>
     #include <Godot.hpp>
     #include <RigidBody2D.hpp>
     #include <RigidBody2D.hpp>
 
 
     class Mob : public godot::RigidBody2D {
     class Mob : public godot::RigidBody2D {
         GODOT_CLASS(Mob, godot::RigidBody2D)
         GODOT_CLASS(Mob, godot::RigidBody2D)
 
 
-        godot::AnimatedSprite2D *_animated_sprite;
+        godot::AnimatedSprite *_animated_sprite;
 
 
     public:
     public:
         void _init() {}
         void _init() {}
@@ -106,18 +106,18 @@ and randomly choose one of the three animation types:
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     func _ready():
     func _ready():
-        $AnimatedSprite2D.playing = true
-        var mob_types = $AnimatedSprite2D.frames.get_animation_names()
-        $AnimatedSprite2D.animation = mob_types[randi() % mob_types.size()]
+        $AnimatedSprite.playing = true
+        var mob_types = $AnimatedSprite.frames.get_animation_names()
+        $AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     public override void _Ready()
     public override void _Ready()
     {
     {
-        var animSprite2D = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
-        animSprite2D.Playing = true;
-        string[] mobTypes = animSprite2D.Frames.GetAnimationNames();
-        animSprite2D.Animation = mobTypes[GD.Randi() % mobTypes.Length];
+        var animSprite = GetNode<AnimatedSprite>("AnimatedSprite");
+        animSprite.Playing = true;
+        string[] mobTypes = animSprite.Frames.GetAnimationNames();
+        animSprite.Animation = mobTypes[GD.Randi() % mobTypes.Length];
     }
     }
 
 
  .. code-tab:: cpp
  .. code-tab:: cpp
@@ -131,13 +131,13 @@ and randomly choose one of the three animation types:
     void Mob::_ready() {
     void Mob::_ready() {
         godot::Ref<godot::RandomNumberGenerator> random = godot::RandomNumberGenerator::_new();
         godot::Ref<godot::RandomNumberGenerator> random = godot::RandomNumberGenerator::_new();
         random->randomize();
         random->randomize();
-        _animated_sprite = get_node<godot::AnimatedSprite2D>("AnimatedSprite2D");
+        _animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
         _animated_sprite->_set_playing(true);
         _animated_sprite->_set_playing(true);
         godot::PoolStringArray mob_types = _animated_sprite->get_sprite_frames()->get_animation_names();
         godot::PoolStringArray mob_types = _animated_sprite->get_sprite_frames()->get_animation_names();
         _animated_sprite->set_animation(mob_types[random->randi() % mob_types.size()]);
         _animated_sprite->set_animation(mob_types[random->randi() % mob_types.size()]);
     }
     }
 
 
-First, we get the list of animation names from the AnimatedSprite2D's ``frames``
+First, we get the list of animation names from the AnimatedSprite's ``frames``
 property. This returns an Array containing all three animation names: ``["walk",
 property. This returns an Array containing all three animation names: ``["walk",
 "swim", "fly"]``.
 "swim", "fly"]``.
 
 

+ 1 - 1
getting_started/introduction/godot_design_philosophy.rst

@@ -60,7 +60,7 @@ other game engines.
 
 
 |image1|
 |image1|
 
 
-Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties
+Sprite is a Node2D, a CanvasItem and a Node. It has all the properties
 and features of its three parent classes, like transforms or the ability
 and features of its three parent classes, like transforms or the ability
 to draw custom shapes and render with a custom shader.
 to draw custom shapes and render with a custom shader.
 
 

+ 1 - 1
getting_started/introduction/key_concepts_overview.rst

@@ -40,7 +40,7 @@ nodes.
 
 
 .. image:: img/key_concepts_character_nodes.png
 .. image:: img/key_concepts_character_nodes.png
 
 
-It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite2D``, a
+It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite``, a
 ``Camera2D``, and a ``CollisionShape2D``.
 ``Camera2D``, and a ``CollisionShape2D``.
 
 
 .. note:: The node names end with "2D" because this is a 2D scene. Their 3D
 .. note:: The node names end with "2D" because this is a 2D scene. Their 3D

+ 1 - 1
getting_started/step_by_step/instancing.rst

@@ -15,7 +15,7 @@ pack information about your scene's content.
 
 
 Here's the example of a ball. It's composed of a :ref:`RigidBody2D
 Here's the example of a ball. It's composed of a :ref:`RigidBody2D
 <class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
 <class_RigidBody2D>` node as its root named Ball, which allows the ball to fall
-and bounce on walls, a :ref:`Sprite2D <class_Sprite>` node, and a
+and bounce on walls, a :ref:`Sprite <class_Sprite>` node, and a
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
 :ref:`CollisionShape2D <class_CollisionShape2D>`.
 
 
 .. image:: img/instancing_ball_scene.png
 .. image:: img/instancing_ball_scene.png

+ 13 - 13
getting_started/step_by_step/scripting_first_script.rst

@@ -36,21 +36,21 @@ community.
 
 
 .. Godot icon
 .. Godot icon
 
 
-We need to create a Sprite2D node to display it in the game. In the Scene dock,
+We need to create a Sprite node to display it in the game. In the Scene dock,
 click the Other Node button.
 click the Other Node button.
 
 
 .. image:: img/scripting_first_script_click_other_node.png
 .. image:: img/scripting_first_script_click_other_node.png
 
 
-Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D to
+Type "Sprite" in the search bar to filter nodes and double-click on Sprite to
 create the node.
 create the node.
 
 
 .. image:: img/scripting_first_script_add_sprite_node.png
 .. image:: img/scripting_first_script_add_sprite_node.png
 
 
-Your Scene tab should now only have a Sprite2D node.
+Your Scene tab should now only have a Sprite node.
 
 
 .. image:: img/scripting_first_script_scene_tree.png
 .. image:: img/scripting_first_script_scene_tree.png
 
 
-A Sprite2D node needs a texture to display. In the Inspector on the right, you can
+A Sprite node needs a texture to display. In the Inspector on the right, you can
 see that the Texture property says "[empty]". To display the Godot icon, click
 see that the Texture property says "[empty]". To display the Godot icon, click
 and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
 and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
 
 
@@ -58,7 +58,7 @@ and drag the file ``icon.png`` from the FileSystem dock onto the Texture slot.
 
 
 .. note::
 .. note::
 
 
-    You can create Sprite2D nodes automatically by dragging and dropping images on
+    You can create Sprite nodes automatically by dragging and dropping images on
     the viewport.
     the viewport.
 
 
     .. image:: img/scripting_first_script_dragging_sprite.png
     .. image:: img/scripting_first_script_dragging_sprite.png
@@ -70,7 +70,7 @@ Then, click and drag the icon in the viewport to center it in the game view.
 Creating a new script
 Creating a new script
 ---------------------
 ---------------------
 
 
-To create and attach a new script to our node, right-click on Sprite2D in the
+To create and attach a new script to our node, right-click on Sprite in the
 scene dock and select "Attach Script".
 scene dock and select "Attach Script".
 
 
 .. image:: img/scripting_first_script_attach_script.png
 .. image:: img/scripting_first_script_attach_script.png
@@ -89,11 +89,11 @@ line of code:
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    extends Sprite2D
+    extends Sprite
 
 
 Every GDScript file is implicitly a class. The ``extends`` keyword defines the
 Every GDScript file is implicitly a class. The ``extends`` keyword defines the
-class this script inherits or extends. In this case, it's ``Sprite2D``, meaning
-our script will get access to all the properties and functions of the Sprite2D
+class this script inherits or extends. In this case, it's ``Sprite``, meaning
+our script will get access to all the properties and functions of the Sprite
 node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
 node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
 ``Node``.
 ``Node``.
 
 
@@ -143,7 +143,7 @@ the Output bottom panel that expands. It should display "Hello, world!"
 .. image:: img/scripting_first_script_print_hello_world.png
 .. image:: img/scripting_first_script_print_hello_world.png
 
 
 Delete the ``_init()`` function, so you're only left with the line ``extends
 Delete the ``_init()`` function, so you're only left with the line ``extends
-Sprite2D``.
+Sprite``.
 
 
 Turning around
 Turning around
 --------------
 --------------
@@ -155,7 +155,7 @@ angular speed in radians per second.
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    extends Sprite2D
+    extends Sprite
 
 
     var speed = 400
     var speed = 400
     var angular_speed = PI
     var angular_speed = PI
@@ -170,7 +170,7 @@ and ``angular_speed`` properties.
 
 
 To move our icon, we need to update its position and rotation every frame in the
 To move our icon, we need to update its position and rotation every frame in the
 game loop. We can use the ``_process()`` virtual function of the ``Node`` class.
 game loop. We can use the ``_process()`` virtual function of the ``Node`` class.
-If you define it in any class that extends the Node class, like Sprite2D, Godot
+If you define it in any class that extends the Node class, like Sprite, Godot
 will call the function every frame and pass it an argument named ``delta``, the
 will call the function every frame and pass it an argument named ``delta``, the
 time elapsed since the last frame.
 time elapsed since the last frame.
 
 
@@ -207,7 +207,7 @@ instructions.
 
 
 The line inside the function, ``rotation += angular_speed * delta``, increments
 The line inside the function, ``rotation += angular_speed * delta``, increments
 our sprite's rotation every frame. Here, ``rotation`` is a property inherited
 our sprite's rotation every frame. Here, ``rotation`` is a property inherited
-from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation of
+from the class ``Node2D``, which ``Sprite`` extends. It controls the rotation of
 our node and works with radians.
 our node and works with radians.
 
 
 .. tip:: In the code editor, you can ctrl-click on any built-in property or
 .. tip:: In the code editor, you can ctrl-click on any built-in property or

+ 2 - 2
getting_started/step_by_step/scripting_player_input.rst

@@ -89,12 +89,12 @@ constant of the built-in ``Vector`` type representing a 2D vector of length 0.
 If the player presses the "ui_up" action, we then update the velocity's value,
 If the player presses the "ui_up" action, we then update the velocity's value,
 causing the sprite to move forward.
 causing the sprite to move forward.
 
 
-Here is the complete ``Sprite2D.gd`` file for reference.
+Here is the complete ``Sprite.gd`` file for reference.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    extends Sprite2D
+    extends Sprite
 
 
     var speed = 400
     var speed = 400
     var angular_speed = PI
     var angular_speed = PI

+ 14 - 14
getting_started/step_by_step/signals.rst

@@ -47,12 +47,12 @@ root.
 .. image:: img/signals_02_2d_scene.png
 .. image:: img/signals_02_2d_scene.png
 
 
 
 
-In the FileSystem dock, click and drag the ``Sprite2D.tscn`` file you saved
+In the FileSystem dock, click and drag the ``Sprite.tscn`` file you saved
 previously onto the Node2D to instantiate it.
 previously onto the Node2D to instantiate it.
 
 
 .. image:: img/signals_03_dragging_scene.png
 .. image:: img/signals_03_dragging_scene.png
 
 
-We want to add another node as a sibling of the Sprite2D. To do so, right-click on
+We want to add another node as a sibling of the Sprite. To do so, right-click on
 Node2D and select Add Child Node.
 Node2D and select Add Child Node.
 
 
 .. image:: img/signals_04_add_child_node.png
 .. image:: img/signals_04_add_child_node.png
@@ -84,9 +84,9 @@ Your scene tree and viewport should look like this.
 Connecting a signal in the editor
 Connecting a signal in the editor
 ---------------------------------
 ---------------------------------
 
 
-Here, we want to connect the Button's "pressed" signal to our Sprite2D, and we
+Here, we want to connect the Button's "pressed" signal to our Sprite, and we
 want to call a new function that will toggle its motion on and off. We need to
 want to call a new function that will toggle its motion on and off. We need to
-have a script attached to the Sprite2D node, which we do from the previous lesson.
+have a script attached to the Sprite node, which we do from the previous lesson.
 
 
 You can connect signals in the Node dock. Select the Button node and, on the
 You can connect signals in the Node dock. Select the Button node and, on the
 right side of the editor, click on the tab named "Node" next to the Inspector.
 right side of the editor, click on the tab named "Node" next to the Inspector.
@@ -101,7 +101,7 @@ Double-click the "pressed" signal to open the node connection window.
 
 
 .. image:: img/signals_12_node_connection.png
 .. image:: img/signals_12_node_connection.png
 
 
-There, you can connect the signal to the Sprite2D node. The node needs a receiver
+There, you can connect the signal to the Sprite node. The node needs a receiver
 method, a function that Godot will call when the Button emits the signal. The
 method, a function that Godot will call when the Button emits the signal. The
 editor generates one for you. By convention, we name these callback methods
 editor generates one for you. By convention, we name these callback methods
 "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
 "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
@@ -133,7 +133,7 @@ connection. This feature is only available when connecting nodes in the editor.
 Let's replace the line with the ``pass`` keyword with code that'll toggle the
 Let's replace the line with the ``pass`` keyword with code that'll toggle the
 node's motion.
 node's motion.
 
 
-Our Sprite2D moves thanks to code in the ``_process()`` function. Godot provides a
+Our Sprite moves thanks to code in the ``_process()`` function. Godot provides a
 method to toggle processing on and off: :ref:`Node.set_process()
 method to toggle processing on and off: :ref:`Node.set_process()
 <class_Node_method_set_process>`. Another method of the Node class,
 <class_Node_method_set_process>`. Another method of the Node class,
 ``is_processing()``, returns ``true`` if idle processing is active. We can use
 ``is_processing()``, returns ``true`` if idle processing is active. We can use
@@ -160,12 +160,12 @@ following code, which we saw two lessons ago:
         var velocity = Vector2.UP.rotated(rotation) * speed
         var velocity = Vector2.UP.rotated(rotation) * speed
         position += velocity * delta
         position += velocity * delta
 
 
-Your complete ``Sprite2D.gd`` code should look like the following.
+Your complete ``Sprite.gd`` code should look like the following.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    extends Sprite2D
+    extends Sprite
 
 
     var speed = 400
     var speed = 400
     var angular_speed = PI
     var angular_speed = PI
@@ -192,7 +192,7 @@ that's useful to implement skill cooldown times, weapon reloading, and more.
 Head back to the 2D workspace. You can either click the "2D" text at the top of
 Head back to the 2D workspace. You can either click the "2D" text at the top of
 the window or press :kbd:`Ctrl + F2` (:kbd:`Alt + 2` on macOS).
 the window or press :kbd:`Ctrl + F2` (:kbd:`Alt + 2` on macOS).
 
 
-In the Scene dock, right-click on the Sprite2D node and add a new node. Search for
+In the Scene dock, right-click on the Sprite node and add a new node. Search for
 Timer and add the corresponding node. Your scene should now look like this.
 Timer and add the corresponding node. Your scene should now look like this.
 
 
 .. image:: img/signals_15_scene_tree.png
 .. image:: img/signals_15_scene_tree.png
@@ -201,13 +201,13 @@ With the Timer node selected, go to the Inspector and check the **Autostart** pr
 
 
 .. image:: img/signals_18_timer_autostart.png
 .. image:: img/signals_18_timer_autostart.png
 
 
-Click the script icon next to Sprite2D to jump back to the scripting workspace.
+Click the script icon next to Sprite to jump back to the scripting workspace.
 
 
 .. image:: img/signals_16_click_script.png
 .. image:: img/signals_16_click_script.png
 
 
 We need to do two operations to connect the nodes via code:
 We need to do two operations to connect the nodes via code:
 
 
-1. Get a reference to the Timer from the Sprite2D.
+1. Get a reference to the Timer from the Sprite.
 2. Call the Timer's ``connect()`` method.
 2. Call the Timer's ``connect()`` method.
 
 
 .. note:: To connect to a signal via code, you need to call the ``connect()``
 .. note:: To connect to a signal via code, you need to call the ``connect()``
@@ -221,20 +221,20 @@ in a variable.
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    extends Sprite2D
+    extends Sprite
 
 
     #...
     #...
 
 
     func _ready():
     func _ready():
         var timer = get_node("Timer")
         var timer = get_node("Timer")
 
 
-The function ``get_node()`` looks at the Sprite2D's children and gets nodes by
+The function ``get_node()`` looks at the Sprite's children and gets nodes by
 their name. For example, if you renamed the Timer node to "BlinkingTimer" in the
 their name. For example, if you renamed the Timer node to "BlinkingTimer" in the
 editor, you would have to change the call to ``get_node("BlinkingTimer")``.
 editor, you would have to change the call to ``get_node("BlinkingTimer")``.
 
 
 .. add seealso to a page that explains node features.
 .. add seealso to a page that explains node features.
 
 
-We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
+We can now connect the Timer to the Sprite in the ``_ready()`` function.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript