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Update first_2d_game C# variables capitalization (#4723)

Pierre Ellul 4 years ago
parent
commit
f26bdbbcd4

+ 7 - 7
getting_started/first_2d_game/03.coding_the_player.rst

@@ -37,13 +37,13 @@ Start by declaring the member variables this object will need:
 
 
     using Godot;
     using Godot;
     using System;
     using System;
-    
+
     public class Player : Area2D
     public class Player : Area2D
     {
     {
         [Export]
         [Export]
-        public int speed = 400; // How fast the player will move (pixels/sec).
+        public int Speed = 400; // How fast the player will move (pixels/sec).
 
 
-        public Vector2 screenSize; // Size of the game window.
+        public Vector2 ScreenSize; // Size of the game window.
     }
     }
 
 
 
 
@@ -75,7 +75,7 @@ a good time to find the size of the game window:
 
 
     public override void _Ready()
     public override void _Ready()
     {
     {
-        screenSize = GetViewportRect().Size;
+        ScreenSize = GetViewportRect().Size;
     }
     }
 
 
 Now we can use the ``_process()`` function to define what the player will do.
 Now we can use the ``_process()`` function to define what the player will do.
@@ -147,7 +147,7 @@ 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;
             animatedSprite.Play();
             animatedSprite.Play();
         }
         }
         else
         else
@@ -199,8 +199,8 @@ the ``_process`` function (make sure it's not indented under the `else`):
 
 
         Position += velocity * delta;
         Position += velocity * delta;
         Position = new Vector2(
         Position = new Vector2(
-            x: Mathf.Clamp(Position.x, 0, screenSize.x),
-            y: Mathf.Clamp(Position.y, 0, screenSize.y)
+            x: Mathf.Clamp(Position.x, 0, ScreenSize.x),
+            y: Mathf.Clamp(Position.y, 0, ScreenSize.y)
         );
         );
 
 
 
 

+ 6 - 6
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -93,10 +93,10 @@ Add a script to ``Main``. At the top of the script, we use ``export
     #pragma warning disable 649
     #pragma warning disable 649
         // We assign this in the editor, so we don't need the warning about not being assigned.
         // We assign this in the editor, so we don't need the warning about not being assigned.
         [Export]
         [Export]
-        public PackedScene mobScene;
+        public PackedScene MobScene;
     #pragma warning restore 649
     #pragma warning restore 649
 
 
-        public int score;
+        public int Score;
 
 
         public override void _Ready()
         public override void _Ready()
         {
         {
@@ -147,7 +147,7 @@ new game:
 
 
     public void NewGame()
     public void NewGame()
     {
     {
-        score = 0;
+        Score = 0;
 
 
         var player = GetNode<Player>("Player");
         var player = GetNode<Player>("Player");
         var startPosition = GetNode<Position2D>("StartPosition");
         var startPosition = GetNode<Position2D>("StartPosition");
@@ -180,7 +180,7 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
 
 
     public void OnScoreTimerTimeout()
     public void OnScoreTimerTimeout()
     {
     {
-        score++;
+        Score++;
     }
     }
 
 
 In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random
 In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random
@@ -229,7 +229,7 @@ Note that a new instance must be added to the scene using ``add_child()``.
         mobSpawnLocation.Offset = GD.Randi();
         mobSpawnLocation.Offset = GD.Randi();
 
 
         // Create a Mob instance and add it to the scene.
         // Create a Mob instance and add it to the scene.
-        var mob = (Mob)mobScene.Instance();
+        var mob = (Mob)MobScene.Instance();
         AddChild(mob);
         AddChild(mob);
 
 
         // Set the mob's direction perpendicular to the path direction.
         // Set the mob's direction perpendicular to the path direction.
@@ -243,7 +243,7 @@ Note that a new instance must be added to the scene using ``add_child()``.
         mob.Rotation = direction;
         mob.Rotation = direction;
 
 
         // Choose the velocity.
         // Choose the velocity.
-        var velocity = new Vector2((float)GD.RandRange(mob.minSpeed, mob.maxSpeed), 0);
+        var velocity = new Vector2((float)GD.RandRange(mob.MinSpeed, mob.MaxSpeed), 0);
         mob.LinearVelocity = velocity.Rotated(direction);
         mob.LinearVelocity = velocity.Rotated(direction);
     }
     }
 
 

+ 2 - 2
getting_started/first_2d_game/06.heads_up_display.rst

@@ -245,7 +245,7 @@ In ``new_game()``, update the score display and show the "Get Ready" message:
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
         var hud = GetNode<HUD>("HUD");
         var hud = GetNode<HUD>("HUD");
-        hud.UpdateScore(score);
+        hud.UpdateScore(Score);
         hud.ShowMessage("Get Ready!");
         hud.ShowMessage("Get Ready!");
 
 
 In ``game_over()`` we need to call the corresponding ``HUD`` function:
 In ``game_over()`` we need to call the corresponding ``HUD`` function:
@@ -269,7 +269,7 @@ with the changing score:
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-        GetNode<HUD>("HUD").UpdateScore(score);
+        GetNode<HUD>("HUD").UpdateScore(Score);
 
 
 Now you're ready to play! Click the "Play the Project" button. You will be asked
 Now you're ready to play! Click the "Play the Project" button. You will be asked
 to select a main scene, so choose ``Main.tscn``.
 to select a main scene, so choose ``Main.tscn``.