diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index 4fac3e419..ae65af666 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -392,8 +392,8 @@ Note that a new instance must be added to the scene using ``add_child()``. not degrees. Pi represents a half turn in radians, about ``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable working with degrees, you'll need to - use the ``deg2rad()`` and ``rad2deg()`` functions to convert - between the two. + use the ``deg_to_rad()`` and ``rad_to_deg()`` functions to + convert between the two. Testing the scene ~~~~~~~~~~~~~~~~~ diff --git a/tutorials/2d/custom_drawing_in_2d.rst b/tutorials/2d/custom_drawing_in_2d.rst index b763a26e3..ca073d185 100644 --- a/tutorials/2d/custom_drawing_in_2d.rst +++ b/tutorials/2d/custom_drawing_in_2d.rst @@ -227,7 +227,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu var points_arc = PackedVector2Array() for i in range(nb_points + 1): - var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90) + var angle_point = deg_to_rad(angle_from + i * (angle_to-angle_from) / nb_points - 90) points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius) for index_point in range(nb_points): @@ -242,7 +242,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu for (int i = 0; i <= nbPoints; i++) { - float anglePoint = Mathf.Deg2Rad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f); + float anglePoint = Mathf.DegToRad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f); pointsArc[i] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius; } diff --git a/tutorials/performance/using_servers.rst b/tutorials/performance/using_servers.rst index 95da03774..19cc8641a 100644 --- a/tutorials/performance/using_servers.rst +++ b/tutorials/performance/using_servers.rst @@ -116,7 +116,7 @@ This is an example of how to create a sprite from code and move it using the low # Add it, centered. RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(texture.get_size() / 2, texture.get_size()), texture) # Add the item, rotated 45 degrees and translated. - var xform = Transform2D().rotated(deg2rad(45)).translated(Vector2(20, 30)) + var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30)) RenderingServer.canvas_item_set_transform(ci_rid, xform) The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified. diff --git a/tutorials/scripting/evaluating_expressions.rst b/tutorials/scripting/evaluating_expressions.rst index b316cbfd9..36b599923 100644 --- a/tutorials/scripting/evaluating_expressions.rst +++ b/tutorials/scripting/evaluating_expressions.rst @@ -8,7 +8,7 @@ Godot provides an :ref:`class_Expression` class you can use to evaluate expressi An expression can be: - A mathematical expression such as ``(2 + 4) * 16/4.0``. -- A built-in method call like ``deg2rad(90)``. +- A built-in method call like ``deg_to_rad(90)``. - A method call on an user-provided script like ``update_health()``, if ``base_instance`` is set to a value other than ``null`` when calling :ref:`Expression.execute() `. @@ -145,8 +145,8 @@ The script below demonstrates what the Expression class is capable of:: # Math expression with variables. evaluate("x + y", ["x", "y"], [60, 100]) - # Call built-in method (hardcoded in the Expression class). - evaluate("deg2rad(90)") + # Call built-in method (built-in math function call). + evaluate("deg_to_rad(90)") # Call user method (defined in the script). # We can do this because the expression execution is bound to `self` @@ -182,7 +182,7 @@ The output from the script will be:: 4 160 - 1.570796 + 1.5707963267949 You called 'call_me()' in the expression text. 1365