diff --git a/getting_started/step_by_step/scripting_player_input.rst b/getting_started/step_by_step/scripting_player_input.rst index 2a9cd9168..1caa18cd4 100644 --- a/getting_started/step_by_step/scripting_player_input.rst +++ b/getting_started/step_by_step/scripting_player_input.rst @@ -61,9 +61,10 @@ which the player wants to turn. A value of ``0`` means the player isn't pressing the left or the right arrow key. A value of ``1`` means the player wants to turn right, and ``-1`` means they want to turn left. -To produce these values, we introduce conditions and the use of ``Input``. A -condition starts with the ``if`` keyword in GDScript and ends with a colon. The -condition is the expression between the keyword and the end of the line. +To produce these values, we introduce conditional statements and the use of ``Input``. +A conditional statement starts with the ``if`` keyword in GDScript and ends with a colon. The +condition is specifically the expression between the keyword and the colon at +the end of the line. To check if a key was pressed this frame, we call ``Input.is_action_pressed()``. The method takes a text string representing an input action and returns ``true``