diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index 6f4a0d024..29d0989b1 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/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 diff --git a/getting_started/first_3d_game/04.mob_scene.rst b/getting_started/first_3d_game/04.mob_scene.rst index a96f71d34..5cc089a9d 100644 --- a/getting_started/first_3d_game/04.mob_scene.rst +++ b/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 diff --git a/getting_started/first_3d_game/06.jump_and_squash.rst b/getting_started/first_3d_game/06.jump_and_squash.rst index 9a451c9cc..cc2d6c07b 100644 --- a/getting_started/first_3d_game/06.jump_and_squash.rst +++ b/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. diff --git a/getting_started/first_3d_game/07.killing_player.rst b/getting_started/first_3d_game/07.killing_player.rst index d1fd101b8..74b22d246 100644 --- a/getting_started/first_3d_game/07.killing_player.rst +++ b/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 diff --git a/getting_started/first_3d_game/08.score_and_replay.rst b/getting_started/first_3d_game/08.score_and_replay.rst index 0037e6447..7c97ddfec 100644 --- a/getting_started/first_3d_game/08.score_and_replay.rst +++ b/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 diff --git a/getting_started/first_3d_game/09.adding_animations.rst b/getting_started/first_3d_game/09.adding_animations.rst index 6f3b602ba..38ae7f8aa 100644 --- a/getting_started/first_3d_game/09.adding_animations.rst +++ b/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.