Update first_2d_game C# variables capitalization (#4723)

This commit is contained in:
Pierre Ellul
2021-03-19 13:02:45 +01:00
committed by GitHub
parent 4a987385df
commit f26bdbbcd4
3 changed files with 15 additions and 15 deletions
@@ -37,13 +37,13 @@ Start by declaring the member variables this object will need:
using Godot;
using System;
public class Player : Area2D
{
[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()
{
screenSize = GetViewportRect().Size;
ScreenSize = GetViewportRect().Size;
}
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)
{
velocity = velocity.Normalized() * speed;
velocity = velocity.Normalized() * Speed;
animatedSprite.Play();
}
else
@@ -199,8 +199,8 @@ the ``_process`` function (make sure it's not indented under the `else`):
Position += velocity * delta;
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)
);
@@ -93,10 +93,10 @@ Add a script to ``Main``. At the top of the script, we use ``export
#pragma warning disable 649
// We assign this in the editor, so we don't need the warning about not being assigned.
[Export]
public PackedScene mobScene;
public PackedScene MobScene;
#pragma warning restore 649
public int score;
public int Score;
public override void _Ready()
{
@@ -147,7 +147,7 @@ new game:
public void NewGame()
{
score = 0;
Score = 0;
var player = GetNode<Player>("Player");
var startPosition = GetNode<Position2D>("StartPosition");
@@ -180,7 +180,7 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
public void OnScoreTimerTimeout()
{
score++;
Score++;
}
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();
// Create a Mob instance and add it to the scene.
var mob = (Mob)mobScene.Instance();
var mob = (Mob)MobScene.Instance();
AddChild(mob);
// 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;
// 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);
}
@@ -245,7 +245,7 @@ In ``new_game()``, update the score display and show the "Get Ready" message:
.. code-tab:: csharp
var hud = GetNode<HUD>("HUD");
hud.UpdateScore(score);
hud.UpdateScore(Score);
hud.ShowMessage("Get Ready!");
In ``game_over()`` we need to call the corresponding ``HUD`` function:
@@ -269,7 +269,7 @@ with the changing score:
.. 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
to select a main scene, so choose ``Main.tscn``.