@@ -223,7 +223,7 @@ Movement and walls
223223If you've downloaded the sample project, this example is in "basic_movement.tscn".
224224
225225For this example, add a ``CharacterBody2D `` with two children: a ``Sprite2D `` and a
226- ``CollisionShape2D ``. Use the Godot "icon.png " as the Sprite2D's texture (drag it
226+ ``CollisionShape2D ``. Use the Godot "icon.svg " as the Sprite2D's texture (drag it
227227from the Filesystem dock to the *Texture * property of the ``Sprite2D ``). In the
228228``CollisionShape2D ``'s *Shape * property, select "New RectangleShape2D" and
229229size the rectangle to fit over the sprite image.
@@ -272,7 +272,7 @@ Attach a script to the CharacterBody2D and add the following code:
272272Run this scene and you'll see that ``move_and_collide() `` works as expected, moving
273273the body along the velocity vector. Now let's see what happens when you add
274274some obstacles. Add a :ref: `StaticBody2D <class_StaticBody2D >` with a
275- rectangular collision shape. For visibility, you can use a sprite , a
275+ rectangular collision shape. For visibility, you can use a Sprite2D , a
276276Polygon2D, or turn on "Visible Collision Shapes" from the "Debug" menu.
277277
278278Run the scene again and try moving into the obstacle. You'll see that the ``CharacterBody2D ``
@@ -436,7 +436,7 @@ And the code for the Bullet:
436436
437437The action happens in ``_physics_process() ``. After using ``move_and_collide() ``, if a
438438collision occurs, a ``KinematicCollision2D `` object is returned (otherwise, the return
439- is ``Nil ``).
439+ is ``null ``).
440440
441441If there is a returned collision, we use the ``normal `` of the collision to reflect
442442the bullet's ``velocity `` with the ``Vector2.bounce() `` method.
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