diff --git a/getting_started/introduction/introduction_to_godot.rst b/getting_started/introduction/introduction_to_godot.rst index 16fe4c1c31e..e39ca2f9eef 100644 --- a/getting_started/introduction/introduction_to_godot.rst +++ b/getting_started/introduction/introduction_to_godot.rst @@ -84,7 +84,7 @@ Software Development Kits (SDK) in the engine. Of course, you can also directly add modules and features to the engine, as it's completely free and open source. -.. doc_learning_programming +.. _doc_introduction_learning_programming: What do I need to know to use Godot? ------------------------------------ diff --git a/getting_started/step_by_step/img/scripting_first_script_icon.svg b/getting_started/step_by_step/img/scripting_first_script_icon.svg new file mode 100644 index 00000000000..9d8b7fa14f0 --- /dev/null +++ b/getting_started/step_by_step/img/scripting_first_script_icon.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/getting_started/step_by_step/scripting_first_script.rst b/getting_started/step_by_step/scripting_first_script.rst index 9c2bcc9a880..02a9fa84f30 100644 --- a/getting_started/step_by_step/scripting_first_script.rst +++ b/getting_started/step_by_step/scripting_first_script.rst @@ -4,7 +4,7 @@ - Giving a *short* and sweet hands-on intro to GDScript. The page should focus on working in the code editor. - We assume the reader has programming foundations. If you don't, consider - taking the course we recommend in the :ref:`introduction to Godot page `. + taking the course we recommend in the :ref:`introduction to Godot page `. Techniques: @@ -19,9 +19,12 @@ Creating your first script ========================== In this lesson, you will code your first script to make the Godot icon turn in -circles using GDScript. As we mentioned :ref:`in the introduction -`, we assume you have programming foundations. -The equivalent C# code has been included in another tab for convenience. +circles. As we mentioned :ref:`in the introduction +`, we assume you have programming +foundations. + +This tutorial is written for GDScript, and the equivalent C# code is included in +another tab of each codeblock for convenience. .. image:: img/scripting_first_script_rotating_godot.gif @@ -37,10 +40,10 @@ Please :ref:`create a new project ` to start with a clean slate. Your project should contain one picture: the Godot icon, which we often use for prototyping in the community. -.. Godot icon +.. image:: img/scripting_first_script_icon.svg We need to create a Sprite2D node to display it in the game. In the Scene dock, -click the Other Node button. +click the **Other Node** button. .. image:: img/scripting_first_script_click_other_node.webp @@ -54,7 +57,7 @@ Your Scene tab should now only have a Sprite2D node. .. image:: img/scripting_first_script_scene_tree.webp A Sprite2D node needs a texture to display. In the Inspector on the right, you -can see that the Texture property says "[empty]". To display the Godot icon, +can see that the **Texture** property says ````. To display the Godot icon, click and drag the file ``icon.svg`` from the FileSystem dock onto the Texture slot. @@ -73,15 +76,16 @@ Creating a new script --------------------- To create and attach a new script to our node, right-click on Sprite2D in the -scene dock and select "Attach Script". +Scene dock and select **Attach Script**. .. image:: img/scripting_first_script_attach_script.webp -The Attach Node Script window appears. It allows you to select the script's +The **Attach Node Script** window appears. It allows you to select the script's language and file path, among other options. -Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the -other options set to their default values and click the Create button to create the script. +Change the **Template** field from ``Node: Default`` to ``Object: Empty`` to +start with a clean file. Leave the other options set to their default values and +click the **Create** button to create the script. .. image:: img/scripting_first_script_attach_node_script.webp @@ -246,9 +250,10 @@ our sprite's rotation every frame. Here, ``rotation`` is a property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It controls the rotation of our node and works with radians. -.. tip:: In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in property or - function like ``position``, ``rotation``, or ``_process`` to open the - corresponding documentation in a new tab. +.. tip:: In the code editor, you can :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on + macOS) on any built-in property or function like ``position``, + ``rotation``, or ``_process`` to open the corresponding documentation + in a new tab. Run the scene to see the Godot icon turn in-place.