77Listening to player input
88=========================
99
10- Building upon the previous lesson :ref: `doc_scripting_first_script `, let's look
10+ Building upon the previous lesson, :ref: `doc_scripting_first_script `, let's look
1111at another important feature of any game: giving control to the player.
1212To add this, we need to modify our ``sprite_2d.gd `` code.
1313
@@ -181,7 +181,7 @@ Summary
181181
182182In summary, every script in Godot represents a class and extends one of the
183183engine's built-in classes. The node types your classes inherit from give you
184- access to properties like ``rotation `` and ``position `` in our sprite's case.
184+ access to properties, such as ``rotation `` and ``position `` in our sprite's case.
185185You also inherit many functions, which we didn't get to use in this example.
186186
187187In GDScript, the variables you put at the top of the file are your class's
@@ -196,5 +196,5 @@ button presses from the users. There are quite a few more.
196196The ``Input `` singleton allows you to react to the players' input anywhere in
197197your code. In particular, you'll get to use it in the ``_process() `` loop.
198198
199- In the next lesson :ref: `doc_signals `, we'll build upon the relationship between
199+ In the next lesson, :ref: `doc_signals `, we'll build upon the relationship between
200200scripts and nodes by having our nodes trigger code in scripts.
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