diff --git a/getting_started/step_by_step/scripting_first_script.rst b/getting_started/step_by_step/scripting_first_script.rst index 14ac3ce538a..e0973999cf0 100644 --- a/getting_started/step_by_step/scripting_first_script.rst +++ b/getting_started/step_by_step/scripting_first_script.rst @@ -85,7 +85,7 @@ 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 by default and click the Create button to create the script. +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 @@ -283,7 +283,7 @@ defines a local variable: it only exists within the function's scope. We define a local variable named ``velocity``, a 2D vector representing both a direction and a speed. To make the node move forward, we start from the Vector2 class's constant ``Vector2.UP``, a vector pointing up, and rotate it by calling the -``rotated()`` method on any ``Vector2``. This expression, ``Vector2.UP.rotated(rotation)``, +Vector2 method ``rotated()``. This expression, ``Vector2.UP.rotated(rotation)``, is a vector pointing forward relative to our icon. Multiplied by our ``speed`` property, it gives us a velocity we can use to move the node forward. @@ -299,7 +299,7 @@ Run the scene to see the Godot head run in circles. walls or the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach to moving objects while detecting collisions. -Our node currently moves by itself. In the next part +Our node currently moves by itself. In the next part, :ref:`doc_scripting_player_input`, we'll use player input to control it. Complete script