diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index 48ca4ec95c9b..39cf06a328e5 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -322,14 +322,13 @@ Note that a new instance must be added to the scene using ``add_child()``. .. code-tab:: gdscript GDScript func _on_MobTimer_timeout(): + # Create a new instance of the Mob scene. + var mob = mob_scene.instance() + # Choose a random location on Path2D. - var mob_spawn_location = get_node("MobPath/MobSpawnLocation"); + var mob_spawn_location = get_node("MobPath/MobSpawnLocation") mob_spawn_location.offset = randi() - # Create a Mob instance and add it to the scene. - var mob = mob_scene.instance() - add_child(mob) - # Set the mob's direction perpendicular to the path direction. var direction = mob_spawn_location.rotation + PI / 2 @@ -340,26 +339,28 @@ Note that a new instance must be added to the scene using ``add_child()``. direction += rand_range(-PI / 4, PI / 4) mob.rotation = direction - # Choose the velocity. + # Choose the velocity for the mob. var velocity = Vector2(rand_range(150.0, 250.0), 0.0) mob.linear_velocity = velocity.rotated(direction) + # Spawn the mob by adding it to the Main scene. + add_child(mob) + .. code-tab:: csharp public void OnMobTimerTimeout() { // Note: Normally it is best to use explicit types rather than the `var` // keyword. However, var is acceptable to use here because the types are - // obviously PathFollow2D and Mob, since they appear later on the line. + // obviously Mob and PathFollow2D, since they appear later on the line. + + // Create a new instance of the Mob scene. + var mob = (Mob)MobScene.Instance(); // Choose a random location on Path2D. var mobSpawnLocation = GetNode("MobPath/MobSpawnLocation"); mobSpawnLocation.Offset = GD.Randi(); - // Create a Mob instance and add it to the scene. - var mob = (Mob)MobScene.Instance(); - AddChild(mob); - // Set the mob's direction perpendicular to the path direction. float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2; @@ -373,19 +374,21 @@ Note that a new instance must be added to the scene using ``add_child()``. // Choose the velocity. var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0); mob.LinearVelocity = velocity.Rotated(direction); + + // Spawn the mob by adding it to the Main scene. + AddChild(mob); } .. code-tab:: cpp // This code goes in `main.cpp`. void Main::_on_MobTimer_timeout() { + // Create a new instance of the Mob scene. + godot::Node *mob = mob_scene->instance(); + // Choose a random location on Path2D. _mob_spawn_location->set_offset((real_t)_random->randi()); - // Create a Mob instance and add it to the scene. - godot::Node *mob = mob_scene->instance(); - add_child(mob); - // Set the mob's direction perpendicular to the path direction. real_t direction = _mob_spawn_location->get_rotation() + (real_t)Math_PI / 2; @@ -399,6 +402,9 @@ Note that a new instance must be added to the scene using ``add_child()``. // Choose the velocity for the mob. godot::Vector2 velocity = godot::Vector2(_random->randf_range(150.0, 250.0), 0.0); mob->set("linear_velocity", velocity.rotated(direction)); + + // Spawn the mob by adding it to the Main scene. + add_child(mob); } .. important:: Why ``PI``? In functions requiring angles, Godot uses *radians*,