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committed by
Max Hilbrunner
parent
55307bc848
commit
00f14cadbc
@@ -272,7 +272,7 @@ Then we set the ``Engine_Label``'s text to the version info provided by ``Engine
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of useful information about the version Godot is currently running with. We only care for the string version for the purposes of this display, so we get the string
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and assign that as the ``text`` in ``Engine_Label``. See :ref:`Engine <class_Engine>` for more information on the values ``get_version_info`` returns.
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In ``_process`` we set the text of the ``FPS_Label`` to ``Engine.get_frames_per_second``, but because ``get_frames_per_second`` returns a int, we have to cast
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In ``_process`` we set the text of the ``FPS_Label`` to ``Engine.get_frames_per_second``, but because ``get_frames_per_second`` returns a integer, we have to cast
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it to a string using ``str`` before we can add it to our label.
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______
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@@ -380,7 +380,7 @@ Select ``Pause_Popup`` and scroll down all the way till you get to the ``Pause``
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which we need in order to interact with the UI elements.
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Now that we've looked at how ``Pause_Popup.tscn`` is set up, lets write the code to make it work. Normally we'd attach a script to the root node of
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the scene, ``Pause_Popup`` in this case, but since we'll be needed to receive a couple signals in ``Globals.gd``, we'll write all of the code for
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the scene, ``Pause_Popup`` in this case, but since we'll need to receive a couple of signals in ``Globals.gd``, we'll write all of the code for
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the pop up there.
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Open up ``Globals.gd`` and add the following global variables:
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@@ -769,7 +769,7 @@ Now all we need is a way to set the respawn points. Open up ``Ruins_Level.tscn``
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globals.respawn_points = get_children()
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Now when a node with ``Respawn_Point_Setter.gd`` has it's ``_ready`` function called, all of the children
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nodes of the node with ``Respawn_Point_Setter.gd``, ``Spawn_Points`` in the case of ``Ruins_Level.tscn``, we be added
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nodes of the node with ``Respawn_Point_Setter.gd``, ``Spawn_Points`` in the case of ``Ruins_Level.tscn``, will be added
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to ``respawn_points`` in ``Globals.gd``.
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.. warning:: Any node with ``Respawn_Point_Setter.gd`` has to be above the player in the :ref:`SceneTree <class_SceneTree>` so the respawn points are set
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