-Updated the "Scripting" module for the "Step-by-step" tutorial to account for recent changes in the editor interface

This commit is contained in:
Landon Kirk
2016-08-10 16:52:11 -04:00
parent 6f795d4295
commit fd602f6a88
15 changed files with 18 additions and 24 deletions
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@@ -84,11 +84,11 @@ node dialog to create the following hierarchy, with the following nodes:
It should look like this in the scene tree:
.. image:: /img/scriptscene.png
.. image:: /img/scripting_scene_tree.png
And try to make it look like this in the 2D editor, so it makes sense:
.. image:: /img/scriptsceneimg.png
.. image:: /img/label_button_example.png
Finally, save the scene, a fitting name could be "sayhello.scn"
@@ -97,9 +97,10 @@ Finally, save the scene, a fitting name could be "sayhello.scn"
Adding a script
~~~~~~~~~~~~~~~
Select the Panel node, then press the "Add Script" Icon as follows:
Right click on the panel node, then select "Add Script" in the context
menu:
.. image:: /img/addscript.png
.. image:: /img/add_script.png
The script creation dialog will pop up. This dialog allows to select
the language, class name, etc. GDScript does not use class names in
@@ -107,20 +108,19 @@ script files, so that field is not editable. The script should inherit
from "Panel" (as it is meant to extend the node, which is of Panel type,
this is automatically filled anyway).
Select the filename for the script (if you saved the scene previously,
one will be automatically generated as sayhello.gd) and push "Create":
Enter a path name for the script and then select "Create":
.. image:: /img/scriptcreate.png
.. image:: /img/script_create.png
Once this is done, the script will be created and added to the node. You
can see this both as an extra icon in the node, as well as in the script
property:
.. image:: /img/scriptadded.png
.. image:: /img/script_added.png
To edit the script, pushing the icon above should do it (although, the
UI will take you directly to the Script editor screen). So, here's the
template script:
To edit the script, select either of the highlighted buttons.
This will bring you to the script editor where an existing template will
be included by default:
.. image:: /img/script_template.png
@@ -131,7 +131,7 @@ not a constructor, the constructor is "_init()" ).
The role of the script
~~~~~~~~~~~~~~~~~~~~~~
A script basically adds a behavior to a node. It is used to control the
A script adds behavior to a node. It is used to control the
node functions as well as other nodes (children, parent, siblings, etc).
The local scope of the script is the node (just like in regular
inheritance) and the virtual functions of the node are captured by the
@@ -148,21 +148,15 @@ and can be connected to any function of any script instance. In this
step, the "pressed" signal from the button will be connected to a custom
function.
There is a GUI for connecting signals, just select the node and press
the "Signals" button:
An interface for connecting signals to your scripts exists in the editor.
You can access this by selecting the node in the scene tree and then
selecting the "Node" tab. Make sure that you have "Signals" selected.
.. image:: /img/signals.png
which will show the list of signals a Button can emit.
.. image:: /img/button_connections.png
But this example will not use it. We don't want to make things *too*
easy. So please close that screen!
In any case, at this point it is clear that that we are interested in
the "pressed" signal, so instead of doing it with the visual
interface, the connection will be done using code.
the "pressed" signal. Instead of doing it with the visual
interface, we will opt to make the connection using code.
For this, there is a function that is probably the one that Godot
programmers will use the most, this is
@@ -212,7 +206,7 @@ The final script should look like this:
Running the scene should have the expected result when pressing the
button:
.. image:: /img/scripthello.png
.. image:: /img/scripting_hello.png
**Note:** As it is a common mistake in this tutorial, let's clarify
again that get_node(path) works by returning the *immediate* children of