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Remove logs folders from ui demos

fix broken links on the ui life bar code tutorial
Nathan 7 years ago
parent
commit
3e4483c671

BIN
learning/step_by_step/files/ui_code_life_bar.zip


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learning/step_by_step/files/ui_gui_design.zip


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learning/step_by_step/files/ui_main_menu_design.zip


+ 5 - 5
learning/step_by_step/ui_code_a_life_bar.rst

@@ -53,7 +53,7 @@ To do this, we will use **signals**.
 .. note::
 .. note::
 
 
     Signals are Godot's version of the Observer pattern. They allow us to send out some message. Other nodes can connect to the object that **emits** the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage.
     Signals are Godot's version of the Observer pattern. They allow us to send out some message. Other nodes can connect to the object that **emits** the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage.
-    For more information on check out the [ signals video tutorial ](https://youtu.be/l0BkQxF7X3E) on GDquest.
+    For more information on check out the `signals video tutorial <https://youtu.be/l0BkQxF7X3E>`_ on GDquest.
 
 
 Download and explore the start project
 Download and explore the start project
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@@ -193,8 +193,8 @@ of information. And you will update the state of your connected node
 .. note::
 .. note::
 
 
     The Observer pattern, that signals derive from, still adds a bit of coupling between node branches. But it's generally lighter and more secure than accessing nodes directly to communicate between two separate classes. It can be okay for a parent node to get values from its children. But you'll want to favor signals if you're working with two separate branches.
     The Observer pattern, that signals derive from, still adds a bit of coupling between node branches. But it's generally lighter and more secure than accessing nodes directly to communicate between two separate classes. It can be okay for a parent node to get values from its children. But you'll want to favor signals if you're working with two separate branches.
-    Read Game Programming Patterns for more information on the [ Observer pattern ](http://gameprogrammingpatterns.com/observer.html).
-    The [ full book ](http://gameprogrammingpatterns.com/contents.html) is available online for free.
+    Read Game Programming Patterns for more information on the `Observer pattern <http://gameprogrammingpatterns.com/observer.html>`_.
+    The `full book <http://gameprogrammingpatterns.com/contents.html>`_ is available online for free.
 
 
 With this in mind let's connect the ``GUI`` to the ``Player``. Click on
 With this in mind let's connect the ``GUI`` to the ``Player``. Click on
 the ``Player`` node in the scene dock to select it. Head down to the
 the ``Player`` node in the scene dock to select it. Head down to the
@@ -240,7 +240,7 @@ at the bottom of the window. Godot creates the method inside the ``GUI``
 node. The script editor opens with the cursor inside a new
 node. The script editor opens with the cursor inside a new
 ``_on_player_health_changed`` function.
 ``_on_player_health_changed`` function.
 
 
-.. note:: 
+.. note::
 
 
    When you connect nodes from the editor, Godot generates a
    When you connect nodes from the editor, Godot generates a
    method name with the following pattern: ``_on_EmitterName_signal_name``.
    method name with the following pattern: ``_on_EmitterName_signal_name``.
@@ -294,7 +294,7 @@ This method needs to:
         number_label.text = str(new_value)
         number_label.text = str(new_value)
         bar.value = new_value
         bar.value = new_value
 
 
-.. tip:: 
+.. tip::
 
 
     ``str`` is a built-in function that converts about any value to
     ``str`` is a built-in function that converts about any value to
     text. ``Number``'s ``text`` property requires a string so we can't
     text. ``Number``'s ``text`` property requires a string so we can't