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Merge pull request #2366 from rogererens/patch-3

Explain how to make Sprite visible
Max Hilbrunner 6 years ago
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commit
72463723e6
1 changed files with 7 additions and 4 deletions
  1. 7 4
      getting_started/step_by_step/signals.rst

+ 7 - 4
getting_started/step_by_step/signals.rst

@@ -15,8 +15,8 @@ button can emit a signal when it's pressed.
 
 
 Signals are a way to *decouple* your game objects, which leads to better organized
 Signals are a way to *decouple* your game objects, which leads to better organized
 and more manageable code. Instead of forcing game objects to expect other objects
 and more manageable code. Instead of forcing game objects to expect other objects
-to always be present, they can instead emit signals that any interested objects can
-subscribe to and respond.
+to always be present, they can instead emit signals that all interested objects can
+subscribe to and respond to.
 
 
 Below you can see some examples of how you can use signals in your own projects.
 Below you can see some examples of how you can use signals in your own projects.
 
 
@@ -25,8 +25,11 @@ Timer example
 
 
 To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. Create
 To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. Create
 a new scene with a Node and two children: a Timer and a :ref:`Sprite <class_Sprite>`.
 a new scene with a Node and two children: a Timer and a :ref:`Sprite <class_Sprite>`.
-You can use the Godot icon for the Sprite's texture, or any other image you
-like. Attach a script to the root node, but don't add any code to it yet.
+In the Scene dock, rename Node to TimerExample.
+
+For the Sprite's texture, you can use the Godot icon, or any other image you
+like. Do so by selecting ``Load`` in the Sprite's Texture attribute drop-down menu.
+Attach a script to the root node, but don't add any code to it yet.
 
 
 Your scene tree should look like this:
 Your scene tree should look like this: