Browse Source

Merge pull request #7239 from Piralein/signal_names

Your first 2D Game - Update remaining signal name occurrences
Max Hilbrunner 2 years ago
parent
commit
95eb254ea0

+ 1 - 1
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -289,7 +289,7 @@ the other two timers. ``ScoreTimer`` will increment the score by 1.
         godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref<godot::PackedScene>)nullptr);
         godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref<godot::PackedScene>)nullptr);
     }
     }
 
 
-In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random
+In ``_on_mob_timer_timeout()``, we will create a mob instance, pick a random
 starting location along the ``Path2D``, and set the mob in motion. The
 starting location along the ``Path2D``, and set the mob in motion. The
 ``PathFollow2D`` node will automatically rotate as it follows the path, so we
 ``PathFollow2D`` node will automatically rotate as it follows the path, so we
 will use that to select the mob's direction as well as its position.
 will use that to select the mob's direction as well as its position.

+ 1 - 1
getting_started/first_2d_game/06.heads_up_display.rst

@@ -391,7 +391,7 @@ In ``game_over()`` we need to call the corresponding ``HUD`` function:
 Just a reminder: we don't want to start the new game automatically, so
 Just a reminder: we don't want to start the new game automatically, so
 remove the call to ``new_game()`` in ``_ready()`` if you haven't yet.
 remove the call to ``new_game()`` in ``_ready()`` if you haven't yet.
 
 
-Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync
+Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync
 with the changing score:
 with the changing score:
 
 
 .. tabs::
 .. tabs::