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Update Signals images for Godot 3.1 and tweak tutorial

skyace65 5 years ago
parent
commit
d8413dda8a

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getting_started/step_by_step/img/signals_connect_dialog_timer.png


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getting_started/step_by_step/img/signals_disconnect_timer.png


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getting_started/step_by_step/img/signals_node_setup.png


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getting_started/step_by_step/img/signals_node_tab_timer.png


+ 19 - 18
getting_started/step_by_step/signals.rst

@@ -24,8 +24,8 @@ Timer example
 -------------
 
 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>`.
-In the Scene dock, rename Node to TimerExample.
+a new scene with a Node2D and two children: a Timer and a :ref:`Sprite <class_Sprite>`.
+In the Scene dock, rename Node2D 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.
@@ -46,20 +46,21 @@ the Timer reaches ``0``.
 
 .. image:: img/signals_node_tab_timer.png
 
-Click on the "timeout()" signal and click "Connect...". You'll see the following
-window, where you can define how you want to connect the signal:
+Click on the "timeout()" signal and click "Connect..." at the bottom of the signals
+panel. You'll see the following window, where you can define how you want to connect
+the signal:
 
 .. image:: img/signals_connect_dialog_timer.png
 
 On the left side, you'll see the nodes in your scene and can select the node that
-you want to "listen" for the signal. Note that the Timer node is red - this is
-*not* an error, but is a visual indication that it's the node that is emitting
-the signal. Select the root node.
+you want to "listen" for the signal. Note that the Timer node is blue, this is a
+visual indication that it's the node that is emitting the signal. Select the root
+node.
 
 .. warning:: The target node *must* have a script attached or you'll receive
              an error message.
 
-On the bottom of the window is a field labeled "Method In Node". This is the name
+On the bottom of the window is a field labeled "Receiver Method". This is the name
 of the function in the target node's script that you want to use. By default,
 Godot will create this function using the naming convention ``_on_<node_name>_<signal_name>``
 but you can change it if you wish.
@@ -69,14 +70,14 @@ Click "Connect" and you'll see that the function has been created in the script:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    extends Node
+    extends Node2D
 
     func _on_Timer_timeout():
         pass # replace with function body
 
  .. code-tab:: csharp
 
-    public class TimerExample : Node
+    public class TimerExample : Node2D
     {
         private void _on_Timer_timeout()
         {
@@ -90,7 +91,7 @@ the signal is received. Let's make the Sprite blink:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    extends Node
+    extends Node2D
 
     func _on_Timer_timeout():
         # Note: the `$` operator is a shorthand for `get_node()`,
@@ -99,7 +100,7 @@ the signal is received. Let's make the Sprite blink:
 
  .. code-tab:: csharp
 
-    public class TimerExample : Node
+    public class TimerExample : Node2D
     {
         public void _on_Timer_timeout()
         {
@@ -131,7 +132,7 @@ Here is the code for our Timer connection:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    extends Node
+    extends Node2D
 
     func _ready():
         $Timer.connect("timeout", self, "_on_Timer_timeout")
@@ -141,7 +142,7 @@ Here is the code for our Timer connection:
 
  .. code-tab:: csharp
 
-    public class TimerExample : Node
+    public class TimerExample : Node2D
     {
         public override void _Ready()
         {
@@ -164,13 +165,13 @@ You can also declare your own custom signals in Godot:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    extends Node
+    extends Node2D
 
     signal my_signal
 
  .. code-tab:: csharp
 
-    public class Main : Node
+    public class Main : Node2D
     {
         [Signal]
         public delegate void MySignal();
@@ -184,7 +185,7 @@ To emit a signal via code, use the ``emit_signal`` function:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    extends Node
+    extends Node2D
 
     signal my_signal
 
@@ -193,7 +194,7 @@ To emit a signal via code, use the ``emit_signal`` function:
 
  .. code-tab:: csharp
 
-    public class Main : Node
+    public class Main : Node2D
     {
         [Signal]
         public delegate void MySignal();