Browse Source

Fixed screenshots & doc references to old signal name (#1220)

* Fixed screenshots that referenced wrong signal name

* Corrected "took_damage" references to "health_changed"
Paul Nicholas 7 years ago
parent
commit
f33c54092d

BIN
getting_started/step_by_step/img/lifebar_tutorial_connect_signal_window_health_changed.png


BIN
getting_started/step_by_step/img/lifebar_tutorial_godot_generates_signal_callback.png


BIN
getting_started/step_by_step/img/lifebar_tutorial_health_changed_signal.png


BIN
getting_started/step_by_step/img/lifebar_tutorial_player_gd_emits_health_changed_code.png


+ 2 - 2
getting_started/step_by_step/ui_code_a_life_bar.rst

@@ -201,7 +201,7 @@ The first section lists custom signals defined in ``player.GD``:
 
 
 .. figure:: img/lifebar_tutorial_health_changed_signal.png
 .. figure:: img/lifebar_tutorial_health_changed_signal.png
 
 
-   We're connecting to the took\_damage signal
+   We're connecting to the health\_changed signal
 
 
 Select ``health_changed`` and click on the Connect button in the bottom
 Select ``health_changed`` and click on the Connect button in the bottom
 right corner to open the Connect Signal window. On the left side you can
 right corner to open the Connect Signal window. On the left side you can
@@ -254,7 +254,7 @@ its current ``health`` alongside it. Your code should look like:
 
 
 .. figure:: img/lifebar_tutorial_player_gd_emits_health_changed_code.png
 .. figure:: img/lifebar_tutorial_player_gd_emits_health_changed_code.png
 
 
-   In Player.gd, when the Player emits the took\_damage signal, it also
+   In Player.gd, when the Player emits the health\_changed signal, it also
    sends its health value
    sends its health value
 
 
 Inside ``_on_Player_health_changed`` let's call a second function called
 Inside ``_on_Player_health_changed`` let's call a second function called