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Update signals.rst to correct signal names.
1. Update signal names as per the coding conventions 2. Update images to reflect correct signal names 3. Added note about signal callback names
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@@ -1,5 +1,3 @@
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:article_outdated: True
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.. Intention: give the user a first taste of signals. We should write more
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documentation in the scripting/ section.
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.. Note: GDScript snippets use one line return instead of two because they're
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@@ -114,7 +112,7 @@ Double-click the "pressed" signal to open the node connection window.
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There, you can connect the signal to the Sprite2D node. The node needs a
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receiver method, a function that Godot will call when the Button emits the
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signal. The editor generates one for you. By convention, we name these callback
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methods "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
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methods "_on_node_name_signal_name". Here, it'll be "_on_button_pressed".
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.. note::
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@@ -133,12 +131,12 @@ Click the Connect button to complete the signal connection and jump to the
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Script workspace. You should see the new method with a connection icon in the
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left margin.
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.. image:: img/signals_13_signals_connection_icon.png
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.. image:: img/signals_13_signals_connection_icon.webp
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If you click the icon, a window pops up and displays information about the
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connection. This feature is only available when connecting nodes in the editor.
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.. image:: img/signals_14_signals_connection_info.png
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.. image:: img/signals_14_signals_connection_info.webp
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Let's replace the line with the ``pass`` keyword with code that'll toggle the
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node's motion.
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@@ -152,7 +150,7 @@ the ``not`` keyword to invert the value.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _on_Button_pressed():
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func _on_button_pressed():
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set_process(not is_processing())
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.. code-tab:: csharp C#
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@@ -203,7 +201,7 @@ Your complete ``Sprite2D.gd`` code should look like the following.
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position += velocity * delta
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func _on_Button_pressed():
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func _on_button_pressed():
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set_process(not is_processing())
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.. code-tab:: csharp C#
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@@ -300,7 +298,7 @@ We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
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func _ready():
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var timer = get_node("Timer")
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timer.timeout.connect(_on_Timer_timeout)
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timer.timeout.connect(_on_timer_timeout)
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.. code-tab:: csharp C#
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@@ -312,13 +310,17 @@ We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
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The line reads like so: we connect the Timer's "timeout" signal to the node to
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which the script is attached. When the Timer emits ``timeout``, we want to call
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the function ``_on_Timer_timeout()``, that we need to define. Let's add it at the
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the function ``_on_timer_timeout()``, that we need to define. Let's add it at the
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bottom of our script and use it to toggle our sprite's visibility.
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.. note:: By convention, we name these callback methods in GDScript as
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"_on_node_name_signal_name" and in C# as "OnNodeNameSignalName".
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Here, it'll be "_on_timer_timeout" for GDScript and OnTimerTimeout() for C#.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _on_Timer_timeout():
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func _on_timer_timeout():
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visible = not visible
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.. code-tab:: csharp C#
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@@ -361,7 +363,7 @@ Here is the complete ``Sprite2D.gd`` file for reference.
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position += velocity * delta
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func _on_Button_pressed():
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func _on_button_pressed():
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set_process(not is_processing())
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