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
This commit is contained in:
Dipal Zambare
2023-03-30 11:21:48 +02:00
parent b3fc7dc14f
commit 2100ca4bb6
5 changed files with 13 additions and 11 deletions

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