mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Add missing content from OP
Looks like I had kept my testing imports for the "advanced topics" and forgot to replace them by the files from the newer snapshot. We should now have 100% of the OP contents (+ what was added only in this repo).
This commit is contained in:
@@ -23,7 +23,8 @@ For compiling under Windows, Linux or OSX, the following is required:
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- Python 2.7+ (3.0 is untested as of now).
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- SCons build system.
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- Android SDK version 8 and 13
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- Android SDK version 19
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- Android build tools version 19.1
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- Android NDK
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- Gradle
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@@ -116,7 +117,7 @@ Building the APK
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----------------
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To compile the APK, go to the Java folder and run ``gradlew.bat build``
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(or ``./gradlew build`` on unix):
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(or ``./gradlew build`` on Unix):
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::
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@@ -17,6 +17,7 @@ required:
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- X11 and Mesa development libraries
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- Xinerama libraries
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- ALSA development libraries
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- PulseAudio development libraries (for sound support)
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- Freetype (for the editor)
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- OpenSSL (for HTTPS and TLS)
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- libudev-dev (optional, for gamepad support)
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@@ -26,7 +27,7 @@ For Ubuntu users:
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::
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apt-get install scons pkg-config libx11-dev libxcursor-dev build-essential libasound2-dev libfreetype6-dev libgl1-mesa-dev libglu-dev libssl-dev libxinerama-dev libudev-dev
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sudo apt-get install scons pkg-config libx11-dev libxcursor-dev build-essential libasound2-dev libpulse-dev libfreetype6-dev libgl1-mesa-dev libglu-dev libssl-dev libxinerama-dev libudev-dev
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Compiling
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---------
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@@ -33,8 +33,12 @@ Compiling
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---------
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Start a Visual Studio command prompt (it sets up environment variables
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needed by SCons to locate the compiler and SDK), go to the root dir of
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the engine source code and type:
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needed by SCons to locate the compiler and SDK). It should be called
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"Developer Command Prompt for VS2015" or similar. SCons will not be able
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to compile from the standard Windows "Command Prompt".
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Once inside the Developer Console, go to the root dir of the engine
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source code and type:
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::
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@@ -45,6 +49,31 @@ If all goes well, the resulting binary executable will be placed in
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contains the whole engine and runs without any dependencies. Executing
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it will bring up the project manager.
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Note for Godot 2.0+ if you are having issues:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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You might also find other command prompts in your VS instalation. Make
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sure you do not use x64 Native or Cross Tools Command Prompts, because
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64 bit version of the Visual C compiler can not compile Godot 2.0+, only
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the 32 bit (x86) **compiler** can. If you get compiler errors about
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``_asm`` (assembly instructions) in theora, switch the command prompt
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(compiler if not using VS IDE). One more thing, 32 bit compiler can
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compile **both** 32 bit Godot and 64 bit Godot. The process is called
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cross compiling for different architectures.
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How to know which compiler SCons will use? Open your Developer Command
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Prompt (or whatever prompt you are using) and type in ``cl.exe``:
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If it says this, you're good to go (note x86 at the end):
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::
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Microsoft (R) C/C++ Optimizing Compiler Version 18.00.31101 for x86
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If it says (x64), wrong prompt/compiler, find the right one. If the
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prompt you are using can't find ``cl.exe``, you are using the standard
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Windows Command Prompt... find the right developer prompt.
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Development in Visual Studio or other IDEs
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------------------------------------------
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@@ -216,10 +216,10 @@ the beginning and end of a block of text.
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lines is considered
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a comment """
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Built-In Types
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Built-in types
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--------------
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Basic Built-In Types
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Basic built-in types
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~~~~~~~~~~~~~~~~~~~~
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A variable in GDScript can be assigned to several built-in types.
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@@ -247,52 +247,52 @@ float
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Used to contain a floating point value (real numbers).
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:ref:`String <class_String>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A sequence of characters in Unicode format. Strings can contain the
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standard C escape sequences.
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Vector Built-In Types
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Vector built-in types
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~~~~~~~~~~~~~~~~~~~~~
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:ref:`Vector2 <class_Vector2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D vector type containing ``x`` and ``y`` fields. Can alternatively
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access fields as ``width`` and ``height`` for readability. Can also be
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accessed as array.
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:ref:`Rect2 <class_Rect2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D Rectangle type containing two vectors fields: ``pos`` and ``size``.
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Alternatively contains an ``end`` field which is ``pos+size``.
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:ref:`Vector3 <class_Vector3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
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be accessed as an array.
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:ref:`Matrix32 <class_Matrix32>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3x2 matrix used for 2D transforms.
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:ref:`Plane <class_Plane>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Plane type in normalized form that contains a ``normal`` vector field
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and a ``d`` scalar distance.
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:ref:`Quat <class_Quat>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^
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Quaternion is a datatype used for representing a 3D rotation. It's
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useful for interpolating rotations.
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:ref:`AABB <class_AABB>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^
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Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``pos``
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and ``size``. Alternatively contains an ``end`` field which is
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@@ -300,61 +300,61 @@ and ``size``. Alternatively contains an ``end`` field which is
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interchangeably.
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:ref:`Matrix3 <class_Matrix3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
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(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
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vectors.
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:ref:`Transform <class_Transform>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Transform contains a Matrix3 field ``basis`` and a Vector3 field
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``origin``.
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Engine Built-In Types
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Engine built-in types
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~~~~~~~~~~~~~~~~~~~~~
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:ref:`Color <class_Color>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
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also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
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:ref:`Image <class_Image>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Contains a custom format 2D image and allows direct access to the
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pixels.
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:ref:`NodePath <class_NodePath>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Compiled path to a node used mainly in the scene system. It can be
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easily assigned to, and from, a String.
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:ref:`RID <class_RID>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^
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Resource ID (RID). Servers use generic RIDs to reference opaque data.
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:ref:`Object <class_Object>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Base class for anything that is not a built-in type.
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:ref:`InputEvent <class_InputEvent>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Events from input devices are contained in very compact form in
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InputEvent objects. Due to the fact that they can be received in high
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amounts from frame to frame they are optimized as their own data type.
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Container Built-In Types
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Container built-in types
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~~~~~~~~~~~~~~~~~~~~~~~~
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:ref:`Array <class_Array>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Generic sequence of objects. Its size can be changed to anything and
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starts from index 0.
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@@ -375,7 +375,7 @@ and generally run a little slower, so they are only justified for very
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large amount of data.
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:ref:`Dictionary <class_Dictionary>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Associative container which contains values referenced by unique keys.
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@@ -397,7 +397,7 @@ write and read:
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}
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:ref:`ByteArray <class_ByteArray>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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An array of bytes can only contain bytes (integers from 0 to 255).
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@@ -405,32 +405,32 @@ This, and all of the following specialized array types, are optimized
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for memory usage and can't fragment the memory.
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:ref:`IntArray <class_IntArray>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of integers can only contain integers.
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:ref:`FloatArray <class_FloatArray>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of floats can only contain floats.
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:ref:`StringArray <class_StringArray>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of strings can only contain strings.
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:ref:`Vector2Array <class_Vector2Array>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of Vector2 can only contain 2D Vectors.
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:ref:`Vector3Array <class_Vector3Array>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of Vector3 can only contain 3D Vectors.
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:ref:`ColorArray <class_ColorArray>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Array of Color can only contains colors.
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@@ -485,7 +485,7 @@ return value is null.
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print(b)
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return a + b # return is optional; without it null is returned
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Statements and Control Flow
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Statements and control flow
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Statements are standard and can be assignments, function calls, control
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@@ -544,7 +544,7 @@ used. For loops store the index in the loop variable on each iteration.
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for i in range(2,8,2):
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statement # similar to [2, 4, 6] but does not allocate an array
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Function Call on Base Class
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||||
Function call on base class
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||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
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|
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To call a function on a base class (that was overridden in the current
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@@ -571,7 +571,7 @@ separate threads without the user knowing). In the same way, member
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variables (including arrays and dictionaries) are initialized every time
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an instance is created.
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|
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Class File Example
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||||
Class file example
|
||||
~~~~~~~~~~~~~~~~~~
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|
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Imagine the following being stored in a file like myclass.gd.
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@@ -605,7 +605,7 @@ inside another file. Multiple inheritance is not allowed. The
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# extend from a subclass in another file
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extends "somefile.gd".Subclass
|
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|
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Inheritance Testing
|
||||
Inheritance testing
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
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It's possible to check if an instance inherits from a given class. For
|
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@@ -626,7 +626,7 @@ Constructor
|
||||
A class can have an optional constructor; a function named ``_init``
|
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that is called when the class is instanced.
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|
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Arguments to Parent Constructor
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Arguments to parent constructor
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
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When inheriting, parent constructors are called automatically (no need
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@@ -638,7 +638,7 @@ passed like this:
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||||
func _init(args).(parentargs):
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pass
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Sub Classes
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||||
Sub classes
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||||
~~~~~~~~~~~
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||||
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A class file can have subclasses. This syntax should be straightforward:
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@@ -654,7 +654,7 @@ A class file can have subclasses. This syntax should be straightforward:
|
||||
var sc = SomeSubClass.new() #instance by calling built-in new
|
||||
sc.print_value_of_a()
|
||||
|
||||
Classes as Objects
|
||||
Classes as objects
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
It may be desired at some point to load a class from a file and then
|
||||
@@ -775,7 +775,7 @@ on).
|
||||
Using bit flags requires some understanding of bitwise operations. If in
|
||||
doubt, boolean variables should be exported instead.
|
||||
|
||||
Exporting Arrays
|
||||
Exporting arrays
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Exporting arrays works too but there is a restriction. While regular
|
||||
@@ -802,7 +802,7 @@ initializers, but they must be constant expressions.
|
||||
|
||||
var b = [a,2,3]
|
||||
|
||||
Static Functions
|
||||
Static functions
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
A function can be declared static. When a function is static it has no
|
||||
@@ -814,7 +814,7 @@ useful to make libraries of helper functions:
|
||||
static func sum2(a, b):
|
||||
return a + b
|
||||
|
||||
Setters/Getters
|
||||
Setters/getters
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
It is often useful to know when an member variable changed. It may
|
||||
@@ -872,7 +872,7 @@ getter. For example:
|
||||
self.myinteger=5
|
||||
print(self.myinteger)
|
||||
|
||||
Tool Mode
|
||||
Tool mode
|
||||
~~~~~~~~~
|
||||
|
||||
Scripts, by default, don't run inside the editor and only the exported
|
||||
@@ -889,7 +889,7 @@ placed at the top of the file:
|
||||
func _ready():
|
||||
print("Hello")
|
||||
|
||||
Memory Management
|
||||
Memory management
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
If a class inherits from :ref:`class_Reference`, then instances will be
|
||||
@@ -900,7 +900,7 @@ must inherit :ref:`class_Object` manually and must call instance.free(). To
|
||||
avoid reference cycles that can't be freed, a ``weakref`` function is
|
||||
provided for creating weak references.
|
||||
|
||||
Function References
|
||||
Function references
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Functions can't be referenced because they are not treated as class
|
||||
@@ -1036,7 +1036,7 @@ Will print:
|
||||
world
|
||||
cheers!
|
||||
|
||||
Coroutines & Signals
|
||||
Coroutines & signals
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The real strength of using ``yield`` is when combined with signals.
|
||||
@@ -1052,19 +1052,25 @@ signal is activated, execution will return. Here are some examples:
|
||||
yield( get_node("AnimationPlayer"), "finished" )
|
||||
|
||||
|
||||
Onready Keyword
|
||||
Onready keyword
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
When using nodes, it's very common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to Node._ready() is made.
|
||||
When using nodes, it's very common to desire to keep references to parts
|
||||
of the scene in a variable. As scenes are only warranted to be
|
||||
configured when entering the active scene tree, the sub-nodes can only
|
||||
be obtained when a call to Node._ready() is made.
|
||||
|
||||
::
|
||||
|
||||
var mylabel
|
||||
|
||||
func _ready():
|
||||
myabel = get_node("MyLabel")
|
||||
|
||||
This can get a little cumbersome, specially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until _ready is called. It can replace the above code with a single line:
|
||||
func _ready():
|
||||
mylabel = get_node("MyLabel")
|
||||
|
||||
This can get a little cumbersome, specially when nodes and external
|
||||
references pile up. For this, GDScript has the ``onready`` keyword, that
|
||||
defers initialization of a member variable until _ready is called. It
|
||||
can replace the above code with a single line:
|
||||
|
||||
::
|
||||
|
||||
|
||||
@@ -74,7 +74,7 @@ Default values for arguments can be passed in reverse order:
|
||||
|
||||
ObjectTypeDB::register_method(_MD("methodname","arg1name","arg2name"),&MyCustomType::method,DEFVAL(-1)); //default value for arg2name
|
||||
|
||||
``_MD`` is a macro that convers "methodname" to a StringName for more
|
||||
``_MD`` is a macro that converts "methodname" to a StringName for more
|
||||
efficiency. Argument names are used for instrospection, but when
|
||||
compiling on release, the macro ignores them, so the strings are unused
|
||||
and optimized away.
|
||||
|
||||
@@ -118,7 +118,7 @@ On success:
|
||||
}
|
||||
|
||||
request_product_info
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Requests the product info on a list of product IDs.
|
||||
|
||||
@@ -168,7 +168,7 @@ has 6 methods:
|
||||
plus the standard pending event interface.
|
||||
|
||||
post_score
|
||||
~~~~~~~~~~~
|
||||
~~~~~~~~~~
|
||||
|
||||
Posts a score to a Game Center leaderboard.
|
||||
|
||||
@@ -212,7 +212,7 @@ On success:
|
||||
}
|
||||
|
||||
award_achievement
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
Modifies the progress of a Game Center achievement.
|
||||
|
||||
@@ -258,7 +258,7 @@ On success:
|
||||
}
|
||||
|
||||
reset_achievements
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Clears all Game Center achievements. The function takes no parameters.
|
||||
|
||||
@@ -287,7 +287,7 @@ On success:
|
||||
}
|
||||
|
||||
request_achievements
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Request all the Game Center achievements the player has made progress
|
||||
on. The function takes no parameters.
|
||||
@@ -319,7 +319,7 @@ On success:
|
||||
}
|
||||
|
||||
request_achievement_descriptions
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Request the descriptions of all existing Game Center achievements
|
||||
regardless of progress. The function takes no parameters.
|
||||
@@ -356,7 +356,7 @@ On success:
|
||||
}
|
||||
|
||||
show_game_center
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Displays the built in Game Center overlay showing leaderboards,
|
||||
achievements, and challenges.
|
||||
|
||||
@@ -3,8 +3,9 @@
|
||||
Managing image files
|
||||
====================
|
||||
|
||||
If you have read the previous tutorials on :ref:`doc_resources` and :ref:`doc_file_system`, at this point you know that regular image files (.png, .jpg,
|
||||
etc) are treated as regular resources in Godot.
|
||||
If you have read the previous tutorials on :ref:`doc_resources` and
|
||||
:ref:`doc_file_system`, at this point you know that regular image files
|
||||
(.png, .jpg, etc.) are treated as regular resources in Godot.
|
||||
|
||||
Unlike texture resources (.tex files), image files contain no extra
|
||||
information on tiling (texture repeat), mipamps or filtering. Editing
|
||||
|
||||
Reference in New Issue
Block a user