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4.0: Convert Sprite references to Sprite2D
Some screenshots will need to be updated so that the scene structures shown in screenshot fit what the code blocks are referring to.
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@@ -178,12 +178,12 @@ GDNative node we'll be creating. We will name it ``gdexample.h``:
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#define GDEXAMPLE_H
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#include <Godot.hpp>
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#include <Sprite.hpp>
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#include <Sprite2D.hpp>
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namespace godot {
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class GDExample : public Sprite {
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GODOT_CLASS(GDExample, Sprite)
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class GDExample : public Sprite2D {
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GODOT_CLASS(GDExample, Sprite2D)
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private:
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float time_passed;
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@@ -209,11 +209,11 @@ GDNative node we'll be creating. We will name it ``gdexample.h``:
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#define GDEXAMPLE_H
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#include <Godot.hpp>
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#include <Sprite.hpp>
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#include <Sprite2D.hpp>
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namespace godot {
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class GDExample : public godot::GodotScript<Sprite> {
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class GDExample : public godot::GodotScript<Sprite2D> {
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GODOT_CLASS(GDExample)
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private:
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@@ -233,14 +233,14 @@ GDNative node we'll be creating. We will name it ``gdexample.h``:
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#endif
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There are a few things of note to the above. We're including ``Godot.hpp`` which
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contains all our basic definitions. After that, we include ``Sprite.hpp`` which
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contains bindings to the Sprite class. We'll be extending this class in our
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contains all our basic definitions. After that, we include ``Sprite2D.hpp`` which
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contains bindings to the Sprite2D class. We'll be extending this class in our
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module.
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We're using the namespace ``godot``, since everything in GDNative is defined
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within this namespace.
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Then we have our class definition, which inherits from our Sprite through a
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Then we have our class definition, which inherits from our Sprite2D through a
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container class. We'll see a few side effects of this later on. The
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``GODOT_CLASS`` macro sets up a few internal things for us.
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@@ -331,8 +331,8 @@ it. However, we do not have to tell Godot about our constructor, destructor and
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The other method of note is our ``_process`` function, which keeps track
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of how much time has passed and calculates a new position for our sprite using a
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sine and cosine function. What stands out is calling
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``owner->set_position`` to call one of the build in methods of our Sprite. This
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is because our class is a container class; ``owner`` points to the actual Sprite
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``owner->set_position`` to call one of the build in methods of our Sprite2D. This
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is because our class is a container class; ``owner`` points to the actual Sprite2D
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node our script relates to. In the upcoming NativeScript 1.1, ``set_position``
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can be called directly on our class.
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@@ -480,7 +480,7 @@ library contains our NativeScript. It also defines the ``class_name`` which
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identifies the NativeScript in our plugin we want to use.
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Time to jump back into Godot. We load up the main scene we created way back in
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the beginning and now add a Sprite to our scene:
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the beginning and now add a Sprite2D to our scene:
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.. image:: img/gdnative_cpp_nodes.png
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@@ -831,7 +831,7 @@ script on our main node and implemented our signal like this:
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extends Node
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func _on_Sprite_position_changed(node, new_pos):
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func _on_Sprite2D_position_changed(node, new_pos):
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print("The position of " + node.name + " is now " + str(new_pos))
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Every second we simply output our position to the console.
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