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Replace "Rupee" Zelda reference in UI tutorial which is not localization friendly (#2151)
* Replaced Rupee, rupee with Emerald, emerald and modified the image and tcsn names accordingly in the zip. * Modified the screenshots and fixed dependencies in the end scene. Fixes #2114.
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Rémi Verschelde
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@@ -5,7 +5,7 @@ Design the GUI
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Now that you've nailed the basics, we're going to see how to build a
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game Graphical User Interface (GUI) with reusable UI components: a life bar, an
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energy bar, and bomb and rupee counters. By the end of this tutorial,
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energy bar, and bomb and emerald counters. By the end of this tutorial,
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you'll have a game GUI, ready to control with GDscript or VisualScript:
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.. figure:: ./img/ui_gui_design_final_result.png
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@@ -33,19 +33,19 @@ Then, we can see up to three columns:
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1. The life and energy counters on the left
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2. The life and energy bars
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3. The bomb and rupee counters on the right
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3. The bomb and emerald counters on the right
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But the bar's label and the gauge are two parts of the same UI element.
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If we think of them this way, we're left with two columns:
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1. The life and energy bars on the left
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2. The bomb and rupee counters on the right
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2. The bomb and emerald counters on the right
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This makes it easier to nest containers: we have some margins around the
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border of the screen using a ``MarginContainer``, followed by an
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``HBoxContainer`` to manage our two columns. The two bars stack on top
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of one another inside a ``VBoxContainer``. And we'll need a last
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``HBoxContainer`` in the right column to place the bomb and rupee
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``HBoxContainer`` in the right column to place the bomb and emerald
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counters side-by-side.
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.. figure:: ./img/ui_gui_step_tutorial_containers_structure.png
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@@ -250,10 +250,10 @@ With only five ``Control`` nodes, our first bar is ready to use.
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That's it, our life bar is ready. This last part was quick, wasn't
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it? That's thanks to our robust container setup.
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Design the bomb and rupee counters
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----------------------------------
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Design the bomb and emerald counters
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------------------------------------
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The bomb and rupee counters are like the bar's ``Count`` node. So we'll
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The bomb and emerald counters are like the bar's ``Count`` node. So we'll
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duplicate it and use it as a template.
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Under the ``Bar`` node, select ``Count`` and press Ctrl D to duplicate
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@@ -342,7 +342,7 @@ Inherited Scenes.
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Let's save both the ``Counter`` and the ``Bar`` branches as separate
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scenes that we'll reduce to create the ``LifeBar``, the ``EnergyBar``,
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the ``BombCounter``, and the ``RupeeCounter``. Select the ``Bar``
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the ``BombCounter``, and the ``EmeraldCounter``. Select the ``Bar``
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HBoxContainer. Right click on it and click on ``Save Branch as Scene``.
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Save the scene as ``Bar.tscn``. You should see the node branch turn it
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to a single ``Bar`` node.
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@@ -516,8 +516,8 @@ as well.
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way both the EnergyBar's Count and the LifeBar's Count nodes are one
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hundred pixels wide, so both gauges will align perfectly.
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Prepare the bomb and rupee counters
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Prepare the bomb and emerald counters
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Let us now take care of the counters. Go to
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``Scene -> New Inherited Scene`` and select the ``Counter.tscn`` as a
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@@ -529,19 +529,19 @@ Save the new scene as ``BombCounter.tscn``. That's all for this scene.
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The bomb counter is the same as the original Counter scene
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Go to ``Scene -> New Inherited Scene`` again and select ``Counter.tscn``
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once more. Rename the root node ``RupeeCounter`` and save the scene as ``RupeeCounter.tscn``.
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once more. Rename the root node ``EmeraldCounter`` and save the scene as ``EmeraldCounter.tscn``.
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For this one, we mainly need to replace the bomb icon
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with the rupee icon. In the FileSystem tab, drag the ``rupees_icon.png``
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with the emerald icon. In the FileSystem tab, drag the ``emeralds_icon.png``
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onto the ``Icon`` node's ``Texture`` slot. ``Icon`` already anchors to
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the right edge of the ``Background`` node so we can change its position
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and it will scale and reposition with the ``RupeeCounter`` container.
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Shift the rupee icon a little bit to the right and down. Use the Arrow
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and it will scale and reposition with the ``EmeraldCounter`` container.
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Shift the emerald icon a little bit to the right and down. Use the Arrow
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Keys on the keyboard to nudge its position. Save, and we're done with
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all the UI elements.
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.. figure:: ./img/ui_gui_step_tutorial_design_counters_2.png
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The rupee counter should look something like this
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The emerald counter should look something like this
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Add the UI components to the final GUI
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--------------------------------------
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@@ -556,14 +556,14 @@ onto the ``Bars`` container in the scene tree. Do the same for the
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The LifeBar and the EnergyBar align automatically
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Now, drag and drop the ``BombCounter.tscn`` and ``RupeeCounter.tscn`` scenes onto the
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Now, drag and drop the ``BombCounter.tscn`` and ``EmeraldCounter.tscn`` scenes onto the
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``Counters`` node. They'll resize automatically.
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.. figure:: ./img/ui_gui_step_tutorial_assemble_final_gui_2.png
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The nodes resize to take all the available vertical space
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To let the ``RupeeCounter`` and ``BombCounter`` use the size we defined
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To let the ``EmeraldCounter`` and ``BombCounter`` use the size we defined
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in ``Counter.tscn``, we need to change the ``Size Flags`` on the
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``Counters`` container. Select the ``Counters`` node and unfold the
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``Size Flags`` section in the Inspector. Uncheck the ``Fill`` tag for
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