From 6956f5e02ca09729ae25545691c07352127766de Mon Sep 17 00:00:00 2001 From: reduz Date: Sun, 2 Nov 2014 19:12:56 -0200 Subject: [PATCH] oops --- Background-loading.md | 2 +- GDScript.md | 2 +- Home.md | 4 ++-- class_sceneinteractiveloader.md | 2 +- command_line.md | 4 ++-- http_client.md | 2 +- start.md | 2 +- tutorial_multires.md | 2 +- tutorial_quit.md | 4 ++-- tutorial_scene_main_loop.md | 14 +++++++------- tutorial_scripting_2.md | 10 +++++----- tutorial_singletons.md | 6 +++--- 12 files changed, 27 insertions(+), 27 deletions(-) diff --git a/Background-loading.md b/Background-loading.md index 2c1b98f..c3a6240 100644 --- a/Background-loading.md +++ b/Background-loading.md @@ -67,7 +67,7 @@ var time_max = 100 # msec var current_scene func _ready(): - var root = get_scene().get_root() + var root = get_tree().get_root() current_scene = root.get_child( root.get_child_count() -1 ) ``` diff --git a/GDScript.md b/GDScript.md index 055d5e3..330eb13 100644 --- a/GDScript.md +++ b/GDScript.md @@ -659,7 +659,7 @@ The real strength of using yield() is when combined with signals (if you haven't ```python #resume execution the next frame -yield( get_scene(), "idle_frame" ) +yield( get_tree(), "idle_frame" ) #resume execution when animation is done playing: yield( get_node("AnimationPlayer"), "finished" ) diff --git a/Home.md b/Home.md index 3d53907..97237b4 100644 --- a/Home.md +++ b/Home.md @@ -6,7 +6,7 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p # Notice! Some types and method names are about to change in the next days, please read this: -* [SceneMainLoop - SceneTree Notes](devel_scene_tree) +* [SceneTree - SceneTree Notes](devel_scene_tree) # Roadmap @@ -29,7 +29,7 @@ Some types and method names are about to change in the next days, please read th 9. [Animation](tutorial_animation) 10. [Resources](tutorial_resources) 11. [File System](tutorial_fs) - 12. [SceneMainLoop](tutorial_scene_main_loop) + 12. [SceneTree](tutorial_scene_main_loop) 13. [Singletons (Autoload)](tutorial_singletons) #### Engine diff --git a/class_sceneinteractiveloader.md b/class_sceneinteractiveloader.md index ae0e5c2..7db99ed 100644 --- a/class_sceneinteractiveloader.md +++ b/class_sceneinteractiveloader.md @@ -6,7 +6,7 @@ ### Member Functions - * [Object](class_object) **[get_scene](#get_scene)** **(** **)** + * [Object](class_object) **[get_scene](#get_tree)** **(** **)** * [int](class_int) **[poll](#poll)** **(** **)** * [int](class_int) **[get_stage](#get_stage)** **(** **)** const * [int](class_int) **[get_stage_count](#get_stage_count)** **(** **)** const diff --git a/command_line.md b/command_line.md index e7afcf4..b81175e 100644 --- a/command_line.md +++ b/command_line.md @@ -80,14 +80,14 @@ user@host:~/newgame$ godot -export Android /var/builds/project.apk ### Running a Script It is possible to run a simple .gd script from the command line. This feature is specially useful in very large projects, for batch conversion of assets or custom import/export. -The script must inherit from SceneMainLoop or MainLoop. +The script must inherit from SceneTree or MainLoop. Here is a simple example of how it works: ```python #sayhello.gd -extends SceneMainLoop +extends SceneTree func _init(): print("Hello!") diff --git a/http_client.md b/http_client.md index 8f3246c..8098555 100644 --- a/http_client.md +++ b/http_client.md @@ -9,7 +9,7 @@ c:\godot> godot -s http_test.gd It will connect and fetch a website. ```python -extends SceneMainLoop +extends SceneTree # HTTPClient demo # This simple class can do HTTP requests, it will not block but it needs to be polled diff --git a/start.md b/start.md index 6e7893f..22e3316 100644 --- a/start.md +++ b/start.md @@ -17,7 +17,7 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p 7. [Animation](tutorial_animation) 8. [Resources](tutorial_resources) 9. [File System](tutorial_fs) - 10. [SceneMainLoop](tutorial_scene_main_loop) + 10. [SceneTree](tutorial_scene_main_loop) 11. [Singletons (Autoload)](tutorial_singletons) #### Intermediate diff --git a/tutorial_multires.md b/tutorial_multires.md index 9f2a6ba..5354ff7 100644 --- a/tutorial_multires.md +++ b/tutorial_multires.md @@ -10,7 +10,7 @@ However, what it does is not completely obvious. When running on PC, the engine ### Resizing -There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer's life a little easier. The [Viewport](class_viewport) node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling `get_scene().get_root()` or `get_node("/root")` ). +There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer's life a little easier. The [Viewport](class_viewport) node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling `get_tree().get_root()` or `get_node("/root")` ). In any case, while changing the root Viewport params is probably the most flexible way to deal with the problem, it can be a lot of work, code and guessing, so Godot provides a simple set of parameters in the project settings to handle multiple resolutions. diff --git a/tutorial_quit.md b/tutorial_quit.md index 11a338e..1400b37 100644 --- a/tutorial_quit.md +++ b/tutorial_quit.md @@ -13,7 +13,7 @@ Handling it is done as follows (on any node): ```python func _notification(what): if (what==MainLoop.NOTIFICATION_WM_QUIT_REQUEST): - get_scene().quit() #default behavior + get_tree().quit() #default behavior ``` When developing mobile apps, quitting is not desired unless the user is on the main screen, so the behavior can be changed. @@ -21,6 +21,6 @@ When developing mobile apps, quitting is not desired unless the user is on the m It is important to note that by default, Godot apps have the built-in behavior to quit when quit is requested, this can be changed: ```python -get_scene().set_auto_accept_quit(false) +get_tree().set_auto_accept_quit(false) ``` diff --git a/tutorial_scene_main_loop.md b/tutorial_scene_main_loop.md index 2a84333..13b4c5b 100644 --- a/tutorial_scene_main_loop.md +++ b/tutorial_scene_main_loop.md @@ -1,4 +1,4 @@ -# SceneMainLoop +# SceneTree ### Introduction @@ -14,12 +14,12 @@ When initialization is complete, [OS](class_os) needs to be supplied a [MainLoop The user program, or game, starts in the MainLoop. This class has a few methods, for initialization, idle (frame-syncronized callback), fixed (physics-synchronized callback), and input. Again, this is really low level and when making games in Godot, writing your own MainLoop does not even make sense. -### SceneMainLoop +### SceneTree One of the ways to explain how Godot works, is that it's a high level game engine over a low level middleware. The scene system is the game engine, while the [OS](class_os) and servers are the low level API. -In any case, the scene system provides it's own main loop to OS, [SceneMainLoop](class_scenemainloop). +In any case, the scene system provides it's own main loop to OS, [SceneTree](class_scenemainloop). This is automatically instanced and set when running a scene, no need to do any extra work. It's important to know that this class exists because it has a few important uses: @@ -28,20 +28,20 @@ It's important to know that this class exists because it has a few important use * It contains information about the groups, and has means to call all nodes in a group, or get a list of them. * It contains some global state functionality, such as setting pause mode, or quitting the process. -When a node is part of the active scene, the [SceneMainLoop](class_scenemainloop) can be obtained by simply calling [Node.get_scene](class_node#get_scene)(). +When a node is part of the active scene, the [SceneTree](class_scenemainloop) can be obtained by simply calling [Node.get_tree](class_node#get_tree)(). ### Root Viewport The root [Viewport](class_viewport) is always a top of the scene. From a node, it can be obtained in two different ways: ```python - get_scene().get_root() # access via scenemainloop + get_tree().get_root() # access via scenemainloop get_node("/root") # access via absolute path ``` This node contains the main viewport, anything that is a child of a [Viewport](class_viewport) is drawn inside of it by default, so it makes sense that the top of all nodes is always a node of this type, otherwise nothing would be seen! -While other viewports can be created in the scene (for split-screen effects and such), this one is the only one that is never created by the user. It's created automatically inside SceneMainLoop. +While other viewports can be created in the scene (for split-screen effects and such), this one is the only one that is never created by the user. It's created automatically inside SceneTree. ### Active Scene @@ -61,7 +61,7 @@ Most node operations in Godot, such as drawing 2D, processing or getting notific ### "Becoming Active" In Detail 1. A scene is loaded from disk or created by scripting. - 2. The root node of that scene (only one root, remember?) is added as either a child of the “root” Viewport (from SceneMainLoop), or to any child or grand-child of it. + 2. The root node of that scene (only one root, remember?) is added as either a child of the “root” Viewport (from SceneTree), or to any child or grand-child of it. 3. Every node of the newly added scene, will receive the “enter_scene” notification ( _enter_scene() callback in GDScript) in top-to-bottom order. 4. An extra notification, “ready” ( _ready() callback in GDScript) is provided for convenience, when a node and all it’s children are inside the active scene. 5. When a scene (or part of it) is removed, they receive the “exit scene” rotification ( _exit_scene() callback in GDScript) in bottom-to-top order diff --git a/tutorial_scripting_2.md b/tutorial_scripting_2.md index be3498e..98c6de3 100644 --- a/tutorial_scripting_2.md +++ b/tutorial_scripting_2.md @@ -53,26 +53,26 @@ func _ready(): ``` -This way, if the player, sneaking into the secret base, is discovered, all enemies can be notified about the alarm sounding, by using [SceneMainLoop.call_group](class_scenemainloop#call_group)(): +This way, if the player, sneaking into the secret base, is discovered, all enemies can be notified about the alarm sounding, by using [SceneTree.call_group](class_scenemainloop#call_group)(): ```python func _on_discovered(): - get_scene().call_group(0,"guards","player_was_discovered") + get_tree().call_group(0,"guards","player_was_discovered") ``` The above code calls the function "player_was_discovered" on every member of the group "guards". -Optionally, it is possible to get the full list of "guards" nodes by calling [SceneMainLoop.get_nodes_in_group](class_scenemainloop#get_nodes_in_group)(): +Optionally, it is possible to get the full list of "guards" nodes by calling [SceneTree.get_nodes_in_group](class_scenemainloop#get_nodes_in_group)(): ```python -var guards = get_scene().get_nodes_in_group("guards") +var guards = get_tree().get_nodes_in_group("guards") ``` -More will be added about [SceneMainLoop](class_scenemainloop) later. +More will be added about [SceneTree](class_scenemainloop) later. ### Notifications diff --git a/tutorial_singletons.md b/tutorial_singletons.md index 991cdc6..506d5b2 100644 --- a/tutorial_singletons.md +++ b/tutorial_singletons.md @@ -69,7 +69,7 @@ extends Node var current_scene = null func _ready(): - var root = get_scene().get_root() + var root = get_tree().get_root() current_scene = root.get_child( root.get_child_count() -1 ) ``` @@ -80,13 +80,13 @@ Next, is the function for changing scene. This function will erase the current s func goto_scene(scene): # remove current scene from root and enqueue it for deletion - get_scene().get_root().remove(current_scene) + get_tree().get_root().remove(current_scene) current_scene.queue_free() # load and add new scene to root var s = ResourceLoader.load(scene) current_scene = s.instance() - get_scene().get_root().add_child(current_scene) + get_tree().get_root().add_child(current_scene) ```