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mirror of https://github.com/godotengine/godot synced 2024-07-03 08:00:09 +00:00

oops

reduz 2014-11-02 19:12:56 -02:00
parent 04efbfed19
commit 6956f5e02c
12 changed files with 27 additions and 27 deletions

@ -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 )
```

@ -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" )

@ -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

@ -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

@ -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!")

@ -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

@ -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

@ -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.

@ -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)
```

@ -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 its 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

@ -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

@ -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)
```