Scene Tree
dxtr edited this page 2026-10-20 10:09:08 +02:00

Page revisions

8 Commits

Author SHA1 Message Date
05110c32dc Describe 2D nodes and ranges in doubles, canvases drawn through their own transforms, and step 28 built 2026-10-20 10:09:08 +02:00
8b0b530a4c Describe render targets drawn only when what they show changed, and steps 26 and 27 built
Render Targets: the :prepare function, prepare-viewport, the version and drawing a target before what shows it.  2D Drawing: prepare-canvases.  Painters: prepare-painter's second value.  Widgets and Scene Tree: containers and windowless roots drawn only when they change.  Projects: a game's own libraries, as cl-astar, and that the pyssel program does not find them yet.  Status: steps 26 and 27 built.
2026-10-20 03:57:13 +02:00
1e6ee3a169 Describe changing a tree's current scene
Scene Tree gains how a tree's current scene changes, as Godot's does, and the scene-changed signal.
2026-10-20 00:17:58 +02:00
183dd5bd07 Describe tweens
A new page, Tweens, says how tweens change values over time, as Godot's do: making them, their tweeners, naming properties, easing, running them, the values they step and their errors; Scene Tree says when the tree steps them.
2026-10-20 00:11:16 +02:00
195eb5b2d7 Describe signals of every object, and copies of resources
A new page, Signals, says how nodes, resources and the classes
define-object defines declare, connect and emit signals, and the rules a
node adds; Scene Tree points to it and names signal-connections, and
Resources gains duplicate-resource.
2026-10-19 23:51:37 +02:00
f47b40ef6a Describe node metadata and its edits 2026-10-19 20:10:37 +02:00
2455c841d8 Describe redrawing on stop, the bounds warning and clips in boxes 2026-10-19 18:32:52 +02:00
c651d59cd9 Add the manual, moved from the README
pyssel's README held the engine's manual, 2,482 lines of it.  It is here
now, a page for each part: getting started, the engine's core, drawing,
scenes, the user interface, and games and the editor, linked from Home
and the sidebar.  The examples keep a game's state in its nodes and
resources, finding a form's or a layout's parts by their paths and
connecting signals to functions given the node, and one variable each
for what they start, the REPL's way in.  They follow the code as it is
today: exact colour types, the property metaclass's checks of initargs,
a theme's change reaching its session's trees, BUTTON-PRESSED,
VIEWPORT-FULLSCREEN and PROJECT-FAVORITE.
2026-10-18 21:50:46 +02:00