Skip to content

Commit

Permalink
Merge pull request #50 from her001/inputevent
Browse files Browse the repository at this point in the history
Clarification + link in "Input Event" tutorial
  • Loading branch information
akien-mga committed Mar 2, 2016
2 parents 2f9c7f7 + aef74f0 commit 0660c7d
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 2 deletions.
4 changes: 2 additions & 2 deletions tutorials/engine/inputevent.rst
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ the click) will be casted. If this ray hits an object, it will call the
physics object (bodies receive this callback by default, but areas do
not. This can be configured through :ref:`Area <class_Area>` properties).
5. Finally, if the event was unhandled, it will be passed to the next
Viewport in the tree, or it will be ignored.
Viewport in the tree, otherwise it will be ignored.

Anatomy of an InputEvent
------------------------
Expand Down Expand Up @@ -116,7 +116,7 @@ logic. This allows for:
- Input to be reconfigured at run-time.

Actions can be created from the Project Settings menu in the Actions
tab. If you read the :ref:`doc_simple_2d_game` tutorial, there is an
tab. Read :ref:`doc_simple_2d_game-input_actions_setup` for an
explanation on how the action editor works.

Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_is_action>`,
Expand Down
2 changes: 2 additions & 0 deletions tutorials/step_by_step/simple_2d_game.rst
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,8 @@ The scene tree should, then, look similar to this:
Save the scene as "pong.scn" and set it as the main scene in the project
properties.

.. _doc_simple_2d_game-input_actions_setup
Input actions setup
~~~~~~~~~~~~~~~~~~~

Expand Down

0 comments on commit 0660c7d

Please sign in to comment.