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3 changes: 2 additions & 1 deletion handbook/vol1/chap1_5.md
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# Chapter 1.5: Layers

In [the previous chapter](/handbook/vol1/chap1_3.md), it was mentioned that at all times there exists **one scene at the top of the node tree**. Usually, in practice, this scene has only one child: some **layer**. Scenes are usually only used as containers for layers and for **transitions**; you will likely never have to inherit from `CCScene` in your code. Instead, the class your layers and GD layers usually inherit from is `CCLayer`.
In [the previous chapter](/handbook/vol1/chap1_4.md), it was mentioned that at all times there exists **one scene at the top of the node tree**. Usually, in practice, this scene has only one child: some **layer**. Scenes are usually only used as containers for layers and for **transitions**; you will likely never have to inherit from `CCScene` in your code. Instead, the class your layers and GD layers usually inherit from is `CCLayer`.

Nearly all layers have their own class; for example, the icon kit is `GJGarageLayer`, the editor is `LevelEditorLayer`, and when you go to play a level you enter `PlayLayer`. The first layer most GD modders start modding and also the first layer in the game (after the loading screen) is **the main menu**; it is an instance of the `MenuLayer` class.

Expand All @@ -25,3 +25,4 @@ Using DevTools, you can find the name of any layer. Just navigate to the layer w
> :information_source: DevTools also comes with many other utilities, such as moving nodes in the scene around. However, this tutorial is not about DevTools, so you will have to look at its (currently non-existent) documentation for that ;)

So now we know that the main menu is called `MenuLayer`, but so what? How can we actually modify it? For that, see [Chapter 1.6: Modifying Layers](/handbook/vol1/chap1_6.md)