CHALLENGE 1: Connecting a Button's pressed Signal in the Editor ==================================================================== TASK ---- Add a Button node to a scene. Using the editor's Node dock (not code), connect its pressed signal to a new handler function that prints "Button clicked!". Confirm it works by running the scene. STEPS ----- 1. Add a Button node to your scene (as a child of a Control or CanvasLayer, since Button is a UI node - Chapter 8 covers this properly). 2. Select the Button in the Scene panel. 3. Open the Node dock (tabbed next to the Inspector, usually on the right side of the editor) and click the "Signals" tab. 4. Find "pressed()" in the list and double-click it. 5. In the dialog that appears, the root node of the scene is selected as the target by default - click "Connect." 6. Godot automatically opens the script attached to that target node (creating one if it doesn't already have one) and inserts a new function: func _on_button_pressed() -> void: pass # Replace with function body. 7. Replace "pass" with the actual behavior: func _on_button_pressed() -> void: print("Button clicked!") 8. Run the scene and click the button - "Button clicked!" appears in the Output panel each time. WHY THIS WORKS AS AN ANSWER ---------------------------- This achieves exactly the same result as writing button.pressed.connect(_on_button_pressed) by hand in code - the Node dock's Signals tab is simply a visual way to create that same connection, and Godot even auto-generates the correctly-named handler function for you rather than requiring it to be typed out manually. This matches the chapter's own guidance on when the editor approach is the natural choice: the Button already exists at design time and its own pressed signal is a fixed, known connection that never needs to change dynamically - exactly the case the chapter describes as best suited to the visual editor workflow rather than a code-based connection.