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@@ -8,9 +8,9 @@ Processing
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Several actions in Godot are triggered by callbacks or virtual
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functions, so there is no need to check for writing code that runs all
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-time time. Additionally, a lot can be done with animation players.
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+the time. Additionally, a lot can be done with animation players.
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-However,it is still a very common case to have a script process on every
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+However, it is still a very common case to have a script process on every
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frame. There are two types of processing, idle processing and fixed
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processing.
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@@ -25,7 +25,7 @@ callback will be called every frame. Example:
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set_process(true)
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func _process(delta):
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- # do something..
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+ # do something...
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The delta parameter describes the time elapsed (in seconds, as
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floating point) since the previous call to _process().
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@@ -55,7 +55,7 @@ Groups
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Nodes can be added to groups (as many as desired per node). This is a
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simple yet useful feature for organizing large scenes. There are two
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-ways to do this, the first is from the UI, from tne Groups button:
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+ways to do this, the first is from the UI, from the Groups button:
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.. image:: /img/groups.png
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@@ -136,8 +136,8 @@ many useful overrideable functions, which are described as follows:
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pass
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func _exit_tree():
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- # When the node exists the _Scene Tree_, this function is called.
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- # Children nodes have all exited the _Scene Tree_ at this point
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+ # When the node exits the _Scene Tree_, this function is called.
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+ # Children nodes have all exited the _Scene Tree_ at this point
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# and all became inactive.
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pass
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