Browse Source

Copyedit of "getting_started/step_by_step/scripting_continued" (#1105)

* Copy edit / proofreading for scripting_continued.rst
Gem 7 years ago
parent
commit
a3e148d2b5
1 changed files with 54 additions and 56 deletions
  1. 54 56
      getting_started/step_by_step/scripting_continued.rst

+ 54 - 56
getting_started/step_by_step/scripting_continued.rst

@@ -7,19 +7,18 @@ Processing
 ----------
 
 Several actions in Godot are triggered by callbacks or virtual functions, 
-so there is no need to write code that runs all the time. Additionally, a 
-lot can be done with animation players.
+so there is no need to write code that runs all the time.
 
-However, it is still a very common case to have a script process on every
+However, it is still common to need a script to be processed on every
 frame. There are two types of processing: idle processing and physics
 processing.
 
-Idle processing is activated automatically when the method :ref:`Node._process() <class_Node__process>`
-is found in a script. It can be turned off (and back on) with the
+Idle processing is activated when the method :ref:`Node._process() <class_Node__process>`
+is found in a script. It can be turned off and on with the
 :ref:`Node.set_process() <class_Node_set_process>` function.
 
-This method will be called every frame drawn, so it's fully depend on the
-frames per second (FPS) of the application:
+This method will be called every time a frame is drawn, so it's fully dependent on
+how many frames per second (FPS) the application is running at:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -34,22 +33,23 @@ frames per second (FPS) of the application:
         // do something...
     }
 
-The delta parameter describes the time elapsed (in seconds, as a
-floating point) since the previous call to "_process()".
+The delta parameter contains the time elapsed in seconds, as a
+floating point, since the previous call to ``_process()``.
 
-This delta parameter can be used to make sure things always take the same time,
-regardless of the hardware the game is running on.
+This parameter can be used to make sure things always take the same 
+amount of time, regardless of the game's FPS.
 
-For example, movement is often multiplied with the time delta to make the movement
-constant and independent from the frame rate.
+For example, movement is often multiplied with a time delta to make movement
+speed both constant and independent from the frame rate.
 
-Physics processing (``_physics_process()``) is similar, but it should be used for all the processes that
-must happen before each physics step. For example, to move a character.
-It always runs before a physics step and it is called at fixed time intervals,
-60 times per second by default. Change the value in the Project Settings.
+Physics processing with ``_physics_process()`` is similar, but it should be used for processes that
+must happen before each physics step, such as controlling a character.
+It always runs before a physics step and it is called at fixed time intervals:
+60 times per second by default. You can change the interval from the Project Settings, under
+Physics -> Common -> Physics Fps.
 
-The function _process() instead is not synced with physics. Its frame rate is not constant and dependent on hardware and game optimization.
-Its execution is done after the physics step on single thread games.
+The function ``_process()``, however, is not synced with physics. Its frame rate is not constant and is dependent 
+on hardware and game optimization. Its execution is done after the physics step on single-threaded games.
 
 A simple way to test this is to create a scene with a single Label node,
 with the following script:
@@ -83,14 +83,13 @@ Which will show a counter increasing each frame.
 Groups
 ------
 
-Nodes can be added to groups (as many as desired per node). This is a
-simple yet useful feature for organizing large scenes. There are two
-ways to do this: the first is from the UI, from the Groups button under the Node panel:
+Nodes can be added to groups, as many as desired per node, and is a useful feature for organizing large scenes.
+There are two ways to do this. The first is from the UI, from the Groups button under the Node panel:
 
 .. image:: img/groups_in_nodes.png
 
-And the second from code. One useful example would be to tag scenes
-which are enemies.
+And the second way is from code. One example would be to tag scenes
+which are enemies:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -107,14 +106,14 @@ which are enemies.
         AddToGroup("enemies");
     }
 
-This way, if the player is discovered sneaking into the secret base,
-all enemies can be notified about the alarm sounding, by using
+This way, if the player is discovered sneaking into a secret base,
+all enemies can be notified about its alarm sounding by using
 :ref:`SceneTree.call_group() <class_SceneTree_call_group>`:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    func _on_discovered(): # this is a fictional function
+    func _on_discovered(): # this is a purely illustrative function
         get_tree().call_group("enemies", "player_was_discovered")
 
  .. code-tab:: csharp
@@ -124,10 +123,10 @@ all enemies can be notified about the alarm sounding, by using
         GetTree().CallGroup("enemies", "player_was_discovered");
     }
 
-The above code calls the function "player_was_discovered" on every
-member of the group "enemies".
+The above code calls the function ``player_was_discovered`` on every
+member of the group ``enemies``.
 
-Optionally, it is possible to get the full list of "enemies" nodes by
+It is also possible to get the full list of ``enemies`` nodes by
 calling
 :ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:
 
@@ -140,17 +139,16 @@ calling
     
     var enemies = GetTree().GetNodesInGroup("enemies");
 
-More will be added about
-:ref:`SceneTree <class_SceneTree>`
-later.
+The :ref:`SceneTree <class_SceneTree>` documentation is currently incomplete,
+though more will be added later.
 
 Notifications
 -------------
 
-Godot has a system of notifications. This is usually not needed for
-scripting, as it's too low level and virtual functions are provided for
-most of them. It's just good to know they exist. Simply
-add a
+Godot has a system of notifications. These are usually not needed for
+scripting, as it's too low-level and virtual functions are provided for
+most of them. It's just good to know they exist. For example,
+you may add an 
 :ref:`Object._notification() <class_Object__notification>`
 function in your script:
 
@@ -183,14 +181,14 @@ function in your script:
     }
 
 The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
-shows the notifications it can receive. However, for most cases GDScript
+shows the notifications it can receive. However, in most cases GDScript
 provides simpler overrideable functions.
 
 Overrideable functions
 ----------------------
 
-Nodes provide many useful overrideable functions, which are described as
-follows:
+Such overrideable functions, which are described as
+follows, can be applied to nodes:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -270,14 +268,14 @@ follows:
         base._PhysicsProcess(delta);
     }
 
-
-As mentioned before, it's best to use these functions.
+As mentioned before, it's better to use these functions instead of
+the notification system.
 
 Creating nodes
 --------------
 
-To create a node from code, call the .new() method, just like for any 
-other class based datatype. Example:
+To create a node from code, call the ``.new()`` method, just like for any 
+other class-based datatype. For example:
 
 
 .. tabs::
@@ -300,7 +298,7 @@ other class based datatype. Example:
         AddChild(_sprite); // add it as a child of this node
     }
 
-To delete a node, be it inside or outside the scene, "free()" must be
+To delete a node, be it inside or outside the scene, ``free()`` must be
 used:
 
 .. tabs::
@@ -318,12 +316,12 @@ used:
 
 When a node is freed, it also frees all its children nodes. Because of
 this, manually deleting nodes is much simpler than it appears. Just free
-the base node and everything else in the sub-tree goes away with it.
+the base node and everything else in the subtree goes away with it.
 
-However, it might happen very often that we want to delete a node that
+A situation might occur where we want to delete a node that
 is currently "blocked", because it is emitting a signal or calling a
-function. This will result in crashing the game. Running Godot
-in the debugger often will catch this case and warn you about it.
+function. This will crash the game. Running Godot
+with the debugger will often catch this case and warn you about it.
 
 The safest way to delete a node is by using
 :ref:`Node.queue_free() <class_Node_queue_free>`.
@@ -345,8 +343,8 @@ This erases the node safely during idle.
 Instancing scenes
 -----------------
 
-Instancing a scene from code is pretty easy and done in two steps. The
-first one is to load the scene from disk.
+Instancing a scene from code is done in two steps. The
+first one is to load the scene from your hard drive:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -358,14 +356,14 @@ first one is to load the scene from disk.
     var scene = (PackedScene)ResourceLoader.Load("res://myscene.tscn"); // will load when the script is instanced
 
 
-Preloading it can be more convenient sometimes, as it happens at parse
-time.
+Preloading it can be more convenient, as it happens at parse
+time:
 
 ::
 
     var scene = preload("res://myscene.tscn") # will load when parsing the script
 
-But 'scene' is not yet a node for containing subnodes. It's packed in a
+But ``scene`` is not yet a node. It's packed in a
 special resource called :ref:`PackedScene <class_PackedScene>`.
 To create the actual node, the function
 :ref:`PackedScene.instance() <class_PackedScene_instance>`
@@ -384,6 +382,6 @@ the active scene:
     AddChild(node);
 
 The advantage of this two-step process is that a packed scene may be
-kept loaded and ready to use, so it can be used to create as many
+kept loaded and ready to use so that you can create as many
 instances as desired. This is especially useful to quickly instance
-several enemies, bullets, etc., in the active scene.
+several enemies, bullets, and other entities in the active scene.