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@@ -15,9 +15,9 @@ frame. There are two types of processing, idle processing and fixed
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processing.
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Idle processing is activated with the
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-`Node.set\_process() <https://github.com/okamstudio/godot/wiki/class_node#set_process>`__
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+:ref:`Node.set_process() <class_Node_set_process>`
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function. Once active, the
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-`Node.\_process() <https://github.com/okamstudio/godot/wiki/class_node>`__
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+:ref:`Node._process() <class_Node__process>`
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callback will be called every frame. Example:
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::
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@@ -70,7 +70,7 @@ tag scenes which are enemies.
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This way, if the player, sneaking into the secret base, is discovered,
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all enemies can be notified about the alarm sounding, by using
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-`SceneTree.call\_group() <https://github.com/okamstudio/godot/wiki/class_scenemainloop#call_group>`__:
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+:ref:`SceneTree.call_group() <class_SceneTree_call_group>`:
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::
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@@ -82,7 +82,7 @@ member of the group "guards".
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Optionally, it is possible to get the full list of "guards" nodes by
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calling
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-`SceneTree.get\_nodes\_in\_group() <https://github.com/okamstudio/godot/wiki/class_scenemainloop#get_nodes_in_group>`__:
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+:ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:
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::
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@@ -99,7 +99,7 @@ Godot has a system of notifications. This is usually not needed to be
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used from scripting, as it's too low level and virtual functions are
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provided for most of them. It's just good to know they exists. Simply
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add a
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-`Object.\_notification() <https://github.com/okamstudio/godot/wiki/class_object#_notification>`__
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+:ref:`Object._notification() <class_Object__notification>`
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function in your script:
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::
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@@ -111,8 +111,7 @@ function in your script:
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var delta = get_process_time()
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print("This is the same as overriding _process()...")
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-The documentation of each class in the `class
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-list <https://github.com/okamstudio/godot/wiki/class_class_list>`__
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+The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
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shows the notifications it can receive. However, again, for most cases
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script provides simpler overrideable functions.
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@@ -176,7 +175,7 @@ calling a function. This will result in crashing the game. Running Godot
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in the debugger often will catch this case and warn you about it.
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The safest way to delete a node is by using
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-`queue\_free() <https://github.com/okamstudio/godot/wiki/class_node#queue_free>`__
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+:ref:`Node.queue_free() <class_Node_queue_free>`
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instead. This erases the node during idle, safely.
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::
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@@ -205,7 +204,7 @@ But 'scene' is still not a node containing subnodes. It's packed in a
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special resource called
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`PackedScene <https://github.com/okamstudio/godot/wiki/class_packedscene>`__.
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To create the actual node, the function
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-`PackedScene.instance() <https://github.com/okamstudio/godot/wiki/class_packedscene#instance>`__
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+:ref:`PackedScene.instance() <class_PackedScene_instance>`
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must be called. This will return the tree of nodes that can be added to
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the active scene:
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