|
@@ -179,9 +179,9 @@ Nodes can be set as children of other nodes, resulting in a tree arrangement. An
|
|
|
|
|
|
Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects.
|
|
|
|
|
|
-:ref:`SceneMainLoop<class_scenemainloop>` contains the "active" tree of nodes, and a node becomes active (receinving NOTIFICATION_ENTER_SCENE) when added to that tree.
|
|
|
+:ref:`SceneMainLoop<class_scenemainloop>` contains the "active" tree of nodes, and a node becomes active (receiving NOTIFICATION_ENTER_SCENE) when added to that tree.
|
|
|
|
|
|
-A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two childrens with the same name can exist.
|
|
|
+A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two children with the same name can exist.
|
|
|
|
|
|
Nodes can, optionally, be added to groups. This makes it easy to reach a number of nodes from the code (for example an "enemies" group).
|
|
|
|
|
@@ -189,7 +189,7 @@ Nodes can be set to "process" state, so they constantly receive a callback reque
|
|
|
|
|
|
Nodes can also process input events. When set, the :ref:`_input<class_Node__input>` function will be called with every input that the program receives. Since this is usually too overkill (unless used for simple projects), an :ref:`_unhandled_input<class_Node__unhandled_input>` function is called when the input was not handled by anyone else (usually, GUI :ref:`Control<class_control>` nodes).
|
|
|
|
|
|
-To keep track of the scene hieararchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
|
|
|
+To keep track of the scene hierarchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
|
|
|
|
|
|
Finally, when a node is freed, it will free all its children nodes too.
|
|
|
|
|
@@ -362,7 +362,7 @@ Return *true* if "node" occurs later in the scene hierarchy than the current nod
|
|
|
|
|
|
- :ref:`NodePath<class_nodepath>` **get_path** **(** **)** const
|
|
|
|
|
|
-Return the absolute path of the current node. This only works if the curent node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
|
|
|
+Return the absolute path of the current node. This only works if the current node is inside the scene tree (see :ref:`is_inside_scene<class_Node_is_inside_scene>`).
|
|
|
|
|
|
.. _class_Node_get_path_to:
|
|
|
|
|
@@ -390,7 +390,7 @@ Remove a node from a group.
|
|
|
|
|
|
- void **move_child** **(** :ref:`Node<class_node>` child_node, :ref:`int<class_int>` to_pos **)**
|
|
|
|
|
|
-Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of chilren nodes may be useful.
|
|
|
+Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
|
|
|
|
|
|
.. _class_Node_get_groups:
|
|
|
|
|
@@ -418,7 +418,7 @@ Get the node owner (see :ref:`set_node_owner<class_Node_set_node_owner>`).
|
|
|
|
|
|
- void **remove_and_skip** **(** **)**
|
|
|
|
|
|
-Remove a node and set all its children as childrens of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed.
|
|
|
+Remove a node and set all its children as children of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed.
|
|
|
|
|
|
.. _class_Node_get_index:
|
|
|
|
|
@@ -430,7 +430,7 @@ Get the node index in the parent (assuming it has a parent).
|
|
|
|
|
|
- void **print_tree** **(** **)**
|
|
|
|
|
|
-Print the screne to stdout. Used mainly for debugging purposes.
|
|
|
+Print the scene to stdout. Used mainly for debugging purposes.
|
|
|
|
|
|
.. _class_Node_set_filename:
|
|
|
|
|
@@ -448,19 +448,19 @@ Return a filename that may be containedA node can contained by the node. When a
|
|
|
|
|
|
- void **propagate_notification** **(** :ref:`int<class_int>` what **)**
|
|
|
|
|
|
-Notify the current node and all its chldren recursively by calling notification() in all of them.
|
|
|
+Notify the current node and all its children recursively by calling notification() in all of them.
|
|
|
|
|
|
.. _class_Node_set_fixed_process:
|
|
|
|
|
|
- void **set_fixed_process** **(** :ref:`bool<class_bool>` enable **)**
|
|
|
|
|
|
-Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_time<class_Node_get_fixed_process_time>`.
|
|
|
+Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60 fps, check :ref:`OS<class_os>` to change that) interval (and the :ref:`_fixed_process<class_Node__fixed_process>` callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling :ref:`get_fixed_process_time<class_Node_get_fixed_process_time>`.
|
|
|
|
|
|
.. _class_Node_get_fixed_process_delta_time:
|
|
|
|
|
|
- :ref:`float<class_float>` **get_fixed_process_delta_time** **(** **)** const
|
|
|
|
|
|
-Return the time elapsed since the last fixed frame. This is always the same in fixed proecssing unless the frames per second is changed in :ref:`OS<class_os>`.
|
|
|
+Return the time elapsed since the last fixed frame. This is always the same in fixed processing unless the frames per second is changed in :ref:`OS<class_os>`.
|
|
|
|
|
|
.. _class_Node_is_fixed_processing:
|
|
|
|
|
@@ -490,7 +490,7 @@ Return whether processing is enabled in the current node (see :ref:`set_process<
|
|
|
|
|
|
- void **set_process_input** **(** :ref:`bool<class_bool>` enable **)**
|
|
|
|
|
|
-Enable input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input (see :ref:`_input<class_Node__input>`).
|
|
|
+Enable input processing for node. This is not required for GUI controls! It hooks up the node to receive all input (see :ref:`_input<class_Node__input>`).
|
|
|
|
|
|
.. _class_Node_is_processing_input:
|
|
|
|
|
@@ -502,7 +502,7 @@ Return true if the node is processing input (see :ref:`set_process_input<class_N
|
|
|
|
|
|
- void **set_process_unhandled_input** **(** :ref:`bool<class_bool>` enable **)**
|
|
|
|
|
|
-Enable unhandled input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a :ref:`Control<class_control>`). (see :ref:`_unhandled_input<class_Node__unhandled_input>`).
|
|
|
+Enable unhandled input processing for node. This is not required for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a :ref:`Control<class_control>`). (see :ref:`_unhandled_input<class_Node__unhandled_input>`).
|
|
|
|
|
|
.. _class_Node_is_processing_unhandled_input:
|
|
|
|