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@@ -123,25 +123,41 @@ many useful overrideable functions, which are described as follows:
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::
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func _enter_tree():
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- pass # When the node enters the _Scene Tree_, it become acive and this function is called. Children nodes have not entered the active scene yet. In general, it's better to use _ready() for most cases.
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+ # When the node enters the _Scene Tree_, it become active
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+ # and this function is called. Children nodes have not entered
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+ # the active scene yet. In general, it's better to use _ready()
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+ # for most cases.
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+ pass
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func _ready():
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- pass # This function is called after _enter_tree, but it ensures that all children nodes have also entered the _Scene Tree_, and became active.
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+ # This function is called after _enter_tree, but it ensures
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+ # that all children nodes have also entered the _Scene Tree_,
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+ # and became active.
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+ pass
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func _exit_tree():
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- pass # When the node exists the _Scene Tree_, this function is called. Children nodes have all exited the _Scene Tree_ at this point and all became inactive.
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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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+ # and all became inactive.
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+ pass
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func _process(delta):
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- pass # When set_process() is enabled, this is called every frame
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+ # When set_process() is enabled, this function is called every frame.
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+ pass
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func _fixed_process(delta):
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- pass # When set_fixed_process() is enabled, this is called every physics frame
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+ # When set_fixed_process() is enabled, this is called every physics
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+ # frame.
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+ pass
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func _paused():
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- pass # Called when game is paused, after this call, the node will not receive any more process callbacks
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+ # Called when game is paused. After this call, the node will not receive
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+ # any more process callbacks.
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+ pass
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func _unpaused():
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- pass # Called when game is unpaused
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+ # Called when game is unpaused.
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+ pass
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Creating nodes
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