Docs: 2D Platformer - Update Pause Mode Comments

I believe this comment got out-of-date (based on the fact that the `Stage` scene seems like something that was in an older version of the demo: 81441c42b7/2d/platformer/Stage.tscn), so updated the commment to reflect the current state of the demo, along with some other information that I thought a developer might find helpful.
This commit is contained in:
HaywardMorihara
2022-07-10 12:28:24 -04:00
parent 2f60828e6e
commit 5c13d21260

View File

@@ -25,10 +25,18 @@ func _unhandled_input(event):
if event.is_action_pressed("toggle_fullscreen"):
OS.window_fullscreen = not OS.window_fullscreen
get_tree().set_input_as_handled()
# The GlobalControls node, in the Stage scene, is set to process even
# when the game is paused, so this code keeps running.
# To see that, select GlobalControls, and scroll down to the Pause category
# in the inspector.
# The desired behavior is when pausing is to pause the gamplay,
# but the Pause Menu should continue to process.
# To achieve this, the "Pause Mode" field is used on nodes in the Game scene:
# 1. The root node in the Game scene is set to process even when the game is paused
# (via Pause Mode = Process), so this Game script keeps running in order to open/close
# the Pause Menu when the player presses the "toggle_pause" action.
# 2. The Level scene has Pause Mode = Stop (and its child Player scene has Pause Mode = Inherit),
# so the gameplay will stop.
# 3. The InterfaceLayer node has Pause Mode = Inherit, with its child PauseMenu scene having
# Pause Mode = Process, so it will continue to process even when the game is paused.
# To see the Pause Mode of any node, select the node and you'll see "Pause Mode" near the bottom
# of the Inspector under "Node" fields.
elif event.is_action_pressed("toggle_pause"):
var tree = get_tree()
tree.paused = not tree.paused