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Update key_concepts_overview.rst
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@@ -19,7 +19,7 @@ series, you will get to use them in practice.
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Scenes
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------
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In Godot, you break down your game in reusable scenes. A scene like a character,
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In Godot, you break down your game in reusable scenes. A scene can be a character,
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a weapon, a menu in the user interface, a single house, an entire level, or
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anything you can think of. Godot's scenes are flexible; they fill the role of
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both prefabs and scenes in some other game engines.
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@@ -35,7 +35,7 @@ Nodes
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-----
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A scene is composed of one or more **nodes**. Nodes are your game's smallest
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building block that you arrange into trees. Here's an example of a character's
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building blocks that you arrange into trees. Here's an example of a character's
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nodes.
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.. image:: img/key_concepts_character_nodes.png
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@@ -69,7 +69,7 @@ represent characters, weapons, doors, or your user interface.
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Signals
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-------
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Nodes emit signals when some event occurred. This feature allows you to make
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Nodes emit signals when some event occurs. This feature allows you to make
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nodes communicate without hard-wiring them in code. It gives you a lot of
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flexibility in how you structure your scenes.
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@@ -92,7 +92,7 @@ Summary
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Nodes, scenes, the scene tree, and signals are four core concepts in Godot that
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you will manipulate all the time.
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Nodes are your game's smallest building block. You combine them to create scenes
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Nodes are your game's smallest building blocks. You combine them to create scenes
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that you then combine and nest into the scene tree. You can then use signals to
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make nodes react to events in other nodes or different scene tree branches.
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