Edit the scripting section

Misc grammar fixes, improvements to phrasing, and more.

Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
This commit is contained in:
Nathan Lovato
2020-11-10 08:18:44 -06:00
parent 5450fa236c
commit 85b8565cef
8 changed files with 33 additions and 33 deletions

View File

@@ -4,7 +4,7 @@ Idle and Physics Processing
===========================
Games run in a loop. Each frame, you need to update the state of your game world
before drawing it on screen. Godot provides two virtual methods on the Node
before drawing it on screen. Godot provides two virtual methods in the Node
class to do so: :ref:`Node._process() <class_Node_method__process>` and
:ref:`Node._physics_process() <class_Node_method__physics_process>`. If you
define either or both in a script, the engine will call them automatically.
@@ -14,7 +14,7 @@ There are two types of processing available to you:
1. **Idle processing** allows you to run code that updates a node every frame,
as often as possible.
2. **Physics processing** happens at a fixed rate, 60 times per second by
default, independently of your game's actual framerate, and keeps physics
default. This is independent of your game's actual framerate, and keeps physics
running smoothly. You should use it for anything that involves the physics
engine, like moving a body that collides with the environment.
@@ -70,12 +70,12 @@ The engine calls this method every time it draws a frame:
// Do something...
}
The function ``_process()`` is not synced with physics. Its rate depends on
hardware and game optimization. It also runs after the physics step on
The function ``_process()`` is not synchronized with physics. Its rate depends on
hardware and game optimization. It also runs after the physics step in
single-threaded games.
You can see the ``_process()`` function at work by creating a scene with a
single Label node, with the following script:
single Label node, with the following script attached to it:
.. tabs::
.. code-tab:: gdscript GDScript