Copyedit of "getting_started/step_by_step/scripting_continued" (#1105)

* Copy edit / proofreading for scripting_continued.rst
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Gem
2018-02-06 01:08:20 +00:00
committed by Max Hilbrunner
parent 5fe2bb26d7
commit a3e148d2b5

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@@ -7,19 +7,18 @@ Processing
----------
Several actions in Godot are triggered by callbacks or virtual functions,
so there is no need to write code that runs all the time. Additionally, a
lot can be done with animation players.
so there is no need to write code that runs all the time.
However, it is still a very common case to have a script process on every
However, it is still common to need a script to be processed on every
frame. There are two types of processing: idle processing and physics
processing.
Idle processing is activated automatically when the method :ref:`Node._process() <class_Node__process>`
is found in a script. It can be turned off (and back on) with the
Idle processing is activated when the method :ref:`Node._process() <class_Node__process>`
is found in a script. It can be turned off and on with the
:ref:`Node.set_process() <class_Node_set_process>` function.
This method will be called every frame drawn, so it's fully depend on the
frames per second (FPS) of the application:
This method will be called every time a frame is drawn, so it's fully dependent on
how many frames per second (FPS) the application is running at:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -34,22 +33,23 @@ frames per second (FPS) of the application:
// do something...
}
The delta parameter describes the time elapsed (in seconds, as a
floating point) since the previous call to "_process()".
The delta parameter contains the time elapsed in seconds, as a
floating point, since the previous call to ``_process()``.
This delta parameter can be used to make sure things always take the same time,
regardless of the hardware the game is running on.
This parameter can be used to make sure things always take the same
amount of time, regardless of the game's FPS.
For example, movement is often multiplied with the time delta to make the movement
constant and independent from the frame rate.
For example, movement is often multiplied with a time delta to make movement
speed both constant and independent from the frame rate.
Physics processing (``_physics_process()``) is similar, but it should be used for all the processes that
must happen before each physics step. For example, to move a character.
It always runs before a physics step and it is called at fixed time intervals,
60 times per second by default. Change the value in the Project Settings.
Physics processing with ``_physics_process()`` is similar, but it should be used for processes that
must happen before each physics step, such as controlling a character.
It always runs before a physics step and it is called at fixed time intervals:
60 times per second by default. You can change the interval from the Project Settings, under
Physics -> Common -> Physics Fps.
The function _process() instead is not synced with physics. Its frame rate is not constant and dependent on hardware and game optimization.
Its execution is done after the physics step on single thread games.
The function ``_process()``, however, is not synced with physics. Its frame rate is not constant and is dependent
on hardware and game optimization. Its execution is done after the physics step on single-threaded games.
A simple way to test this is to create a scene with a single Label node,
with the following script:
@@ -83,14 +83,13 @@ Which will show a counter increasing each frame.
Groups
------
Nodes can be added to groups (as many as desired per node). This is a
simple yet useful feature for organizing large scenes. There are two
ways to do this: the first is from the UI, from the Groups button under the Node panel:
Nodes can be added to groups, as many as desired per node, and is a useful feature for organizing large scenes.
There are two ways to do this. The first is from the UI, from the Groups button under the Node panel:
.. image:: img/groups_in_nodes.png
And the second from code. One useful example would be to tag scenes
which are enemies.
And the second way is from code. One example would be to tag scenes
which are enemies:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -107,14 +106,14 @@ which are enemies.
AddToGroup("enemies");
}
This way, if the player is discovered sneaking into the secret base,
all enemies can be notified about the alarm sounding, by using
This way, if the player is discovered sneaking into a secret base,
all enemies can be notified about its alarm sounding by using
:ref:`SceneTree.call_group() <class_SceneTree_call_group>`:
.. tabs::
.. code-tab:: gdscript GDScript
func _on_discovered(): # this is a fictional function
func _on_discovered(): # this is a purely illustrative function
get_tree().call_group("enemies", "player_was_discovered")
.. code-tab:: csharp
@@ -124,10 +123,10 @@ all enemies can be notified about the alarm sounding, by using
GetTree().CallGroup("enemies", "player_was_discovered");
}
The above code calls the function "player_was_discovered" on every
member of the group "enemies".
The above code calls the function ``player_was_discovered`` on every
member of the group ``enemies``.
Optionally, it is possible to get the full list of "enemies" nodes by
It is also possible to get the full list of ``enemies`` nodes by
calling
:ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:
@@ -140,17 +139,16 @@ calling
var enemies = GetTree().GetNodesInGroup("enemies");
More will be added about
:ref:`SceneTree <class_SceneTree>`
later.
The :ref:`SceneTree <class_SceneTree>` documentation is currently incomplete,
though more will be added later.
Notifications
-------------
Godot has a system of notifications. This is usually not needed for
scripting, as it's too low level and virtual functions are provided for
most of them. It's just good to know they exist. Simply
add a
Godot has a system of notifications. These are usually not needed for
scripting, as it's too low-level and virtual functions are provided for
most of them. It's just good to know they exist. For example,
you may add an
:ref:`Object._notification() <class_Object__notification>`
function in your script:
@@ -183,14 +181,14 @@ function in your script:
}
The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
shows the notifications it can receive. However, for most cases GDScript
shows the notifications it can receive. However, in most cases GDScript
provides simpler overrideable functions.
Overrideable functions
----------------------
Nodes provide many useful overrideable functions, which are described as
follows:
Such overrideable functions, which are described as
follows, can be applied to nodes:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -270,14 +268,14 @@ follows:
base._PhysicsProcess(delta);
}
As mentioned before, it's best to use these functions.
As mentioned before, it's better to use these functions instead of
the notification system.
Creating nodes
--------------
To create a node from code, call the .new() method, just like for any
other class based datatype. Example:
To create a node from code, call the ``.new()`` method, just like for any
other class-based datatype. For example:
.. tabs::
@@ -300,7 +298,7 @@ other class based datatype. Example:
AddChild(_sprite); // add it as a child of this node
}
To delete a node, be it inside or outside the scene, "free()" must be
To delete a node, be it inside or outside the scene, ``free()`` must be
used:
.. tabs::
@@ -318,12 +316,12 @@ used:
When a node is freed, it also frees all its children nodes. Because of
this, manually deleting nodes is much simpler than it appears. Just free
the base node and everything else in the sub-tree goes away with it.
the base node and everything else in the subtree goes away with it.
However, it might happen very often that we want to delete a node that
A situation might occur where we want to delete a node that
is currently "blocked", because it is emitting a signal or calling a
function. This will result in crashing the game. Running Godot
in the debugger often will catch this case and warn you about it.
function. This will crash the game. Running Godot
with the debugger will often catch this case and warn you about it.
The safest way to delete a node is by using
:ref:`Node.queue_free() <class_Node_queue_free>`.
@@ -345,8 +343,8 @@ This erases the node safely during idle.
Instancing scenes
-----------------
Instancing a scene from code is pretty easy and done in two steps. The
first one is to load the scene from disk.
Instancing a scene from code is done in two steps. The
first one is to load the scene from your hard drive:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -358,14 +356,14 @@ first one is to load the scene from disk.
var scene = (PackedScene)ResourceLoader.Load("res://myscene.tscn"); // will load when the script is instanced
Preloading it can be more convenient sometimes, as it happens at parse
time.
Preloading it can be more convenient, as it happens at parse
time:
::
var scene = preload("res://myscene.tscn") # will load when parsing the script
But 'scene' is not yet a node for containing subnodes. It's packed in a
But ``scene`` is not yet a node. It's packed in a
special resource called :ref:`PackedScene <class_PackedScene>`.
To create the actual node, the function
:ref:`PackedScene.instance() <class_PackedScene_instance>`
@@ -384,6 +382,6 @@ the active scene:
AddChild(node);
The advantage of this two-step process is that a packed scene may be
kept loaded and ready to use, so it can be used to create as many
kept loaded and ready to use so that you can create as many
instances as desired. This is especially useful to quickly instance
several enemies, bullets, etc., in the active scene.
several enemies, bullets, and other entities in the active scene.