From 2f8910185ea42a4b401a98b04f869562c87ffed6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Javier=20L=C3=B3pez=20=C3=9Abeda?= Date: Mon, 25 Jul 2016 21:15:27 +0200 Subject: [PATCH] Update Tween class documentation --- doc/base/classes.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index d70b11b5ae8..d741dbbb656 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -12264,7 +12264,7 @@ file.open("user://save_game.dat", file.WRITE) file.store_string(content) file.close() - + func load(): var file = File.new() file.open("user://save_game.dat", file.READ) @@ -15692,7 +15692,7 @@ - ImmediateGeometry is a node used for displaying simple geometry created from code, very similar to how glBegin() and glEnd() worked in old versions of OpenGL (1.x). + ImmediateGeometry is a node used for displaying simple geometry created from code, very similar to how glBegin() and glEnd() worked in old versions of OpenGL (1.x). Simply call [method begin()], and add vertices. For custom vertex colors, uvs, normal, etc. call one of the set_ functions below before adding each vertex. When done, call [method end] Calls to begin/end are accumulative and all geometry is added together. To clear all the geometry, call [method clear]. If a material override is set, and this material contains a texture, it's possible to override the texture used in this material for every begin/end set of calls. @@ -42401,7 +42401,7 @@ Because it is easy to get it wrong, here is a quick usage example: [codeblock] var tween = get_node("Tween") - tween.interpolate_property(get_node("Node2D_to_move"), "transform/pos", Vector2(0,0), Vector2(100,100), Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) + tween.interpolate_property(get_node("Node2D_to_move"), "transform/pos", Vector2(0,0), Vector2(100,100), 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) tween.start() [/codeblock] Some of the methods of this class require a property name. You can get the property name by hovering over the property in the inspector of the editor.