[Docs] Description updates for Node2D & Object
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<?xml version="1.0" encoding="UTF-8" ?>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node2D" inherits="CanvasItem" category="Core" version="3.2">
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<class name="Node2D" inherits="CanvasItem" category="Core" version="3.2">
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<brief_description>
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<brief_description>
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A 2D game object, parent of all 2D-related nodes. Has a position, rotation, scale and Z index.
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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order.
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A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
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Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
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Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
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Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
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Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
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Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
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Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
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Property membership can be tested directly in GDScript using [code]in[/code]:
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[codeblock]
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var n = Node2D.new()
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print("position" in n) # Prints "True".
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print("other_property" in n) # Prints "False".
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[/codeblock]
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Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
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Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
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</description>
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</description>
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<tutorials>
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<tutorials>
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