Mention that the delta
argument is in seconds in Node documentation
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@ -64,7 +64,7 @@
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<argument index="0" name="delta" type="float">
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</argument>
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<description>
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Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to [method Node._physics_process].
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Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process].
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If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
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</description>
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</method>
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[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
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Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
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This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
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[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
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[b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
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Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
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To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
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Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
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<argument index="0" name="delta" type="float">
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</argument>
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<description>
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant.
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
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It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
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Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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<argument index="0" name="delta" type="float">
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</argument>
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<description>
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Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
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Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
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It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
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Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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<return type="float">
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</return>
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<description>
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Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
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Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
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</description>
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</method>
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<method name="get_process_delta_time" qualifiers="const">
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