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Merge pull request #20 from Griatch/Griatch-patch-1
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Put overridable function docstrings on multiple lines.
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StraToN committed Feb 24, 2016
2 parents 3ccac90 + d1ff958 commit 0ee062c
Showing 1 changed file with 23 additions and 7 deletions.
30 changes: 23 additions & 7 deletions tutorials/step_by_step/scripting_continued.rst
Original file line number Diff line number Diff line change
Expand Up @@ -123,25 +123,41 @@ many useful overrideable functions, which are described as follows:
::

func _enter_tree():
pass # When the node enters the _Scene Tree_, it become acive and this function is called. Children nodes have not entered the active scene yet. In general, it's better to use _ready() for most cases.
# When the node enters the _Scene Tree_, it become active
# and this function is called. Children nodes have not entered
# the active scene yet. In general, it's better to use _ready()
# for most cases.
pass

func _ready():
pass # This function is called after _enter_tree, but it ensures that all children nodes have also entered the _Scene Tree_, and became active.
# This function is called after _enter_tree, but it ensures
# that all children nodes have also entered the _Scene Tree_,
# and became active.
pass

func _exit_tree():
pass # When the node exists the _Scene Tree_, this function is called. Children nodes have all exited the _Scene Tree_ at this point and all became inactive.
# When the node exists the _Scene Tree_, this function is called.
# Children nodes have all exited the _Scene Tree_ at this point
# and all became inactive.
pass

func _process(delta):
pass # When set_process() is enabled, this is called every frame
# When set_process() is enabled, this function is called every frame.
pass

func _fixed_process(delta):
pass # When set_fixed_process() is enabled, this is called every physics frame
# When set_fixed_process() is enabled, this is called every physics
# frame.
pass

func _paused():
pass # Called when game is paused, after this call, the node will not receive any more process callbacks
# Called when game is paused. After this call, the node will not receive
# any more process callbacks.
pass

func _unpaused():
pass # Called when game is unpaused
# Called when game is unpaused.
pass

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