Description
📖 Godot 4 book: https://filiprachunek.gumroad.com/l/godot4💡 Get exclusive content on Patreon: https://www.patreon.com/FencerDevLog🚀 Space Shooter tutorial…
My Notes
- 00:36:
- 00:57:
_
underscore methods like:_ready()
- These are
virtual
functions, provided by the library. - By default they do nothing.
- they are designed to be overridden by you and the engine will call them at the appropriate time.
- These are
_init()
02:14:- Called when the node is initialized.
- called with
MyNodeType.new()
_enter_tree()
02:55:- Called when the node is added to the scene tree
- We are guaranteed that the node has been added to the tree, but it may not be ready for use yet.
- 03:23
_ready()
- called when all child nodes have been initialized and are ready
- 04:17:
_enter_tree()
is called on each node from trunk to leaf_ready()
is called from leaf to trunk- This is the opposite order from
_enter_tree()
- This is the opposite order from
- 04:52:
_exit_tree()
:- called when a node exits the tree, for example:
- after
remove_child()
- after
change_scene_to_file("res://scene.tscn")
- after
queue_free()
- after
- 06:34 how to ensure that a thread is terminated correctly:
- called when a node exits the tree, for example:
- 05:20:
_process(delta)
:- called once every frame:
- delta is the elapsed time since the last frame
- 05:51:
_physics_process(delta)
:- called a fixed number of times per second. Usually 60 times per second
- 06:59
_input(_event):
- this will be invoked for each input received.
- It’s usually better to use
_unhandled_input(event)
- 08:06
_notification(what)
:- Use this to respond to miscellaneous, less common notifications
- Here is how to pause the game when the player clicks outside the window: