Hi, I’m new to dev and Godot
I try to find a way to not overriding the function _ready, in my case:
Got a parent class projectile with a var projectile_speed: int and a _ready function with inside a timer.start for auto-destruct with queue_free.
Then in my child I want to set my projectile_speed, so I try with @onready the var but I get an error “var allready exist in parent class”.
But if I set the var inside the _ready function, my timer.start is overrided.
I found some topic with _init function and try it, but no result.
It’s probably some basic stuff I dont know, any suggestion ?
Of course if I set the timer.start inside the child _ready function it work, but just for understanding if there is a “less” code possibility
To call a function in a super class (i.e. one
extend-ed in your current class), use the
This is especially useful because functions in extending classes replace functions with the same name in their super classes. If you still want to call them, you can use
super(x) # Calls the same function on the super class.
If you need to call a different function from the super class, you can specify the function name with the attribute operator:
return 0 # This overrides the method in the base class.
return super.overriding() # This calls the method as defined in the base class.