Hi,
I am fairly new to the Godot Engine and playing around with it for some days. What I have seen so far is totally awesome and I'am really impressed how great Godot is.
However I stumbled over a little misunderstandig regarding overriding base functions. My program has a base script for every item called "base_item.gd". It holds some basic functions for clicking on the item, moving it around and stuff like this. For example:
extends StaticBody2D
func _ready():
set_process(true)
do_stuff()
func _process(delta):
do_more_stuff_often()
Now I created a new Scene and attached a script which inherited the other script:
extends "base_item.gd"
func _ready():
do_different_stuff()
In my understanding this should override the "original" ready function. Therefore, neither "dostuff()" nor the "_process()" function should be called. However, in my program all three functions are called, similar to what you would observe if you call a super()-function in python.
In contrast, if I create a new "do_stuff()"-function in the new script only the new function is called. I therefore expect that the base functions like _ready() and _process() always call something like a super() function.
My question is: Is there a way to prevent that the parent base functions are called?
Best,
lbcp