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Update README documentation
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README.md

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@@ -56,7 +56,7 @@ godot.register_signal(MySprite, 'game_over');
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export default class MySprite extends godot.Sprite {
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_process(delta) {
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// Yes! We can use operators in JavaScript like GDScript
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this.position += this.direction * new Vector2(delta, delta);
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this.position += this.direction * new godot.Vector2(delta, delta);
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}
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};
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// export 'direction' properties to MySprite godot inspector
@@ -99,6 +99,21 @@ Label.Align.ALIGN_LEFT | godot.Label.Align.ALIGN_LEFT
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- `godot.register_property(cls, name, default_value)` to define and export properties
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- `godot.register_class(cls, name)` to register named class manually
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- `godot.set_class_tags(tooled, icon)` to set `tool` and `icon` of the class
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- `godot.requestAnimationFrame(callbacl)` to add a callback function to be called every frame
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- `godot.cancelAnimationFrame(request_id)` to cancel an frame request previously scheduled
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- `godot.get_type(val)` Returns the internal type of the given `Variant` object, using the `godot.TYPE_*`
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- Using signals in the ECMAScript way
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- Allow passing functions for `godot.Object.connect`, `godot.Object.disconnect` and `godot.Object.is_connected`
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```js
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this.panel.connect(godot.Control.resized, (size) => {
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console.log('The size of the panel changed to:', size);
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});
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```
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- Using `await` to wait signals
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```js
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await godot.yield(this.get_tree().create_timer(1), godot.SceneTreeTimer.timeout);
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console.log('After one second to show');
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```
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You can run the menu command from godot editor to dump the api declearations.
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```

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