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3 changes: 3 additions & 0 deletions snapshots/godot_bare_class_refs.md
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Both `Node2D` and `Control` inherit from `CanvasItem`.

See also `@GDScript` and `Transform2D`.
11 changes: 11 additions & 0 deletions snapshots/godot_codeblock.md
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Example usage:


```
for i in range(10):
var node = get_child(i)
node.queue_free()
```


This frees all children.
20 changes: 20 additions & 0 deletions snapshots/godot_codeblocks_multilang.md
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Iterate through collisions:


```gdscript
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
print(collision.get_collider().name)
```


```csharp
for (int i = 0; i < GetSlideCollisionCount(); i++)
{
var collision = GetSlideCollision(i);
GD.Print(collision.GetCollider().Name);
}
```


See `move_and_slide()`.
7 changes: 7 additions & 0 deletions snapshots/godot_cross_refs.md
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See `position` and `look_at()`.

Uses *delta* with `NAN`.

Emits `finished` for `LoopMode`.

Apply `@export` to `color`.
5 changes: 5 additions & 0 deletions snapshots/godot_mixed_with_bbcode.md
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**Note:** The `position` is relative to the parent.

Use `get_node()` or `get_child()` to access children.

See *also* [the docs](https://docs.godotengine.org).
13 changes: 13 additions & 0 deletions snapshots/godot_xml_roundtrip_class.md
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# TestGodotTags

*Inherits: Node2D*

See `position` and `look_at()`.

## Description

Uses *delta* with `Node2D` class. See `NOTIFICATION_READY`.

## Methods

- **do_thing(speed: float)** - Applies *speed* using `move_and_slide()`. Returns `OK` on success.
7 changes: 7 additions & 0 deletions snapshots/godot_xml_roundtrip_method.md
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# TestGodotTags.do_thing(speed: float)

**Parent**: TestGodotTags

## Description

Applies *speed* using `move_and_slide()`. Returns `OK` on success.
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