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@@ -15,7 +15,7 @@ In summary, always try to:
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2. Use precise action verbs
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3. Avoid verbs that end in -ing
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4. Remove unnecessary adverbs and adjectives.
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-5. Ban these 8 words
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+5. Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however
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6. Use explicit references
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7. Use 's to show possession
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@@ -42,9 +42,11 @@ Use the direct voice when possible. Take the classes, methods, and
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constants you describe as the subject. It's natural to write using the
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passive voice, but it's harder to read and produces longer sentences.
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+.. highlight:: none
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+
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Passive:
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-.. highlight:: md
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+::
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The man **was bitten** by the dog.
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@@ -53,11 +55,11 @@ Active:
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::
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The dog bit the man.
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-
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+
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**Don't** use the passive voice:
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-.. highlight:: md
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+::
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void edit_set_pivot ( Vector2 pivot )
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[...] This method **is implemented** only in some nodes that inherit Node2D.
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@@ -81,7 +83,7 @@ value to a new one:
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::
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void edit_set_pivot ( Vector2 pivot )
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- Set the pivot position of the 2D node to ‘pivot’ value. [...]
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+ Set the pivot position of the 2D node to [code]pivot[/code] value. [...]
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**Do** explain what's the consequence of this "set": use precise verbs
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like ``place``, ``position``, ``rotate``, ``fade``, etc.
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@@ -89,7 +91,7 @@ like ``place``, ``position``, ``rotate``, ``fade``, etc.
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::
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void edit_set_pivot ( Vector2 pivot )
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- Position the node's pivot to the 'pivot' value. [...]
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+ Position the node's pivot to the [code]pivot[/code] value. [...]
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Avoid verbs that end in -ing
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -99,14 +101,14 @@ The progressive forms describe continuous actions. E.g. "is calling",
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**Don't** use the progressive form for instant changes.
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-.. highlight:: md
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+::
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Vector2 move ( Vector2 rel_vec )
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Move the body in the given direction, **stopping** if there is an obstacle. [...]
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**Do** use simple present, preterit or future.
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-.. highlight:: md
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+::
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Vector2 move ( Vector2 rel_vec )
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Moves the body in the vector's direction. The body **stops** if it collides with an obstacle. [...]
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@@ -129,13 +131,13 @@ add key information to the description.
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**Don't** use redundant or meaningless adverbs. Words that lengthen the
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documentation but don't add any information:
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-.. highlight:: md
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+::
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**Basically** a big texture [...]
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**Do** write short sentences in a simple, descriptive language:
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-.. highlight:: md
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+::
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A big texture [...]
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@@ -162,14 +164,14 @@ easily, actually, clearly.
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**Don't** example. The banned words lengthen the description and take
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attention away from the most important info:
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-.. highlight:: md
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+::
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**TextureRect**
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Control frame that **simply** draws an assigned texture. It can stretch or not. It's a **simple** way to **just** show an image in a UI.
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**Do** remove them:
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-.. highlight:: md
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+::
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**TextureRect**
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[Control] node that displays a texture. The texture can stretch to the node's bounding box or stay in the center. Useful to display sprites in your UIs.
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@@ -179,28 +181,28 @@ complex or frustrate them. There's nothing like a good old *it's simple*
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to make you cringe. Here's the old brief description, the first sentence
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on the Timer node's page:
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-.. highlight:: md
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+::
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**Timer**
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A **simple** Timer node.
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**Do** explain what the node does instead:
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-.. highlight:: md
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+::
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**Timer**
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Calls a function of your choice after a certain duration.
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**Don't** use "basic", it is too vague:
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-.. highlight:: md
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+::
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**Vector3**
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Vector class, which performs **basic** 3D vector math operations.
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**Do** use the brief description to offer an overview of the node:
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-.. highlight:: md
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+::
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**Vector3**
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Provides essential math functions to manipulate 3D vectors: cross product, normalize, rotate, etc.
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@@ -213,15 +215,15 @@ Favor explicit references over implicit ones.
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**Don't** use words like "the former", "the latter", etc. They're not
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the most common in English, and they require you to check the reference.
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-.. highlight:: md
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+::
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- 'w' and 'h' define right and bottom margins. The **latter** two resize the texture so it fits in the defined margin.
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+ [code]w[/code] and [code]h[/code] define right and bottom margins. The **latter** two resize the texture so it fits in the defined margin.
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**Do** repeat words. They remove all ambiguity:
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-.. highlight:: md
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+::
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- 'w' and 'h' define right and bottom margins. **'w' and 'h'** resize the texture so it fits the margin.
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+ [code]w[/code] and [code]h[/code] define right and bottom margins. **[code]w[/code] and [code]h[/code]** resize the texture so it fits the margin.
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If you need to repeat the same variable name 3 or 4 times, you probably
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need to rephrase your description.
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@@ -234,14 +236,14 @@ milk" instead.
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**Don't** write "of the X":
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-.. highlight:: md
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+::
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The region **of the AtlasTexture that is** used.
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**Do** use ``'s``. It lets you put the main subject at the start of the
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sentence, and keep it short:
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-.. highlight:: md
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+::
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The **AtlasTexture's** used region.
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@@ -262,14 +264,14 @@ functionality, in up to 200 characters.
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**Don't** write tiny and vague summaries:
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-.. highlight:: md
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+::
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**Node2D**
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Base node for 2D system.
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**Do** give an overview of the node's functionality:
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-.. highlight:: md
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+::
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**Node2D**
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2D game object, parent of all 2D related nodes. Has a position, rotation, scale and z-index.
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@@ -313,10 +315,10 @@ Also surround boolean values, variable names and methods with [code][/code].
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**Do** start with "if true":
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-.. highlight:: md
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+::
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Timer.autostart
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- If [code]true[/code] the timer will automatically start when it enters the scene tree. Default value: `false`.
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+ If [code]true[/code] the timer will automatically start when it enters the scene tree. Default value: [code]false[/code].
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Use [code] around arguments
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