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Эх сурвалжийг харах

Fix miscellaneous errors in gdscript_basics.rst (#1976)

corrigentia 6 жил өмнө
parent
commit
89173c8d60

+ 24 - 24
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -568,7 +568,7 @@ after the variable name, followed by the type.
     var my_vector2: Vector2
     var my_vector2: Vector2
     var my_node: Node = Sprite.new()
     var my_node: Node = Sprite.new()
 
 
-If the variable is initialized within the declaration the type can be inferred, so
+If the variable is initialized within the declaration, the type can be inferred, so
 it's possible to omit the type name::
 it's possible to omit the type name::
 
 
     var my_vector2 :=  Vector2() # 'my_vector2' is of type 'Vector2'
     var my_vector2 :=  Vector2() # 'my_vector2' is of type 'Vector2'
@@ -592,13 +592,13 @@ Values assigned to typed variables must have a compatible type. If it's needed t
 coerce a value to be of a certain type, in particular for object types, you can
 coerce a value to be of a certain type, in particular for object types, you can
 use the casting operator ``as``.
 use the casting operator ``as``.
 
 
-Casting between object types results on the same object if the value is of the
-same type or a subtype of the casted type.
+Casting between object types results in the same object if the value is of the
+same type or a subtype of the cast type.
 
 
 ::
 ::
 
 
     var my_node2D: Node2D
     var my_node2D: Node2D
-    my_node2D = $Sprite as Node2D # Works since Sprite is subtype of Node2D
+    my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
 
 
 If the value is not a subtype, the casting operation will result in a ``null`` value.
 If the value is not a subtype, the casting operation will result in a ``null`` value.
 
 
@@ -641,7 +641,7 @@ expressions and must be assigned on initialization.
     const F = sin(20) # sin() can be used in constant expressions.
     const F = sin(20) # sin() can be used in constant expressions.
     const G = x + 20 # Invalid; this is not a constant expression!
     const G = x + 20 # Invalid; this is not a constant expression!
 
 
-Although the type of constants are inferred from the assigned value, it's also
+Although the type of constants is inferred from the assigned value, it's also
 possible to add explicit type specification::
 possible to add explicit type specification::
 
 
     const A: int = 5
     const A: int = 5
@@ -719,11 +719,11 @@ return early with the ``return`` keyword, but they can't return any value.
     void_function() -> void:
     void_function() -> void:
         return # Can't return a value
         return # Can't return a value
 
 
-.. note:: Non-void functions must **always** return a value, so if your code have
-          branching statements (such as ``if``/``else`` construct), all the
+.. note:: Non-void functions must **always** return a value, so if your code has
+          branching statements (such as an ``if``/``else`` construct), all the
           possible paths must have a return. E.g., if you have a ``return``
           possible paths must have a return. E.g., if you have a ``return``
           inside an ``if`` block but not after it, the editor will raise an
           inside an ``if`` block but not after it, the editor will raise an
-          error because if the block is not executed the function won't have a
+          error because if the block is not executed, the function won't have a
           valid value to return.
           valid value to return.
 
 
 Referencing Functions
 Referencing Functions
@@ -746,8 +746,8 @@ pass it to another function as an argument) one must use the ``call`` or
     my_func.call_func(args)
     my_func.call_func(args)
 
 
 
 
-Remember that default functions like  ``_init``, and most
-notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
+Remember that default functions, like  ``_init``, and most
+notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``,
 ``_physics_process``, etc. are called in all base classes automatically.
 ``_physics_process``, etc. are called in all base classes automatically.
 So there is only a need to call the function explicitly when overloading
 So there is only a need to call the function explicitly when overloading
 them in some way.
 them in some way.
@@ -756,7 +756,7 @@ them in some way.
 Static functions
 Static functions
 ^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^
 
 
-A function can be declared static. When a function is static it has no
+A function can be declared static. When a function is static, it has no
 access to the instance member variables or ``self``. This is mainly
 access to the instance member variables or ``self``. This is mainly
 useful to make libraries of helper functions:
 useful to make libraries of helper functions:
 
 
@@ -798,7 +798,7 @@ Short statements can be written on the same line as the condition::
         return x
         return x
 
 
 Sometimes you might want to assign a different initial value based on a
 Sometimes you might want to assign a different initial value based on a
-boolean expression. In this case ternary-if expressions come in handy::
+boolean expression. In this case, ternary-if expressions come in handy::
 
 
     var x = [value] if [expression] else [value]
     var x = [value] if [expression] else [value]
     y += 3 if y < 10 else -1
     y += 3 if y < 10 else -1
@@ -847,7 +847,7 @@ match
 ^^^^^
 ^^^^^
 
 
 A ``match`` statement is used to branch execution of a program.
 A ``match`` statement is used to branch execution of a program.
-It's the equivalent of the ``switch`` statement found in many other languages but offers some additional features.
+It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
 
 
 Basic syntax:
 Basic syntax:
 
 
@@ -862,7 +862,7 @@ Basic syntax:
             [block]
             [block]
 
 
 
 
-**Crash-course for people who are familiar to switch statements**:
+**Crash-course for people who are familiar with switch statements**:
 
 
 1. Replace ``switch`` with ``match``
 1. Replace ``switch`` with ``match``
 2. Remove ``case``
 2. Remove ``case``
@@ -874,7 +874,7 @@ Basic syntax:
 
 
 The patterns are matched from top to bottom.
 The patterns are matched from top to bottom.
 If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
 If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
-If you want to have a fallthrough you can use ``continue`` to stop execution in the current block and check the ones below it.
+If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
 
 
 There are 6 pattern types:
 There are 6 pattern types:
 
 
@@ -930,7 +930,7 @@ There are 6 pattern types:
 
 
 
 
 - array pattern
 - array pattern
-    matches an array. Every single element of the array pattern is a pattern itself so you can nest them.
+    matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
 
 
     The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
     The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
 
 
@@ -1068,7 +1068,7 @@ Inheritance uses the ``extends`` keyword:
     extends "somefile.gd".SomeInnerClass
     extends "somefile.gd".SomeInnerClass
 
 
 
 
-To check if a given instance inherits from a given class
+To check if a given instance inherits from a given class,
 the ``is`` keyword can be used:
 the ``is`` keyword can be used:
 
 
 ::
 ::
@@ -1105,7 +1105,7 @@ The class constructor, called on class instantiation, is named ``_init``.
 As mentioned earlier, the constructors of parent classes are called automatically when
 As mentioned earlier, the constructors of parent classes are called automatically when
 inheriting a class. So there is usually no need to call ``._init()`` explicitly.
 inheriting a class. So there is usually no need to call ``._init()`` explicitly.
 
 
-Unlike the call of a regular function like in the above example with ``.some_func``,
+Unlike the call of a regular function, like in the above example with ``.some_func``,
 if the constructor from the inherited class takes arguments, they are passed like this:
 if the constructor from the inherited class takes arguments, they are passed like this:
 
 
 ::
 ::
@@ -1138,12 +1138,12 @@ This is better explained through examples. Say we have this scenario:
 There are a few things to keep in mind here:
 There are a few things to keep in mind here:
 
 
 1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
 1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
-   arguments (``e`` in this case) then the inheriting class (``Idle.gd``) *has* to
+   arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to
    define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
    define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
-3. in the example above ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
+3. in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
    in to ``Idle.gd``
    in to ``Idle.gd``
-4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments it still needs to pass some value
+4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
    to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
    to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
    can pass literals in the base constructor as well, not just variables. Eg.:
    can pass literals in the base constructor as well, not just variables. Eg.:
 
 
@@ -1291,7 +1291,7 @@ special export syntax is provided.
     # Color given as Red-Green-Blue-Alpha value
     # Color given as Red-Green-Blue-Alpha value
     export(Color, RGBA) var col # Color is RGBA.
     export(Color, RGBA) var col # Color is RGBA.
 
 
-    # Another node in the scene can be exported too.
+    # Another node in the scene can be exported, too.
 
 
     export(NodePath) var node
     export(NodePath) var node
 
 
@@ -1382,7 +1382,7 @@ It is used directly after a variable definition:
 Whenever the value of ``variable`` is modified by an *external* source
 Whenever the value of ``variable`` is modified by an *external* source
 (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
 (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
 will be called. This happens *before* the value is changed. The *setter* must decide what to do
 will be called. This happens *before* the value is changed. The *setter* must decide what to do
-with the new value. Vice-versa, when ``variable`` is accessed, the *getter* function
+with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
 (``getterfunc`` above) must ``return`` the desired value. Below is an example:
 (``getterfunc`` above) must ``return`` the desired value. Below is an example:
 
 
 
 
@@ -1602,7 +1602,7 @@ into an invalid state, for example:
         yield($Button0, "pressed")
         yield($Button0, "pressed")
         yield($Button1, "pressed")
         yield($Button1, "pressed")
 
 
-``my_func`` will only continue execution once both the buttons are pressed.
+``my_func`` will only continue execution once both buttons have been pressed.
 
 
 Onready keyword
 Onready keyword
 ~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~