Browse Source

Added a better description for types operations (floats, integers), fixes #377

Julian Murgia 8 years ago
parent
commit
af28c7515e
1 changed files with 96 additions and 87 deletions
  1. 96 87
      learning/scripting/gdscript/gdscript_basics.rst

+ 96 - 87
learning/scripting/gdscript/gdscript_basics.rst

@@ -7,9 +7,9 @@ Introduction
 ------------
 ------------
 
 
 *GDScript* is a high level, dynamically typed programming language used to
 *GDScript* is a high level, dynamically typed programming language used to
-create content. It uses a syntax similar to 
-`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_ 
-(blocks are indent-based and many keywords are similar). Its goal is 
+create content. It uses a syntax similar to
+`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
+(blocks are indent-based and many keywords are similar). Its goal is
 to be optimized for and tightly integrated with Godot Engine, allowing great
 to be optimized for and tightly integrated with Godot Engine, allowing great
 flexibility for content creation and integration.
 flexibility for content creation and integration.
 
 
@@ -28,7 +28,7 @@ enormous amount of code. After some experiments with
 
 
 The last third party scripting language that was used for shipped games
 The last third party scripting language that was used for shipped games
 was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
 was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
-At that point, it became evident that a custom scripting language could 
+At that point, it became evident that a custom scripting language could
 more optimally make use of Godot's particular architecture:
 more optimally make use of Godot's particular architecture:
 
 
 -  Godot embeds scripts in nodes. Most languages are not designed with
 -  Godot embeds scripts in nodes. Most languages are not designed with
@@ -65,7 +65,7 @@ here's a simple example of how GDScript looks.
 
 
     # member variables
     # member variables
 
 
-    var a = 5 
+    var a = 5
     var s = "Hello"
     var s = "Hello"
     var arr = [1, 2, 3]
     var arr = [1, 2, 3]
     var dict = {"key":"value", 2:3}
     var dict = {"key":"value", 2:3}
@@ -126,9 +126,9 @@ read this tutorial: :ref:`doc_gdscript_more_efficiently`.
 Language
 Language
 --------
 --------
 
 
-In the following, an overview is given to GDScript. Details, such as which 
+In the following, an overview is given to GDScript. Details, such as which
 methods are available to arrays or other objects, should be looked up in
 methods are available to arrays or other objects, should be looked up in
-the linked class descriptions. 
+the linked class descriptions.
 
 
 Identifiers
 Identifiers
 ~~~~~~~~~~~
 ~~~~~~~~~~~
@@ -220,6 +220,15 @@ The following is the list of supported operators and their precedence
 | ``-x``                                                        | Negative                                |
 | ``-x``                                                        | Negative                                |
 +---------------------------------------------------------------+-----------------------------------------+
 +---------------------------------------------------------------+-----------------------------------------+
 | ``*`` ``/`` ``%``                                             | Multiplication / Division / Remainder   |
 | ``*`` ``/`` ``%``                                             | Multiplication / Division / Remainder   |
+|                                                               |                                         |
+|                                                               | NOTE: The result of these operations    |
+|                                                               | depends on the operands types. If both  |
+|                                                               | are Integers, then the result will be   |
+|                                                               | an Integer. That means 1/10 returns 0   |
+|                                                               | instead of 0.1. If at least one of the  |
+|                                                               | operands is a float, then the result is |
+|                                                               | a float: float(1)/10 or 1.0/10 return   |
+|                                                               | both 0.1.                               |
 +---------------------------------------------------------------+-----------------------------------------+
 +---------------------------------------------------------------+-----------------------------------------+
 | ``+`` ``-``                                                   | Addition / Subtraction                  |
 | ``+`` ``-``                                                   | Addition / Subtraction                  |
 +---------------------------------------------------------------+-----------------------------------------+
 +---------------------------------------------------------------+-----------------------------------------+
@@ -276,13 +285,13 @@ considered a comment.
     # This is a comment
     # This is a comment
 
 
 ..  Uncomment me if/when https://github.com/godotengine/godot/issues/1320 gets fixed
 ..  Uncomment me if/when https://github.com/godotengine/godot/issues/1320 gets fixed
-    
+
     Multi-line comments can be created using """ (three quotes in a row) at
     Multi-line comments can be created using """ (three quotes in a row) at
     the beginning and end of a block of text.
     the beginning and end of a block of text.
-    
+
     ::
     ::
-    
-        """ Everything on these 
+
+        """ Everything on these
         lines is considered
         lines is considered
         a comment """
         a comment """
 
 
@@ -298,7 +307,7 @@ null
 ^^^^
 ^^^^
 
 
 ``null`` is an empty data type that contains no information and can not
 ``null`` is an empty data type that contains no information and can not
-be assigned any other value. 
+be assigned any other value.
 
 
 bool
 bool
 ^^^^
 ^^^^
@@ -428,7 +437,7 @@ Container built-in types
 :ref:`Array <class_Array>`
 :ref:`Array <class_Array>`
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 
-Generic sequence of arbitrary object types, including other arrays or dictionaries (see below). 
+Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
 The array can resize dynamically. Arrays are indexed starting from index ``0``.
 The array can resize dynamically. Arrays are indexed starting from index ``0``.
 Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
 Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
 
 
@@ -444,10 +453,10 @@ Starting with Godot 2.1, indices may be negative like in Python, to count from t
 
 
 GDScript arrays are allocated linearly in memory for speed. Very
 GDScript arrays are allocated linearly in memory for speed. Very
 large arrays (more than tens of thousands of elements) may however cause
 large arrays (more than tens of thousands of elements) may however cause
-memory fragmentation. If this is a concern special types of 
-arrays are available. These only accept a single data type. They avoid memory 
+memory fragmentation. If this is a concern special types of
+arrays are available. These only accept a single data type. They avoid memory
 fragmentation and also use less memory but are atomic and tend to run slower than generic
 fragmentation and also use less memory but are atomic and tend to run slower than generic
-arrays. They are therefore only recommended to use for very large data sets: 
+arrays. They are therefore only recommended to use for very large data sets:
 
 
 - :ref:`ByteArray <class_ByteArray>`: An array of bytes (integers from 0 to 255).
 - :ref:`ByteArray <class_ByteArray>`: An array of bytes (integers from 0 to 255).
 - :ref:`IntArray <class_IntArray>`: An array of integers.
 - :ref:`IntArray <class_IntArray>`: An array of integers.
@@ -473,15 +482,15 @@ Associative container which contains values referenced by unique keys.
         "morekey"  : "Hello"
         "morekey"  : "Hello"
     }
     }
 
 
-Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:`` 
-and doesn't use quotes to mark string keys (making for slightly less to write). 
-Note however that like any GDScript identifier, keys written in this form cannot 
+Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
+and doesn't use quotes to mark string keys (making for slightly less to write).
+Note however that like any GDScript identifier, keys written in this form cannot
 start with a digit.
 start with a digit.
 
 
 ::
 ::
 
 
     var d = {
     var d = {
-        test22 = "Value", 
+        test22 = "Value",
         somekey = 2,
         somekey = 2,
         otherkey = [2,3,4],
         otherkey = [2,3,4],
         morekey = "Hello"
         morekey = "Hello"
@@ -516,7 +525,7 @@ Constants
 ~~~~~~~~~
 ~~~~~~~~~
 
 
 Constants are similar to variables, but must be constants or constant
 Constants are similar to variables, but must be constants or constant
-expressions and must be assigned on initialization. 
+expressions and must be assigned on initialization.
 
 
 ::
 ::
 
 
@@ -527,7 +536,7 @@ expressions and must be assigned on initialization.
     const e = [1, 2, 3, 4][0]  # constant expression: 1
     const e = [1, 2, 3, 4][0]  # constant expression: 1
     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!
-    
+
 Enums
 Enums
 ^^^^^
 ^^^^^
 
 
@@ -589,13 +598,13 @@ function or be returned from other functions. This is for performance reasons.
 To reference a function by name at runtime, (e.g. to store it in a variable, or
 To reference a function by name at runtime, (e.g. to store it in a variable, or
 pass it to another function as an argument) one must use the ``call`` or
 pass it to another function as an argument) one must use the ``call`` or
 ``funcref`` helpers::
 ``funcref`` helpers::
-   
+
     # Call a function by name in one step
     # Call a function by name in one step
-    mynode.call("myfunction", args)  
+    mynode.call("myfunction", args)
 
 
-    # Store a function reference 
+    # Store a function reference
     var myfunc = funcref(mynode, "myfunction")
     var myfunc = funcref(mynode, "myfunction")
-    # Call stored function reference 
+    # Call stored function reference
     myfunc.call_func(args)
     myfunc.call_func(args)
 
 
 
 
@@ -603,7 +612,7 @@ Remember that default functions like  ``_init``, and most
 notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
 notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
 ``_fixed_process``, etc. are called in all base classes automatically.
 ``_fixed_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.
 
 
 
 
 Static functions
 Static functions
@@ -705,7 +714,7 @@ It's the equivalent of the ``switch`` statement found in many other languages bu
 Basic syntax:
 Basic syntax:
 
 
 ::
 ::
-    
+
     match [expression]:
     match [expression]:
         [pattern](s): [block]
         [pattern](s): [block]
         [pattern](s): [block]
         [pattern](s): [block]
@@ -730,7 +739,7 @@ There are 6 pattern types:
 
 
 - constant pattern
 - constant pattern
     constant primitives, like numbers and strings ::
     constant primitives, like numbers and strings ::
-    
+
         match x:
         match x:
             1:      print("We are number one!")
             1:      print("We are number one!")
             2:      print("Two are better than one!")
             2:      print("Two are better than one!")
@@ -739,7 +748,7 @@ There are 6 pattern types:
 
 
 - variable pattern
 - variable pattern
     matches the contents of a variable/enum ::
     matches the contents of a variable/enum ::
-    
+
         match typeof(x):
         match typeof(x):
             TYPE_FLOAT:  print("float")
             TYPE_FLOAT:  print("float")
             TYPE_STRING: print("text")
             TYPE_STRING: print("text")
@@ -748,9 +757,9 @@ There are 6 pattern types:
 
 
 - wildcard pattern
 - wildcard pattern
     This pattern matches everything. It's written as a single underscore.
     This pattern matches everything. It's written as a single underscore.
-    
+
     It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
     It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
-    
+
         match x:
         match x:
             1: print("it's one!")
             1: print("it's one!")
             2: print("it's one times two!")
             2: print("it's one times two!")
@@ -760,7 +769,7 @@ There are 6 pattern types:
 - binding pattern
 - binding pattern
     A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
     A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
     It's especially useful in array and dictionary patterns. ::
     It's especially useful in array and dictionary patterns. ::
-        
+
         match x:
         match x:
             1:           print("it's one!")
             1:           print("it's one!")
             2:           print("it's one times two!")
             2:           print("it's one times two!")
@@ -769,13 +778,13 @@ 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 don't match.
     The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern don't match.
 
 
     **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
     **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
-    
+
     Every subpattern has to be comma separated. ::
     Every subpattern has to be comma separated. ::
-    
+
         match x:
         match x:
             []:
             []:
                 print("empty array")
                 print("empty array")
@@ -785,7 +794,7 @@ There are 6 pattern types:
                 print("first element is ", start, ", and the last is \"test\"")
                 print("first element is ", start, ", and the last is \"test\"")
             [42, ..]:
             [42, ..]:
                 print("open ended array")
                 print("open ended array")
-    
+
 - dictionary pattern
 - dictionary pattern
     Works in the same was as the array pattern. Every key has to be a constant pattern.
     Works in the same was as the array pattern. Every key has to be a constant pattern.
 
 
@@ -834,7 +843,7 @@ separate threads without the user knowing). In the same way, member
 variables (including arrays and dictionaries) are initialized every time
 variables (including arrays and dictionaries) are initialized every time
 an instance is created.
 an instance is created.
 
 
-Below is an example of a class file. 
+Below is an example of a class file.
 
 
 ::
 ::
 
 
@@ -848,29 +857,29 @@ Below is an example of a class file.
 Inheritance
 Inheritance
 ^^^^^^^^^^^
 ^^^^^^^^^^^
 
 
-A class (stored as a file) can inherit from 
+A class (stored as a file) can inherit from
 
 
 - A global class
 - A global class
-- Another class file 
-- An inner class inside another class file. 
+- Another class file
+- An inner class inside another class file.
 
 
-Multiple inheritance is not allowed. 
+Multiple inheritance is not allowed.
 
 
 Inheritance uses the ``extends`` keyword:
 Inheritance uses the ``extends`` keyword:
 
 
 ::
 ::
 
 
     # Inherit/extend a globally available class
     # Inherit/extend a globally available class
-    extends SomeClass 
-    
+    extends SomeClass
+
     # Inherit/extend a named class file
     # Inherit/extend a named class file
-    extends "somefile.gd" 
-    
+    extends "somefile.gd"
+
     # Inherit/extend an inner class in another file
     # Inherit/extend an inner class in another file
     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 ``extends`` keyword can be used as an operator instead:
 the ``extends`` keyword can be used as an operator instead:
 
 
 ::
 ::
@@ -887,7 +896,7 @@ the ``extends`` keyword can be used as an operator instead:
 Class Constructor
 Class Constructor
 ^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^
 
 
-The class constructor, called on class instantiation, is named ``_init``. 
+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.
 
 
@@ -902,7 +911,7 @@ Inner classes
 ^^^^^^^^^^^^^
 ^^^^^^^^^^^^^
 
 
 A class file can contain inner classes. Inner classes are defined using the
 A class file can contain inner classes. Inner classes are defined using the
-``class`` keyword. They are instanced using the ``ClassName.new()`` 
+``class`` keyword. They are instanced using the ``ClassName.new()``
 function.
 function.
 
 
 ::
 ::
@@ -917,7 +926,7 @@ function.
 
 
     # This is the constructor of the class file's main class
     # This is the constructor of the class file's main class
     func _init():
     func _init():
-        var c = SomeInnerClass.new() 
+        var c = SomeInnerClass.new()
         c.print_value_of_a()
         c.print_value_of_a()
 
 
 Classes as resources
 Classes as resources
@@ -960,12 +969,12 @@ special export syntax is provided.
 
 
 ::
 ::
 
 
-    # If the exported value assigns a constant or constant expression, 
+    # If the exported value assigns a constant or constant expression,
     # the type will be inferred and used in the editor
     # the type will be inferred and used in the editor
 
 
     export var number = 5
     export var number = 5
 
 
-    # Export can take a basic data type as an argument which will be 
+    # Export can take a basic data type as an argument which will be
     # used in the editor
     # used in the editor
 
 
     export(int) var number
     export(int) var number
@@ -978,49 +987,49 @@ special export syntax is provided.
     # Integers and strings hint enumerated values
     # Integers and strings hint enumerated values
 
 
     # Editor will enumerate as 0, 1 and 2
     # Editor will enumerate as 0, 1 and 2
-    export(int, "Warrior", "Magician", "Thief") var character_class   
-    # Editor will enumerate with string names 
-    export(String, "Rebecca", "Mary", "Leah") var character_name 
+    export(int, "Warrior", "Magician", "Thief") var character_class
+    # Editor will enumerate with string names
+    export(String, "Rebecca", "Mary", "Leah") var character_name
 
 
     # Strings as paths
     # Strings as paths
 
 
     # String is a path to a file
     # String is a path to a file
-    export(String, FILE) var f  
+    export(String, FILE) var f
     # String is a path to a directory
     # String is a path to a directory
-    export(String, DIR) var f  
+    export(String, DIR) var f
     # String is a path to a file, custom filter provided as hint
     # String is a path to a file, custom filter provided as hint
-    export(String, FILE, "*.txt") var f  
+    export(String, FILE, "*.txt") var f
 
 
-    # Using paths in the global filesystem is also possible, 
+    # Using paths in the global filesystem is also possible,
     # but only in tool scripts (see further below)
     # but only in tool scripts (see further below)
 
 
     # String is a path to a PNG file in the global filesystem
     # String is a path to a PNG file in the global filesystem
-    export(String, FILE, GLOBAL, "*.png") var tool_image 
+    export(String, FILE, GLOBAL, "*.png") var tool_image
     # String is a path to a directory in the global filesystem
     # String is a path to a directory in the global filesystem
     export(String, DIR, GLOBAL) var tool_dir
     export(String, DIR, GLOBAL) var tool_dir
 
 
-    # The MULTILINE setting tells the editor to show a large input 
+    # The MULTILINE setting tells the editor to show a large input
     # field for editing over multiple lines
     # field for editing over multiple lines
     export(String, MULTILINE) var text
     export(String, MULTILINE) var text
 
 
     # Limiting editor input ranges
     # Limiting editor input ranges
 
 
     # Allow integer values from 0 to 20
     # Allow integer values from 0 to 20
-    export(int, 20) var i  
-    # Allow integer values from -10 to 20 
-    export(int, -10, 20) var j 
+    export(int, 20) var i
+    # Allow integer values from -10 to 20
+    export(int, -10, 20) var j
     # Allow floats from -10 to 20, with a step of 0.2
     # Allow floats from -10 to 20, with a step of 0.2
-    export(float, -10, 20, 0.2) var k 
-    # Allow values y = exp(x) where y varies betwee 100 and 1000 
-    # while snapping to steps of 20. The editor will present a 
-    # slider for easily editing the value. 
-    export(float, EXP, 100, 1000, 20) var l 
+    export(float, -10, 20, 0.2) var k
+    # Allow values y = exp(x) where y varies betwee 100 and 1000
+    # while snapping to steps of 20. The editor will present a
+    # slider for easily editing the value.
+    export(float, EXP, 100, 1000, 20) var l
 
 
     # Floats with easing hint
     # Floats with easing hint
 
 
-    # Display a visual representation of the ease() function 
+    # Display a visual representation of the ease() function
     # when editing
     # when editing
-    export(float, EASE) var transition_speed 
+    export(float, EASE) var transition_speed
 
 
     # Colors
     # Colors
 
 
@@ -1028,9 +1037,9 @@ special export syntax is provided.
     export(Color, RGB) var col  # Color is RGB
     export(Color, RGB) var col  # Color is RGB
     # 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
 
 
 It must be noted that even if the script is not being run while at the
 It must be noted that even if the script is not being run while at the
@@ -1047,7 +1056,7 @@ can be set from the editor:
 ::
 ::
 
 
     # Individually edit the bits of an integer
     # Individually edit the bits of an integer
-    export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER 
+    export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
 
 
 Restricting the flags to a certain number of named flags is also
 Restricting the flags to a certain number of named flags is also
 possible. The syntax is very similar to the enumeration syntax:
 possible. The syntax is very similar to the enumeration syntax:
@@ -1055,7 +1064,7 @@ possible. The syntax is very similar to the enumeration syntax:
 ::
 ::
 
 
     # Set any of the given flags from the editor
     # Set any of the given flags from the editor
-    export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0 
+    export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
 
 
 In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
 In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
 has value 4 and ``Wind`` corresponds to value 8. Usually, constants
 has value 4 and ``Wind`` corresponds to value 8. Usually, constants
@@ -1096,21 +1105,21 @@ initializers, but they must be constant expressions.
 Setters/getters
 Setters/getters
 ~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~
 
 
-It is often useful to know when a class' member variable changes for 
-whatever reason. It may also be desired to encapsulate its access in some way. 
+It is often useful to know when a class' member variable changes for
+whatever reason. It may also be desired to encapsulate its access in some way.
 
 
-For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. 
+For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
 It is used directly after a variable definition:
 It is used directly after a variable definition:
 
 
 ::
 ::
 
 
     var variable = value setget setterfunc, getterfunc
     var variable = value setget setterfunc, getterfunc
 
 
-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 
-with the new value. Vice-versa, when ``variable`` is accessed, the *getter* function 
-(``getterfunc`` above) must ``return`` the desired value. Below is an example: 
+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
+(``getterfunc`` above) must ``return`` the desired value. Below is an example:
 
 
 
 
 ::
 ::
@@ -1135,8 +1144,8 @@ Either of the *setter* or *getter* functions can be omitted:
 Get/Setters are especially useful when exporting variables to editor in tool
 Get/Setters are especially useful when exporting variables to editor in tool
 scripts or plugins, for validating input.
 scripts or plugins, for validating input.
 
 
-As said *local* access will *not* trigger the setter and getter. Here is an 
-illustration of this: 
+As said *local* access will *not* trigger the setter and getter. Here is an
+illustration of this:
 
 
 ::
 ::
 
 
@@ -1144,7 +1153,7 @@ illustration of this:
         # Does not trigger setter/getter
         # Does not trigger setter/getter
         myinteger=5
         myinteger=5
         print(myinteger)
         print(myinteger)
-        
+
         # Does trigger setter/getter
         # Does trigger setter/getter
         self.myinteger=5
         self.myinteger=5
         print(self.myinteger)
         print(self.myinteger)
@@ -1183,7 +1192,7 @@ Signals
 
 
 It is often desired to send a notification that something happened in an
 It is often desired to send a notification that something happened in an
 instance. GDScript supports creation of built-in Godot signals.
 instance. GDScript supports creation of built-in Godot signals.
-Declaring a signal in GDScript is easy using the `signal` keyword. 
+Declaring a signal in GDScript is easy using the `signal` keyword.
 
 
 ::
 ::
 
 
@@ -1241,7 +1250,7 @@ Object.emit_signal method:
 Coroutines
 Coroutines
 ~~~~~~~~~~
 ~~~~~~~~~~
 
 
-GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_ 
+GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
 via the ``yield`` built-in function. Calling ``yield()`` will
 via the ``yield`` built-in function. Calling ``yield()`` will
 immediately return from the current function, with the current frozen
 immediately return from the current function, with the current frozen
 state of the same function as the return value. Calling ``resume`` on
 state of the same function as the return value. Calling ``resume`` on