Procházet zdrojové kódy

Fix escaping plural 's' after inlined code

Also add missing inline code formatting to Custom drawing in 2D.
Rémi Verschelde před 6 roky
rodič
revize
dc2dfb6224

+ 1 - 1
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -867,7 +867,7 @@ Basic syntax:
 
 1. Replace ``switch`` with ``match``
 2. Remove ``case``
-3. Remove any ``break``s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
+3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
 4. Change ``default`` to a single underscore.
 
 

+ 25 - 25
tutorials/2d/custom_drawing_in_2d.rst

@@ -37,7 +37,7 @@ OK, how?
 
 Add a script to any :ref:`CanvasItem <class_CanvasItem>`
 derived node, like :ref:`Control <class_Control>` or
-:ref:`Node2D <class_Node2D>`. Then override the _draw() function.
+:ref:`Node2D <class_Node2D>`. Then override the ``_draw()`` function.
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -61,12 +61,12 @@ class reference. There are plenty of them.
 Updating
 --------
 
-The _draw() function is only called once, and then the draw commands
+The ``_draw()`` function is only called once, and then the draw commands
 are cached and remembered, so further calls are unnecessary.
 
 If re-drawing is required because a state or something else changed,
 simply call :ref:`CanvasItem.update() <class_CanvasItem_update>`
-in that same node and a new _draw() call will happen.
+in that same node and a new ``_draw()`` call will happen.
 
 Here is a little more complex example, a texture variable that will be
 redrawn if modified:
@@ -113,7 +113,7 @@ redrawn if modified:
     }
 
 In some cases, it may be desired to draw every frame. For this, just
-call update() from the _process() callback, like this:
+call ``update()`` from the ``_process()`` callback, like this:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -148,7 +148,7 @@ An example: drawing circular arcs
 
 We will now use the custom drawing functionality of the Godot Engine to draw
 something that Godot doesn't provide functions for. As an example, Godot provides
-a draw_circle() function that draws a whole circle. However, what about drawing a
+a ``draw_circle()`` function that draws a whole circle. However, what about drawing a
 portion of a circle? You will have to code a function to perform this and draw it yourself.
 
 Arc function
@@ -201,7 +201,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
 
 Remember the number of points our shape has to be decomposed into? We fixed this
 number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty
-``PoolVector2Array``, which is simply an array of ``Vector2``s.
+``PoolVector2Array``, which is simply an array of ``Vector2``\ s.
 
 The next step consists of computing the actual positions of these 32 points that
 compose an arc. This is done in the first for-loop: we iterate over the number of
@@ -210,17 +210,17 @@ We first determine the angle of each point, between the starting and ending angl
 
 The reason why each angle is decreased by 90° is that we will compute 2D positions
 out of each angle using trigonometry (you know, cosine and sine stuff...). However,
-to be simple, cos() and sin() use radians, not degrees. The angle of 0° (0 radian)
+to be simple, ``cos()`` and ``sin()`` use radians, not degrees. The angle of 0° (0 radian)
 starts at 3 o'clock, although we want to start counting at 12 o'clock. So we decrease
 each angle by 90° in order to start counting from 12 o'clock.
 
-The actual position of a point located on a circle at angle 'angle' (in radians)
-is given by Vector2(cos(angle), sin(angle)). Since cos() and sin() return values
+The actual position of a point located on a circle at angle ``angle`` (in radians)
+is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` and ``sin()`` return values
 between -1 and 1, the position is located on a circle of radius 1. To have this
-position on our support circle, which has a radius of 'radius', we simply need to
-multiply the position by 'radius'. Finally, we need to position our support circle
-at the 'center' position, which is performed by adding it to our Vector2 value.
-Finally, we insert the point in the PoolVector2Array which was previously defined.
+position on our support circle, which has a radius of ``radius``, we simply need to
+multiply the position by ``radius``. Finally, we need to position our support circle
+at the ``center`` position, which is performed by adding it to our ``Vector2`` value.
+Finally, we insert the point in the ``PoolVector2Array`` which was previously defined.
 
 Now, we need to actually draw our points. As you can imagine, we will not simply
 draw our 32 points: we need to draw everything that is between each of them.
@@ -235,7 +235,7 @@ Draw the arc on the screen
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 We now have a function that draws stuff on the screen;
-it is time to call it inside the _draw() function:
+it is time to call it inside the ``_draw()`` function:
 
 .. tabs::
 
@@ -318,7 +318,7 @@ constant or else the rotation speed will change accordingly.
 
 First, we have to make both angle_from and angle_to variables global at the top
 of our script. Also note that you can store them in other nodes and access them
-using get_node().
+using ``get_node()``.
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -341,16 +341,16 @@ using get_node().
 We make these values change in the _process(delta) function.
 
 We also increment our angle_from and angle_to values here. However, we must not
-forget to wrap() the resulting values between 0 and 360°! That is, if the angle
+forget to ``wrap()`` the resulting values between 0 and 360°! That is, if the angle
 is 361°, then it is actually 1°. If you don't wrap these values, the script will
 work correctly, but the angle values will grow bigger and bigger over time until
-they reach the maximum integer value Godot can manage (2^31 - 1).
+they reach the maximum integer value Godot can manage (``2^31 - 1``).
 When this happens, Godot may crash or produce unexpected behavior.
-Since Godot doesn't provide a wrap() function, we'll create it here, as
+Since Godot doesn't provide a ``wrap()`` function, we'll create it here, as
 it is relatively simple.
 
-Finally, we must not forget to call the update() function, which automatically
-calls _draw(). This way, you can control when you want to refresh the frame.
+Finally, we must not forget to call the ``update()`` function, which automatically
+calls ``_draw()``. This way, you can control when you want to refresh the frame.
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -394,7 +394,7 @@ calls _draw(). This way, you can control when you want to refresh the frame.
     }
 
 
-Also, don't forget to modify the _draw() function to make use of these variables:
+Also, don't forget to modify the ``_draw()`` function to make use of these variables:
 
 .. tabs::
  .. code-tab:: gdscript GDScript
@@ -423,14 +423,14 @@ It works, but the arc is rotating insanely fast! What's wrong?
 
 The reason is that your GPU is actually displaying the frames as fast as it can.
 We need to "normalize" the drawing by this speed; to achieve that, we have to make
-use of the 'delta' parameter of the _process() function. 'delta' contains the
+use of the ``delta`` parameter of the ``_process()`` function. ``delta`` contains the
 time elapsed between the two last rendered frames. It is generally small
-(about 0.0003 seconds, but this depends on your hardware), so using 'delta' to
+(about 0.0003 seconds, but this depends on your hardware), so using ``delta`` to
 control your drawing ensures that your program runs at the same speed on
 everybody's hardware.
 
-In our case, we simply need to multiply our 'rotation_angle' variable by 'delta'
-in the _process() function. This way, our 2 angles will be increased by a much
+In our case, we simply need to multiply our ``rotation_angle`` variable by ``delta``
+in the ``_process()`` function. This way, our 2 angles will be increased by a much
 smaller value, which directly depends on the rendering speed.
 
 .. tabs::