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Make more snippets in GDScript basics page follow the styleguide (#3487)

Michael Alexsander 5 years ago
parent
commit
e4f6430262
1 changed files with 24 additions and 3 deletions
  1. 24 3
      getting_started/scripting/gdscript/gdscript_basics.rst

+ 24 - 3
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -987,7 +987,6 @@ will then appear with its new icon in the editor::
    # Item.gd
 
    extends Node
-
    class_name Item, "res://interface/icons/item.png"
 
 .. image:: img/class_name_editor_register_example.png
@@ -1000,11 +999,14 @@ Here's a class file example:
 
     class_name Character
 
+
     var health = 5
 
+
     func print_health():
         print(health)
 
+
     func print_this_script_three_times():
         print(get_script())
         print(ResourceLoader.load("res://character.gd"))
@@ -1093,9 +1095,11 @@ This is better explained through examples. Consider this scenario::
     var entity = null
     var message = null
 
+
     func _init(e=null):
         entity = e
 
+
     func enter(m):
         message = m
 
@@ -1103,6 +1107,7 @@ This is better explained through examples. Consider this scenario::
     # Idle.gd (inheriting class)
     extends "State.gd"
 
+
     func _init(e=null, m=null).(e):
         # Do something with 'e'.
         message = m
@@ -1138,9 +1143,12 @@ function.
     # An inner class in this class file.
     class SomeInnerClass:
         var a = 5
+
+
         func print_value_of_a():
             print(a)
 
+
     # This is the constructor of the class file's main class.
     func _init():
         var c = SomeInnerClass.new()
@@ -1162,6 +1170,7 @@ class resource is done by calling the ``new`` function on the class object::
     # Preload the class only once at compile time.
     const MyClass = preload("myclass.gd")
 
+
     func _init():
         var a = MyClass.new()
         a.some_function()
@@ -1194,9 +1203,11 @@ with the new value. Vice versa, when ``variable`` is accessed, the *getter* func
 
     var my_var setget my_var_set, my_var_get
 
+
     func my_var_set(new_value):
         my_var = new_value
 
+
     func my_var_get():
         return my_var # Getter must return a value.
 
@@ -1238,6 +1249,7 @@ placed at the top of the file::
     tool
     extends Button
 
+
     func _ready():
         print("Hello")
 
@@ -1276,6 +1288,7 @@ to. To create custom signals for a class, use the ``signal`` keyword.
 
    extends Node
 
+
    # A signal named health_depleted.
    signal health_depleted
 
@@ -1301,6 +1314,7 @@ signal, the game node's ``_on_Character_health_depleted`` is called::
         var character_node = get_node('Character')
         character_node.connect("health_depleted", self, "_on_Character_health_depleted")
 
+
     func _on_Character_health_depleted():
         get_tree().reload_current_scene()
 
@@ -1320,6 +1334,7 @@ the :ref:`Object.connect() <class_Object_method_connect>` method::
     ...
     signal health_changed
 
+
     func take_damage(amount):
         var old_health = health
         health -= amount
@@ -1433,6 +1448,7 @@ an example::
         yield()
         print("world")
 
+
     func _ready():
         var y = my_func()
         # Function state saved in 'y'.
@@ -1454,6 +1470,7 @@ for example::
         print(yield())
         return "cheers!"
 
+
     func _ready():
         var y = my_func()
         # Function state saved in 'y'.
@@ -1473,6 +1490,7 @@ Remember to save the new function state, when using multiple ``yield``\s::
             print("Turn %d" % i)
             yield();
 
+
     func _ready():
         var co = co_func();
         while co is GDScriptFunction && co.is_valid():
@@ -1502,6 +1520,7 @@ into an invalid state, for example::
         yield(button_func(), "completed")
         print("All buttons were pressed, hurray!")
 
+
     func button_func():
         yield($Button0, "pressed")
         yield($Button1, "pressed")
@@ -1512,7 +1531,7 @@ You can also get the signal's argument once it's emitted by an object:
 
 ::
 
-    # Wait for when any node is added to the scene tree
+    # Wait for when any node is added to the scene tree.
     var node = yield(get_tree(), "node_added")
 
 If you're unsure whether a function may yield or not, or whether it may yield
@@ -1528,10 +1547,11 @@ multiple times, you can yield to the ``completed`` signal conditionally:
 
         return result
 
+
     func make():
         var result = generate()
 
-        if result is GDScriptFunctionState: # still working
+        if result is GDScriptFunctionState: # Still working.
             result = yield(result, "completed")
 
         return result
@@ -1553,6 +1573,7 @@ be obtained when a call to ``Node._ready()`` is made.
 
     var my_label
 
+
     func _ready():
         my_label = get_node("MyLabel")