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Update script.md

Björn Ritzl 7 달 전
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  1. 55 55
      docs/en/manuals/script.md

+ 55 - 55
docs/en/manuals/script.md

@@ -32,76 +32,76 @@ Defold executes Lua scripts as part of the engine lifecycle and exposes the life
 `self` is a userdata object that acts like a Lua table but you can't iterate over it with `pairs()` or `ipairs()` and you can't print it using `pprint()`.
 :::
 
-`init(self)`
-: Called when the component is initialized.
-
-  ```lua
-  function init(self)
-      -- These variables are available through the lifetime of the component instance
-      self.my_var = "something"
-      self.age = 0
-  end
-  ```
+#### `init(self)`
+Called when the component is initialized.
+
+```lua
+function init(self)
+  -- These variables are available through the lifetime of the component instance
+  self.my_var = "something"
+  self.age = 0
+end
+```
 
-`final(self)`
-: Called when the component is deleted. This is useful for cleaning up purposes, for instance if you have spawned game objects that should be deleted when the component is deleted.
+#### `final(self)`
+Called when the component is deleted. This is useful for cleaning up purposes, for instance if you have spawned game objects that should be deleted when the component is deleted.
 
-  ```lua
-  function final(self)
-      if self.my_var == "something" then
-          -- do some cleanup
-      end
+```lua
+function final(self)
+  if self.my_var == "something" then
+      -- do some cleanup
   end
-  ```
+end
+```
 
-`update(self, dt)`
-: Called once each frame. `dt` contains the delta time since the last frame.
+#### `update(self, dt)`
+Called once each frame. `dt` contains the delta time since the last frame.
 
-  ```lua
-  function update(self, dt)
-      self.age = self.age + dt -- increase age with the timestep
-  end
-  ```
+```lua
+function update(self, dt)
+  self.age = self.age + dt -- increase age with the timestep
+end
+```
 
-`fixed_update(self, dt)`
-: Frame-rate independent update. `dt` contains the delta time since the last update. This function is called when `engine.fixed_update_frequency` is enabled (!= 0). Useful when you wish to manipulate physics objects at regular intervals to achieve a stable physics simulation when `physics.use_fixed_timestep` is enabled in *game.project*.
+#### `fixed_update(self, dt)`
+Frame-rate independent update. `dt` contains the delta time since the last update. This function is called when `engine.fixed_update_frequency` is enabled (!= 0). Useful when you wish to manipulate physics objects at regular intervals to achieve a stable physics simulation when `physics.use_fixed_timestep` is enabled in *game.project*.
 
-  ```lua
-  function fixed_update(self, dt)
-      msg.post("#co", "apply_force", {force = vmath.vector3(1, 0, 0), position = go.get_world_position()})
-  end
-  ```
+```lua
+function fixed_update(self, dt)
+  msg.post("#co", "apply_force", {force = vmath.vector3(1, 0, 0), position = go.get_world_position()})
+end
+```
 
-`on_message(self, message_id, message, sender)`
-: When messages are sent to the script component through [`msg.post()`](/ref/msg#msg.post) the engine calls this function of the receiver component. Learn [more about message passing](/manuals/message-passing).
+#### `on_message(self, message_id, message, sender)`
+When messages are sent to the script component through [`msg.post()`](/ref/msg#msg.post) the engine calls this function of the receiver component. Learn [more about message passing](/manuals/message-passing).
 
-    ```lua
-    function on_message(self, message_id, message, sender)
-        if message_id == hash("increase_score") then
-            self.total_score = self.total_score + message.score
-        end
+```lua
+function on_message(self, message_id, message, sender)
+    if message_id == hash("increase_score") then
+        self.total_score = self.total_score + message.score
     end
-    ```
+end
+```
 
-`on_input(self, action_id, action)`
-: If this component has acquired input focus (see [`acquire_input_focus`](/ref/go/#acquire_input_focus)) the engine calls this function when input is registered. Learn [more about input handling](/manuals/input).
+#### `on_input(self, action_id, action)`
+If this component has acquired input focus (see [`acquire_input_focus`](/ref/go/#acquire_input_focus)) the engine calls this function when input is registered. Learn [more about input handling](/manuals/input).
 
-    ```lua
-    function on_input(self, action_id, action)
-        if action_id == hash("touch") and action.pressed then
-            print("Touch", action.x, action.y)
-        end
+```lua
+function on_input(self, action_id, action)
+    if action_id == hash("touch") and action.pressed then
+        print("Touch", action.x, action.y)
     end
-    ```
+end
+```
 
-`on_reload(self)`
-: This function is called when the script is reloaded through the hot reload editor function (<kbd>Edit ▸ Reload Resource</kbd>). It is very useful for debugging, testing and tweaking purposes. Learn [more about hot-reload](/manuals/hot-reload).
+#### `on_reload(self)`
+This function is called when the script is reloaded through the hot reload editor function (<kbd>Edit ▸ Reload Resource</kbd>). It is very useful for debugging, testing and tweaking purposes. Learn [more about hot-reload](/manuals/hot-reload).
 
-  ```lua
-  function on_reload(self)
-      print(self.age) -- print the age of this game object
-  end
-  ```
+```lua
+function on_reload(self)
+  print(self.age) -- print the age of this game object
+end
+```
 
 
 ## Reactive logic