Alexey Gulev 6 anni fa
parent
commit
ad4f4179a2

+ 4 - 4
examples/basics/follow/follow.script

@@ -4,7 +4,7 @@ function init(self)
 end
 
 local function landed(self) -- <9>
-    self.moving = false 
+    self.moving = false
 end
 
 function on_input(self, action_id, action)
@@ -14,13 +14,13 @@ function on_input(self, action_id, action)
 			self.moving = true -- <6>
 			pos = vmath.vector3(action.x, action.y, 0) -- <7>
 			go.animate(".", "position", go.PLAYBACK_ONCE_FORWARD, pos, go.EASING_LINEAR, 0.5, 0, landed) -- <8>
-		end 
+		end
 	end
 end
 
 --[[
 1. Tell the engine that this game object ("." is shorthand for the current game object) should listen to input. Any input will be received in the `on_input()` function.
-2. Store a flag in `self` (the current script component) to indicate if the game object is moving or nit.
+2. Store a flag in `self` (the current script component) to indicate if the game object is moving or not.
 3. If we receive an input action named "click" and it is pressed then run the following.
 4. If the `moving` flag is not set.
 5. Disable (don't show) the help text label.
@@ -30,4 +30,4 @@ end
    When the animation is done, call the function `landed()`.
 9. The function `landed()` is called when the animation is done. It just resets the `moving` flag
    so subsequent clicks will result in a new movement.
---]]
+--]]

+ 4 - 4
examples/physics/kinematic/kinematic.script

@@ -4,7 +4,7 @@ function init(self)
 end
 
 local function landed(self) -- <9>
-    self.moving = false 
+    self.moving = false
 end
 
 function on_input(self, action_id, action)
@@ -14,13 +14,13 @@ function on_input(self, action_id, action)
 			self.moving = true -- <6>
 			pos = vmath.vector3(action.x, action.y, 0) -- <7>
 			go.animate(".", "position", go.PLAYBACK_ONCE_FORWARD, pos, go.EASING_LINEAR, 0.5, 0, landed) -- <8>
-		end 
+		end
 	end
 end
 
 --[[
 1. Tell the engine that this object ("." is shorthand for the current game object) should listen to input. Any input will be received in the `on_input()` function.
-2. Store a flag in `self` (the current script component) to indicate if the game object is moving or nit.
+2. Store a flag in `self` (the current script component) to indicate if the game object is moving or not.
 3. If we receive an input action named "click" and it is pressed then run the following.
 4. If the `moving` flag is not set.
 5. Disable (don't show) the help text label.
@@ -30,4 +30,4 @@ end
    When the animation is done, call the function `landed()`.
 9. The function `landed()` is called when the animation is done. It just resets the `moving` flag
    so subsequent clicks will result in a new movement.
---]]
+--]]