diff options
30 files changed, 150 insertions, 164 deletions
diff --git a/demos/3d/kinematic_char/cubio.gd b/demos/3d/kinematic_char/cubio.gd index d2bd00bd0f..c4d8276181 100644 --- a/demos/3d/kinematic_char/cubio.gd +++ b/demos/3d/kinematic_char/cubio.gd @@ -1,7 +1,7 @@ extends KinematicBody -# member variables +# Member variables var g = -9.8 var vel = Vector3() const MAX_SPEED = 5 @@ -12,7 +12,7 @@ const MAX_SLOPE_ANGLE = 30 func _fixed_process(delta): - var dir = Vector3() #where does the player intend to walk to + var dir = Vector3() # Where does the player intend to walk to var cam_xform = get_node("target/camera").get_global_transform() if (Input.is_action_pressed("move_forward")): @@ -49,13 +49,13 @@ func _fixed_process(delta): var on_floor = false var original_vel = vel var floor_velocity = Vector3() - var attempts=4 + var attempts = 4 while(is_colliding() and attempts): var n = get_collision_normal() if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE): - # if angle to the "up" vectors is < angle tolerance + # If angle to the "up" vectors is < angle tolerance, # char is on floor floor_velocity = get_collider_velocity() on_floor = true @@ -63,7 +63,7 @@ func _fixed_process(delta): motion = n.slide(motion) vel = n.slide(vel) if (original_vel.dot(vel) > 0): - # do not allow to slide towads the opposite direction we were coming from + # Do not allow to slide towads the opposite direction we were coming from motion=move(motion) if (motion.length() < 0.001): break diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd index 852b20a398..37a1402053 100644 --- a/demos/3d/kinematic_char/follow_camera.gd +++ b/demos/3d/kinematic_char/follow_camera.gd @@ -1,7 +1,7 @@ extends Camera -# member variables +# Member variables var collision_exception = [] export var min_distance = 0.5 export var max_distance = 4.0 @@ -19,15 +19,15 @@ func _fixed_process(dt): var delta = pos - target - # regular delta follow + # Regular delta follow - # check ranges + # Check ranges if (delta.length() < min_distance): delta = delta.normalized()*min_distance elif (delta.length() > max_distance): delta = delta.normalized()*max_distance - # check upper and lower height + # Check upper and lower height if (delta.y > max_height): delta.y = max_height if (delta.y < min_height): @@ -37,14 +37,14 @@ func _fixed_process(dt): look_at_from_pos(pos, target, up) - # turn a little up or down + # Turn a little up or down var t = get_transform() t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis set_transform(t) func _ready(): - # find collision exceptions for ray + # Find collision exceptions for ray var node = self while(node): if (node extends RigidBody): @@ -53,5 +53,5 @@ func _ready(): else: node = node.get_parent() set_fixed_process(true) - # this detaches the camera transform from the parent spatial node + # This detaches the camera transform from the parent spatial node set_as_toplevel(true) diff --git a/demos/3d/mousepick_test/mousepick.gd b/demos/3d/mousepick_test/mousepick.gd index c250c7f084..674ec7ff6f 100644 --- a/demos/3d/mousepick_test/mousepick.gd +++ b/demos/3d/mousepick_test/mousepick.gd @@ -1,9 +1,9 @@ extends RigidBody -# member variables +# Member variables var gray_mat = FixedMaterial.new() -var selected=false +var selected = false func _input_event(camera, event, pos, normal, shape): diff --git a/demos/3d/navmesh/navmesh.gd b/demos/3d/navmesh/navmesh.gd index 87b0e1d2cc..f3eaf766d2 100644 --- a/demos/3d/navmesh/navmesh.gd +++ b/demos/3d/navmesh/navmesh.gd @@ -1,7 +1,7 @@ extends Navigation -# member variables +# Member variables const SPEED = 4.0 var camrot = 0.0 @@ -11,7 +11,7 @@ var end = Vector3() var m = FixedMaterial.new() var path = [] -var draw_path=false +var draw_path = false func _process(delta): diff --git a/demos/3d/platformer/bullet.gd b/demos/3d/platformer/bullet.gd index 4709273535..29219403bd 100644 --- a/demos/3d/platformer/bullet.gd +++ b/demos/3d/platformer/bullet.gd @@ -1,5 +1,5 @@ extends RigidBody -# member variables -var disabled=false +# Member variables +var disabled = false diff --git a/demos/3d/platformer/coin.gd b/demos/3d/platformer/coin.gd index ef84014931..bd2eea81e2 100644 --- a/demos/3d/platformer/coin.gd +++ b/demos/3d/platformer/coin.gd @@ -1,11 +1,11 @@ extends Area -# member variables +# Member variables var taken = false func _on_coin_body_enter(body): if (not taken and body extends preload("res://player.gd")): get_node("anim").play("take") - taken=true + taken = true diff --git a/demos/3d/platformer/enemy.gd b/demos/3d/platformer/enemy.gd index 61671c7bd3..55c79e4858 100644 --- a/demos/3d/platformer/enemy.gd +++ b/demos/3d/platformer/enemy.gd @@ -1,7 +1,7 @@ extends RigidBody -# member variables +# Member variables const STATE_WALKING = 0 const STATE_DYING = 1 @@ -20,9 +20,9 @@ func _integrate_forces(state): var lv = state.get_linear_velocity() var g = state.get_total_gravity() - lv += g*delta # apply gravity + lv += g*delta # Apply gravity var up = -g.normalized() - + if (dying): state.set_linear_velocity(lv) return diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd index 3d18327df0..d0d531b9a5 100644 --- a/demos/3d/platformer/follow_camera.gd +++ b/demos/3d/platformer/follow_camera.gd @@ -1,95 +1,80 @@ extends Camera -# member variables here, example: -# var a=2 -# var b="textvar" - -var collision_exception=[] -export var min_distance=0.5 -export var max_distance=4.0 -export var angle_v_adjust=0.0 -export var autoturn_ray_aperture=25 -export var autoturn_speed=50 +# Member variables +var collision_exception = [] +export var min_distance = 0.5 +export var max_distance = 4.0 +export var angle_v_adjust = 0.0 +export var autoturn_ray_aperture = 25 +export var autoturn_speed = 50 var max_height = 2.0 var min_height = 0 func _fixed_process(dt): - var target = get_parent().get_global_transform().origin + var target = get_parent().get_global_transform().origin var pos = get_global_transform().origin - var up = Vector3(0,1,0) + var up = Vector3(0, 1, 0) var delta = pos - target - #regular delta follow - - #check ranges + # Regular delta follow + # Check ranges if (delta.length() < min_distance): - delta = delta.normalized() * min_distance + delta = delta.normalized()*min_distance elif (delta.length() > max_distance): - delta = delta.normalized() * max_distance + delta = delta.normalized()*max_distance - #check upper and lower height - if ( delta.y > max_height): + # Check upper and lower height + if (delta.y > max_height): delta.y = max_height - if ( delta.y < min_height): + if (delta.y < min_height): delta.y = min_height - #check autoturn - - var ds = PhysicsServer.space_get_direct_state( get_world().get_space() ) - + # Check autoturn + var ds = PhysicsServer.space_get_direct_state(get_world().get_space()) - var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception) - var col = ds.intersect_ray(target,target+delta,collision_exception) - var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception) + var col_left = ds.intersect_ray(target, target + Matrix3(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception) + var col = ds.intersect_ray(target, target + delta, collision_exception) + var col_right = ds.intersect_ray(target, target + Matrix3(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception) if (!col.empty()): - #if main ray was occluded, get camera closer, this is the worst case scenario + # If main ray was occluded, get camera closer, this is the worst case scenario delta = col.position - target elif (!col_left.empty() and col_right.empty()): - #if only left ray is occluded, turn the camera around to the right - delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta) + # If only left ray is occluded, turn the camera around to the right + delta = Matrix3(up, deg2rad(-dt*autoturn_speed)).xform(delta) elif (col_left.empty() and !col_right.empty()): - #if only right ray is occluded, turn the camera around to the left - delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta) + # If only right ray is occluded, turn the camera around to the left + delta = Matrix3(up, deg2rad(dt*autoturn_speed)).xform(delta) else: - #do nothing otherwise, left and right are occluded but center is not, so do not autoturn + # Do nothing otherwise, left and right are occluded but center is not, so do not autoturn pass - #apply lookat - if (delta==Vector3()): - delta = (pos - target).normalized() * 0.0001 + # Apply lookat + if (delta == Vector3()): + delta = (pos - target).normalized()*0.0001 pos = target + delta - look_at_from_pos(pos,target,up) + look_at_from_pos(pos, target, up) - #turn a little up or down + # Turn a little up or down var t = get_transform() - t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis + t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis set_transform(t) - - -func _ready(): -#find collision exceptions for ray +func _ready(): + # Find collision exceptions for ray var node = self while(node): if (node extends RigidBody): collision_exception.append(node.get_rid()) break else: - node=node.get_parent() - # Initalization here + node = node.get_parent() set_fixed_process(true) - #this detaches the camera transform from the parent spatial node + # This detaches the camera transform from the parent spatial node set_as_toplevel(true) - - - - - - diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd index f299f885ed..4cac1817e4 100644 --- a/demos/3d/platformer/player.gd +++ b/demos/3d/platformer/player.gd @@ -1,7 +1,7 @@ extends RigidBody -# member variables +# Member variables const ANIM_FLOOR = 0 const ANIM_AIR_UP = 1 const ANIM_AIR_DOWN = 2 @@ -14,14 +14,14 @@ const CHAR_SCALE = Vector3(0.3, 0.3, 0.3) var facing_dir = Vector3(1, 0, 0) var movement_dir = Vector3() -var jumping=false +var jumping = false var turn_speed = 40 var keep_jump_inertia = true var air_idle_deaccel = false var accel = 19.0 var deaccel = 14.0 -var sharp_turn_threshhold = 140 +var sharp_turn_threshold = 140 var max_speed = 3.1 var on_floor = false @@ -34,7 +34,7 @@ var shoot_blend = 0 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): - var n = p_target # normal + var n = p_target # Normal var t = n.cross(current_gn).normalized() var x = n.dot(p_facing) @@ -42,7 +42,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): var ang = atan2(y,x) - if (abs(ang) < 0.001): # too small + if (abs(ang) < 0.001): # Too small return p_facing var s = sign(ang) @@ -59,22 +59,22 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): func _integrate_forces(state): - var lv = state.get_linear_velocity() # linear velocity + var lv = state.get_linear_velocity() # Linear velocity var g = state.get_total_gravity() var delta = state.get_step() # var d = 1.0 - delta*state.get_total_density() # if (d < 0): # d = 0 - lv += g*delta # apply gravity + lv += g*delta # Apply gravity var anim = ANIM_FLOOR var up = -g.normalized() # (up is against gravity) - var vv = up.dot(lv) # vertical velocity - var hv = lv - up*vv # horizontal velocity + var vv = up.dot(lv) # Vertical velocity + var hv = lv - up*vv # Horizontal velocity - var hdir = hv.normalized() # horizontal direction - var hspeed = hv.length() # horizontal speed + var hdir = hv.normalized() # Horizontal direction + var hspeed = hv.length() # Horizontal speed var floor_velocity var onfloor = false @@ -90,7 +90,7 @@ func _integrate_forces(state): floor_velocity = state.get_contact_collider_velocity_at_pos(i) break - var dir = Vector3() # where does the player intend to walk to + var dir = Vector3() # Where does the player intend to walk to var cam_xform = get_node("target/camera").get_global_transform() if (Input.is_action_pressed("move_forward")): @@ -108,7 +108,7 @@ func _integrate_forces(state): var target_dir = (dir - up*dir.dot(up)).normalized() if (onfloor): - var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold + var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold if (dir.length() > 0.1 and !sharp_turn): if (hspeed > 0.001): @@ -130,7 +130,7 @@ func _integrate_forces(state): hv = hdir*hspeed - var mesh_xform = get_node("Armature").get_transform() + var mesh_xform = get_node("Armature").get_transform() var facing_mesh = -mesh_xform.basis[0].normalized() facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized() facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up) @@ -171,7 +171,7 @@ func _integrate_forces(state): #lv += floor_velocity last_floor_velocity = floor_velocity else: - if (on_floor) : + if (on_floor): #if (keep_jump_inertia): # lv += last_floor_velocity pass @@ -180,7 +180,7 @@ func _integrate_forces(state): movement_dir = lv on_floor = onfloor - + state.set_linear_velocity(lv) if (shoot_blend > 0): @@ -194,7 +194,7 @@ func _integrate_forces(state): bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized()) get_parent().add_child(bullet) bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20) - PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet + PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet get_node("sfx").play("shoot") prev_shoot = shoot_attempt diff --git a/demos/3d/truck_town/car_select.gd b/demos/3d/truck_town/car_select.gd index 62383a8b9a..4efcf63426 100644 --- a/demos/3d/truck_town/car_select.gd +++ b/demos/3d/truck_town/car_select.gd @@ -1,7 +1,7 @@ extends Control -# member variables +# Member variables var town = null diff --git a/demos/3d/truck_town/follow_camera.gd b/demos/3d/truck_town/follow_camera.gd index 5e6324db73..7c6a0a2ba6 100644 --- a/demos/3d/truck_town/follow_camera.gd +++ b/demos/3d/truck_town/follow_camera.gd @@ -1,7 +1,7 @@ extends Camera -# member variables +# Member variables var collision_exception = [] export var min_distance = 0.5 export var max_distance = 4.0 @@ -19,15 +19,15 @@ func _fixed_process(dt): var delta = pos - target - # regular delta follow + # Regular delta follow - # check ranges + # Check ranges if (delta.length() < min_distance): delta = delta.normalized()*min_distance elif (delta.length() > max_distance): delta = delta.normalized()*max_distance - # check upper and lower height + # Check upper and lower height if ( delta.y > max_height): delta.y = max_height if ( delta.y < min_height): @@ -37,14 +37,14 @@ func _fixed_process(dt): look_at_from_pos(pos, target, up) - # turn a little up or down + # Turn a little up or down var t = get_transform() t.basis = Matrix3(t.basis[0], deg2rad(angle_v_adjust))*t.basis set_transform(t) func _ready(): - # find collision exceptions for ray + # Find collision exceptions for ray var node = self while(node): if (node extends RigidBody): @@ -53,5 +53,5 @@ func _ready(): else: node = node.get_parent() set_fixed_process(true) - # this detaches the camera transform from the parent spatial node + # This detaches the camera transform from the parent spatial node set_as_toplevel(true) diff --git a/demos/3d/truck_town/vehicle.gd b/demos/3d/truck_town/vehicle.gd index 1c9bd2e891..22c5b7f0d4 100644 --- a/demos/3d/truck_town/vehicle.gd +++ b/demos/3d/truck_town/vehicle.gd @@ -1,7 +1,7 @@ extends VehicleBody -# member variables +# Member variables const STEER_SPEED = 1 const STEER_LIMIT = 0.4 diff --git a/demos/gui/drag_and_drop/drag_drop_script.gd b/demos/gui/drag_and_drop/drag_drop_script.gd index 7bcaf1a35e..719c42fe8f 100644 --- a/demos/gui/drag_and_drop/drag_drop_script.gd +++ b/demos/gui/drag_and_drop/drag_drop_script.gd @@ -3,12 +3,12 @@ extends ColorPickerButton func get_drag_data(pos): - # use another colorpicker as drag preview + # Use another colorpicker as drag preview var cpb = ColorPickerButton.new() cpb.set_color(get_color()) cpb.set_size(Vector2(50, 50)) set_drag_preview(cpb) - # return color as drag data + # Return color as drag data return get_color() diff --git a/demos/gui/input_mapping/controls.gd b/demos/gui/input_mapping/controls.gd index 7420053ef1..3cee6e6871 100644 --- a/demos/gui/input_mapping/controls.gd +++ b/demos/gui/input_mapping/controls.gd @@ -1,3 +1,6 @@ + +extends Control + # Note for the reader: # # This demo conveniently uses the same names for actions and for the container nodes @@ -9,9 +12,7 @@ # action and the node, e.g.: # button.connect("pressed", self, "wait_for_input", [ button, action ]) -extends Control - -# member variables +# Member variables var player_actions = [ "move_up", "move_down", "move_left", "move_right", "jump" ] var action # To register the action the UI is currently handling var button # Button node corresponding to the above action diff --git a/demos/gui/translation/main.gd b/demos/gui/translation/main.gd index 9b188cd588..c3e788f82b 100644 --- a/demos/gui/translation/main.gd +++ b/demos/gui/translation/main.gd @@ -10,7 +10,7 @@ func _goto_scene(): func _on_system_pressed(): - # will autodetect based on system, then fall back + # Will autodetect based on system, then fall back # to english if not found _goto_scene() diff --git a/demos/misc/autoload/global.gd b/demos/misc/autoload/global.gd index 126cbc0ab7..e094ab9784 100644 --- a/demos/misc/autoload/global.gd +++ b/demos/misc/autoload/global.gd @@ -1,6 +1,6 @@ extends Node -# member variables +# Member variables var current_scene = null @@ -34,7 +34,7 @@ func _deferred_goto_scene(path): func _ready(): # Get the current scene, the first time. - # it is always the last child of root, + # It is always the last child of root, # after the autoloaded nodes. var root = get_tree().get_root() diff --git a/demos/misc/autoload/scene_a.gd b/demos/misc/autoload/scene_a.gd index b95ce7dc6e..f9c39887b0 100644 --- a/demos/misc/autoload/scene_a.gd +++ b/demos/misc/autoload/scene_a.gd @@ -1,7 +1,7 @@ extends Panel -# member variables here, example: +# Member variables here, example: # var a=2 # var b="textvar" @@ -13,4 +13,4 @@ func _ready(): func _on_goto_scene_pressed(): get_node("/root/global").goto_scene("res://scene_b.scn") - pass # replace with function body + pass # Replace with function body diff --git a/demos/misc/autoload/scene_b.gd b/demos/misc/autoload/scene_b.gd index 599058848b..fdf2287a04 100644 --- a/demos/misc/autoload/scene_b.gd +++ b/demos/misc/autoload/scene_b.gd @@ -1,7 +1,7 @@ extends Panel -# member variables here, example: +# Member variables here, example: # var a=2 # var b="textvar" @@ -13,4 +13,4 @@ func _ready(): func _on_goto_scene_pressed(): get_node("/root/global").goto_scene("res://scene_a.scn") - pass # replace with function body + pass # Replace with function body diff --git a/demos/misc/joysticks/joysticks.gd b/demos/misc/joysticks/joysticks.gd index dc9166e49e..7add88573d 100644 --- a/demos/misc/joysticks/joysticks.gd +++ b/demos/misc/joysticks/joysticks.gd @@ -8,7 +8,7 @@ extends Node2D # # Licensed under the MIT license -# member variables +# Member variables var joy_num var cur_joy var axis_value @@ -16,21 +16,21 @@ var btn_state func _input(event): - # get the joystick device number from the spinbox + # Get the joystick device number from the spinbox joy_num = get_node("joy_num").get_value() - # display the name of the joystick if we haven't already + # Display the name of the joystick if we haven't already if joy_num != cur_joy: cur_joy = joy_num get_node("joy_name").set_text(Input.get_joy_name(joy_num)) - # loop through the axes and show their current values + # Loop through the axes and show their current values for axis in range(0, 8): axis_value = Input.get_joy_axis(joy_num, axis) get_node("axis_prog" + str(axis)).set_value(100*axis_value) get_node("axis_val" + str(axis)).set_text(str(axis_value)) - # loop through the buttons and highlight the ones that are pressed + # Loop through the buttons and highlight the ones that are pressed for btn in range(0, 17): btn_state = 1 if (Input.is_joy_button_pressed(joy_num, btn)): diff --git a/demos/misc/regex/regex.gd b/demos/misc/regex/regex.gd index 4921f4ff2e..98e5ca8828 100644 --- a/demos/misc/regex/regex.gd +++ b/demos/misc/regex/regex.gd @@ -1,7 +1,7 @@ extends VBoxContainer -# member variables +# Member variables var regex = RegEx.new() diff --git a/demos/misc/scene_changer/scene_a.gd b/demos/misc/scene_changer/scene_a.gd index e27c48cf11..0e80395e84 100644 --- a/demos/misc/scene_changer/scene_a.gd +++ b/demos/misc/scene_changer/scene_a.gd @@ -1,7 +1,7 @@ extends Panel -# member variables here, example: +# Member variables here, example: # var a=2 # var b="textvar" @@ -13,4 +13,4 @@ func _ready(): func _on_goto_scene_pressed(): get_tree().change_scene("res://scene_b.scn") - pass # replace with function body + pass # Replace with function body diff --git a/demos/misc/scene_changer/scene_b.gd b/demos/misc/scene_changer/scene_b.gd index b785ada45c..9ed13cf26b 100644 --- a/demos/misc/scene_changer/scene_b.gd +++ b/demos/misc/scene_changer/scene_b.gd @@ -1,7 +1,7 @@ extends Panel -# member variables here, example: +# Member variables here, example: # var a=2 # var b="textvar" @@ -13,4 +13,4 @@ func _ready(): func _on_goto_scene_pressed(): get_tree().change_scene("res://scene_a.scn") - pass # replace with function body + pass # Replace with function body diff --git a/demos/misc/threads/thread.gd b/demos/misc/threads/thread.gd index fbfd68af2b..1ef67e403c 100644 --- a/demos/misc/threads/thread.gd +++ b/demos/misc/threads/thread.gd @@ -1,31 +1,31 @@ extends Node2D -# member variables +# Member variables var thread = Thread.new() -# this function runs in a thread! -# threads always take one userdata argument +# This function runs in a thread! +# Threads always take one userdata argument func _bg_load(path): print("THREAD FUNC!") - # load the resource + # Load the resource var tex = ResourceLoader.load(path) - # call _bg_load_done on main thread + # Call _bg_load_done on main thread call_deferred("_bg_load_done") return tex # return it func _bg_load_done(): - # wait for the thread to complete, get the returned value + # Wait for the thread to complete, get the returned value var tex = thread.wait_to_finish() - # set to the sprite + # Set to the sprite get_node("sprite").set_texture(tex) func _on_load_pressed(): if (thread.is_active()): - # already working + # Already working return print("START THREAD!") thread.start(self, "_bg_load", "res://mona.png") diff --git a/demos/misc/tween/main.gd b/demos/misc/tween/main.gd index 4d37c18ba9..512271311e 100644 --- a/demos/misc/tween/main.gd +++ b/demos/misc/tween/main.gd @@ -1,7 +1,7 @@ extends Control -# member variables +# Member variables var trans = ["linear", "sine", "quint", "quart", "quad", "expo", "elastic", "cubic", "circ", "bounce", "back"] var eases = ["in", "out", "in_out", "out_in"] var modes = ["move", "color", "scale", "rotate", "callback", "follow", "repeat", "pause"] diff --git a/demos/misc/udp_chat/chat.gd b/demos/misc/udp_chat/chat.gd index a2d52bf126..71286895f4 100644 --- a/demos/misc/udp_chat/chat.gd +++ b/demos/misc/udp_chat/chat.gd @@ -5,7 +5,7 @@ extends Panel # (UDP can lose packets and you won't normally find out, so don't do a chat this way) # This is just a demo that shows how to use the UDP class. -# member variables +# Member variables var udp = PacketPeerUDP.new() diff --git a/demos/misc/window_management/control.gd b/demos/misc/window_management/control.gd index 881dbdc798..cd8e0e185b 100644 --- a/demos/misc/window_management/control.gd +++ b/demos/misc/window_management/control.gd @@ -1,7 +1,7 @@ extends Control -# member variables +# Member variables var mousepos diff --git a/demos/misc/window_management/observer/observer.gd b/demos/misc/window_management/observer/observer.gd index c1878bca43..f100811859 100644 --- a/demos/misc/window_management/observer/observer.gd +++ b/demos/misc/window_management/observer/observer.gd @@ -1,7 +1,7 @@ extends Spatial -# member variables +# Member variables var r_pos = Vector2() var state @@ -29,7 +29,7 @@ func _fixed_process(delta): if(Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - var dir = Vector3() + var dir = Vector3() var cam = get_global_transform() var org = get_translation() diff --git a/demos/viewport/2d_in_3d/pong.gd b/demos/viewport/2d_in_3d/pong.gd index 113c1cd44e..bf93c63bf2 100644 --- a/demos/viewport/2d_in_3d/pong.gd +++ b/demos/viewport/2d_in_3d/pong.gd @@ -1,45 +1,45 @@ extends Node2D -# member variables +# Member variables const INITIAL_BALL_SPEED = 80 var ball_speed = INITIAL_BALL_SPEED -var screen_size = Vector2(640,400) -# default ball direction -var direction = Vector2(-1,0) -var pad_size = Vector2(8,32) +var screen_size = Vector2(640, 400) +# Default ball direction +var direction = Vector2(-1, 0) +var pad_size = Vector2(8, 32) const PAD_SPEED = 150 func _process(delta): - # get ball position and pad rectangles + # Get ball position and pad rectangles var ball_pos = get_node("ball").get_pos() var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size) var right_rect = Rect2(get_node("right").get_pos() - pad_size*0.5, pad_size) - # integrate new ball postion + # Integrate new ball postion ball_pos += direction*ball_speed*delta - # flip when touching roof or floor + # Flip when touching roof or floor if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)): direction.y = -direction.y - # flip, change direction and increase speed when touching pads + # Flip, change direction and increase speed when touching pads if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)): direction.x = -direction.x ball_speed *= 1.1 direction.y = randf()*2.0 - 1 direction = direction.normalized() - # check gameover + # Check gameover if (ball_pos.x < 0 or ball_pos.x > screen_size.x): ball_pos = screen_size*0.5 ball_speed = INITIAL_BALL_SPEED - direction = Vector2(-1,0) + direction = Vector2(-1, 0) get_node("ball").set_pos(ball_pos) - # move left pad + # Move left pad var left_pos = get_node("left").get_pos() if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")): @@ -49,7 +49,7 @@ func _process(delta): get_node("left").set_pos(left_pos) - # move right pad + # Move right pad var right_pos = get_node("right").get_pos() if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")): @@ -62,6 +62,6 @@ func _process(delta): func _ready(): # Initalization here - screen_size = get_viewport_rect().size # get actual size + screen_size = get_viewport_rect().size # Get actual size pad_size = get_node("left").get_texture().get_size() set_process(true) diff --git a/demos/viewport/gui_in_3d/gui_3d.gd b/demos/viewport/gui_in_3d/gui_3d.gd index 8b9e352682..c640b133d3 100644 --- a/demos/viewport/gui_in_3d/gui_3d.gd +++ b/demos/viewport/gui_in_3d/gui_3d.gd @@ -1,26 +1,26 @@ extends Spatial -# member variables +# Member variables var prev_pos = null func _input(event): - # all other (non-mouse) events + # All other (non-mouse) events if (not event.type in [InputEvent.MOUSE_BUTTON, InputEvent.MOUSE_MOTION, InputEvent.SCREEN_DRAG, InputEvent.SCREEN_TOUCH]): get_node("viewport").input(event) -# mouse events for area +# Mouse events for Area func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): - # use click pos (click in 3d space, convert to area space) + # Use click pos (click in 3d space, convert to area space) var pos = get_node("area").get_global_transform().affine_inverse()*click_pos - # convert to 2D + # Convert to 2D pos = Vector2(pos.x, pos.y) - # convert to viewport coordinate system + # Convert to viewport coordinate system pos.x = (pos.x + 1.5)*100 pos.y = (-pos.y + 0.75)*100 - # set to event + # Set to event event.pos = pos event.global_pos = pos if (prev_pos == null): @@ -28,7 +28,7 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): if (event.type == InputEvent.MOUSE_MOTION): event.relative_pos = pos - prev_pos prev_pos = pos - # sned the event to the viewport + # Send the event to the viewport get_node("viewport").input(event) diff --git a/demos/viewport/screen_capture/screen_capture.gd b/demos/viewport/screen_capture/screen_capture.gd index 393efb60b6..9867d95452 100644 --- a/demos/viewport/screen_capture/screen_capture.gd +++ b/demos/viewport/screen_capture/screen_capture.gd @@ -4,13 +4,13 @@ extends Control func _on_button_pressed(): get_viewport().queue_screen_capture() - # let two frames pass to make sure the screen was captured - yield(get_tree(),"idle_frame") - yield(get_tree(),"idle_frame") - # retrieve the captured image + # Let two frames pass to make sure the screen was captured + yield(get_tree(), "idle_frame") + yield(get_tree(), "idle_frame") + # Retrieve the captured image var img = get_viewport().get_screen_capture() - # create a texture for it + # Create a texture for it var tex = ImageTexture.new() tex.create_from_image(img) - # set it to the capture node + # Set it to the capture node get_node("capture").set_texture(tex) |