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) |