Use upper-cased first letter at the start of comment sentences

This commit is contained in:
Rémi Verschelde
2015-11-21 13:31:25 +01:00
parent 708a0caf4a
commit f76b29f30d
30 changed files with 150 additions and 164 deletions

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@@ -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()

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@@ -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

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@@ -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

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@@ -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)):

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@@ -1,7 +1,7 @@
extends VBoxContainer
# member variables
# Member variables
var regex = RegEx.new()

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@@ -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

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@@ -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

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@@ -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")

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@@ -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"]

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@@ -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()

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@@ -1,7 +1,7 @@
extends Control
# member variables
# Member variables
var mousepos

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@@ -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()