doc: Fix formatting in code blocks
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fc2038e128
commit
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10 changed files with 67 additions and 81 deletions
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@ -127,7 +127,7 @@
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<description>
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Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
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[codeblock]
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a = atan(0,-1) # a is 3.141593
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a = atan(0, -1) # a is 3.141593
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[/codeblock]
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</description>
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</method>
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@ -175,7 +175,7 @@
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# a is 'A'
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a = char(65)
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# a is 'a'
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a = char(65+32)
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a = char(65 + 32)
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[/codeblock]
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</description>
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</method>
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@ -230,7 +230,7 @@
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Returns the cosine of angle [code]s[/code] in radians.
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[codeblock]
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# prints 1 and -1
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print(cos(PI*2))
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print(cos(PI * 2))
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print(cos(PI))
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[/codeblock]
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</description>
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@ -584,7 +584,7 @@
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<description>
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Returns the maximum of two values.
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[codeblock]
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max(1,2) # returns 2
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max(1, 2) # returns 2
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max(-3.99, -4) # returns -3.99
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[/codeblock]
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</description>
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@ -599,7 +599,7 @@
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<description>
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Returns the minimum of two values.
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[codeblock]
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min(1,2) # returns 1
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min(1, 2) # returns 1
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min(-3.99, -4) # returns -4
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[/codeblock]
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</description>
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@ -657,7 +657,7 @@
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<description>
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Returns the result of [code]x[/code] raised to the power of [code]y[/code].
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[codeblock]
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pow(2,5) # returns 32
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pow(2, 5) # returns 32
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[/codeblock]
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</description>
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</method>
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@ -681,8 +681,8 @@
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<description>
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Converts one or more arguments to strings in the best way possible and prints them to the console.
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[codeblock]
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a = [1,2,3]
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print("a","b",a) # prints ab[1, 2, 3]
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a = [1, 2, 3]
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print("a", "b", a) # prints ab[1, 2, 3]
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[/codeblock]
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</description>
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</method>
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@ -1009,7 +1009,7 @@
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<description>
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Returns the tangent of angle [code]s[/code] in radians.
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[codeblock]
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tan( deg2rad(45) ) # returns 1
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tan(deg2rad(45)) # returns 1
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[/codeblock]
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</description>
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</method>
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@ -47,8 +47,7 @@
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Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(1,0,0), 4) # Adds the point (1,0,0) with weight_scale=4 and id=1
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as.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
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[/codeblock]
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If there already exists a point for the given id, its position and weight scale are updated to the given values.
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</description>
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@ -81,15 +80,12 @@
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<argument index="2" name="bidirectional" type="bool" default="true">
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</argument>
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<description>
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Creates a segment between the given points.
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Creates a segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is allowed, not the reverse direction.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(1,1,0))
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as.add_point(2, Vector3(0,5,0))
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as.connect_points(1, 2, false) # If bidirectional=false it's only possible to go from point 1 to point 2
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# and not from point 2 to point 1.
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as.add_point(1, Vector3(1, 1, 0))
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as.add_point(2, Vector3(0, 5, 0))
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as.connect_points(1, 2, false)
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[/codeblock]
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</description>
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</method>
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@ -129,15 +125,12 @@
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Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(0,0,0))
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as.add_point(2, Vector3(0,5,0))
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as.add_point(1, Vector3(0, 0, 0))
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as.add_point(2, Vector3(0, 5, 0))
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as.connect_points(1, 2)
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var res = as.get_closest_position_in_segment(Vector3(3,3,0)) # returns (0, 3, 0)
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var res = as.get_closest_position_in_segment(Vector3(3, 3, 0)) # returns (0, 3, 0)
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[/codeblock]
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The result is in the segment that goes from [code]y=0[/code] to [code]y=5[/code]. It's the closest position in the segment to the given point.
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The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point.
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</description>
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</method>
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<method name="get_id_path">
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@ -151,11 +144,10 @@
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Returns an array with the ids of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(0,0,0))
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as.add_point(2, Vector3(0,1,0), 1) # default weight is 1
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as.add_point(3, Vector3(1,1,0))
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as.add_point(4, Vector3(2,0,0))
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as.add_point(1, Vector3(0, 0, 0))
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as.add_point(2, Vector3(0, 1, 0), 1) # default weight is 1
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as.add_point(3, Vector3(1, 1, 0))
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as.add_point(4, Vector3(2, 0, 0))
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as.connect_points(1, 2, false)
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as.connect_points(2, 3, false)
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@ -177,11 +169,10 @@
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Returns an array with the ids of the points that form the connect with the given point.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(0,0,0))
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as.add_point(2, Vector3(0,1,0))
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as.add_point(3, Vector3(1,1,0))
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as.add_point(4, Vector3(2,0,0))
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as.add_point(1, Vector3(0, 0, 0))
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as.add_point(2, Vector3(0, 1, 0))
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as.add_point(3, Vector3(1, 1, 0))
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as.add_point(4, Vector3(2, 0, 0))
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as.connect_points(1, 2, true)
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as.connect_points(1, 3, true)
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@ -196,10 +196,10 @@
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<description>
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Return true if the array contains given value.
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[codeblock]
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[ "inside", 7 ].has("inside") == true
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[ "inside", 7 ].has("outside") == false
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[ "inside", 7 ].has(7) == true
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[ "inside", 7 ].has("7") == false
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["inside", 7].has("inside") == true
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["inside", 7].has("outside") == false
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["inside", 7].has(7) == true
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["inside", 7].has("7") == false
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[/codeblock]
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</description>
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</method>
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@ -6,9 +6,9 @@
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The [code]ArrayMesh[/code] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle
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[codeblock]
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var vertices = PoolVector3Array()
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vertices.push_back(Vector3(0,1,0))
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vertices.push_back(Vector3(1,0,0))
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vertices.push_back(Vector3(0,0,1))
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vertices.push_back(Vector3(0, 1, 0))
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vertices.push_back(Vector3(1, 0, 0))
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vertices.push_back(Vector3(0, 0, 1))
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# Initialize the ArrayMesh.
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var arr_mesh = ArrayMesh.new()
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var arrays = []
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@ -19,11 +19,6 @@
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</argument>
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<description>
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Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN].
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The following string formats are supported:
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[code]"#ff00ff00"[/code] - ARGB format with '#'
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[code]"ff00ff00"[/code] - ARGB format
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[code]"#ff00ff"[/code] - RGB format with '#'
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[code]"ff00ff"[/code] - RGB format
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[codeblock]
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# Each of the following creates the same color RGBA(178, 217, 10, 255)
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var c1 = Color("#ffb2d90a") # ARGB format with '#'
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<description>
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Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7) # Equivalent to RGBA(51, 255, 178, 255)
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var c = Color(0.2, 1.0, 0.7) # Equivalent to RGBA(51, 255, 178, 255)
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[/codeblock]
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</description>
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</method>
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<description>
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Constructs a color from an RGBA profile using values between 0 and 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7, .8) # Equivalent to RGBA(51, 255, 178, 204)
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var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalent to RGBA(51, 255, 178, 204)
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[/codeblock]
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</description>
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</method>
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Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values.
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[codeblock]
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var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
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var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50%
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var blendedColor = bg.blend(fg) # Brown with alpha of 75%
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var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%
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var blended_color = bg.blend(fg) # Brown with alpha of 75%
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[/codeblock]
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</description>
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</method>
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<description>
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Returns the most contrasting color.
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[codeblock]
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var c = Color(.3, .4, .9)
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var contrastedColor = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255)
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var c = Color(0.3, 0.4, 0.9)
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var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255)
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[/codeblock]
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</description>
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</method>
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<argument index="0" name="amount" type="float">
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</argument>
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<description>
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Returns a new color resulting from making this color darker by the specified percentage (0-1).
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Returns a new color resulting from making this color darker by the specified percentage (ratio from 0 to 1).
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[codeblock]
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var green = Color(0.0, 1.0, 0.0)
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var darkgreen = green.darkened(0.2) # 20% darker than regular green
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</return>
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<description>
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Returns the color's grayscale representation.
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The gray is calculated by [code](r + g + b) / 3[/code].
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The gray value is calculated as [code](r + g + b) / 3[/code].
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[codeblock]
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var c = Color(0.2, 0.45, 0.82)
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var gray = c.gray() # a value of 0.466667
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<description>
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Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code].
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[codeblock]
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var c = Color(.3, .4, .9)
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var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255)
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var c = Color(0.3, 0.4, 0.9)
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var inverted_color = c.inverted() # a color of an RGBA(178, 153, 26, 255)
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[/codeblock]
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</description>
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</method>
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<argument index="0" name="amount" type="float">
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</argument>
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<description>
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Returns a new color resulting from making this color lighter by the specified percentage (0-1).
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Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1).
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[codeblock]
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var green = Color(0.0, 1.0, 0.0)
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var lightgreen = green.lightened(0.2) # 20% lighter than regular green
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the linear interpolation with another color. The value t is between 0 and 1.
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Returns the linear interpolation with another color. The interpolation factor [code]t[/code] is between 0 and 1.
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[codeblock]
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var c1 = Color(1.0, 0.0, 0.0)
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var c2 = Color(0.0, 1.0, 0.0)
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<description>
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Returns the color's 32-bit integer in ABGR format (each byte represents a component of the ABGR profile). ABGR is the reversed version of the default format.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_abgr32()) # Prints 4281565439
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[/codeblock]
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</description>
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<description>
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Returns the color's 64-bit integer in ABGR format (each word represents a component of the ABGR profile). ABGR is the reversed version of the default format.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_abgr64()) # Prints -225178692812801
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[/codeblock]
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</description>
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<description>
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Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). ARGB is more compatible with DirectX.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_argb32()) # Prints 4294934323
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[/codeblock]
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</description>
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<description>
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Returns the color's 64-bit integer in ARGB format (each word represents a component of the ARGB profile). ARGB is more compatible with DirectX.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_argb64()) # Prints -2147470541
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[/codeblock]
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</description>
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Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
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Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
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[codeblock]
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var c = Color(1, 1, 1, .5)
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var c = Color(1, 1, 1, 0.5)
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var s1 = c.to_html() # Results "7fffffff"
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var s2 = c.to_html(false) # Results 'ffffff'
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[/codeblock]
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<description>
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_rgba32()) # Prints 4286526463
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[/codeblock]
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</description>
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<description>
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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var c = Color(1, 0.5, 0.2)
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print(c.to_rgba64()) # Prints -140736629309441
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[/codeblock]
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</description>
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func get_import_options(i):
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return [{"name": "my_option", "default_value": false}]
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func import(source_file, save_path, options, r_platform_variants, r_gen_files):
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func import(source_file, save_path, options, platform_variants, gen_files):
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var file = File.new()
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if file.open(source_file, File.READ) != OK:
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return FAILED
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func iterate(node):
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if node != null:
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node.name = "modified_"+node.name
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node.name = "modified_" + node.name
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for child in node.get_children():
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iterate(child)
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[/codeblock]
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Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.:
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[codeblock]
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var fields = {"username": "user", "password": "pass"}
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String queryString = httpClient.query_string_from_dict(fields)
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returns:= "username=user&password=pass"
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String query_string = http_client.query_string_from_dict(fields)
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# returns: "username=user&password=pass"
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[/codeblock]
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Furthermore, if a key has a null value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added.
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[codeblock]
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var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]}
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String queryString = httpClient.query_string_from_dict(fields)
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returns:= "single=123&not_valued&multiple=22&multiple=33&multiple=44"
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String query_string = http_client.query_string_from_dict(fields)
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# returns: "single=123&not_valued&multiple=22&multiple=33&multiple=44"
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[/codeblock]
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</description>
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</method>
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|
|||
To create a POST request with query strings to push to the server, do:
|
||||
[codeblock]
|
||||
var fields = {"username" : "user", "password" : "pass"}
|
||||
var queryString = httpClient.query_string_from_dict(fields)
|
||||
var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(queryString.length())]
|
||||
var result = httpClient.request(httpClient.METHOD_POST, "index.php", headers, queryString)
|
||||
var query_string = http_client.query_string_from_dict(fields)
|
||||
var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())]
|
||||
var result = http_client.request(http_client.METHOD_POST, "index.php", headers, query_string)
|
||||
[/codeblock]
|
||||
</description>
|
||||
</method>
|
||||
|
|
Loading…
Reference in a new issue