[DOCS] Classref additions and consistency fixes

(cherry picked from commit ec5cc708ce)
This commit is contained in:
Chris Bradfield 2018-09-16 10:52:21 -07:00 committed by Rémi Verschelde
parent 51317569f9
commit 5d53d6dd8c
6 changed files with 28 additions and 23 deletions

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@ -27,6 +27,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
@ -35,6 +36,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
</description>
</method>
<method name="remove_collision_exception_with">
@ -54,6 +56,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
</description>
</method>
<method name="set_collision_mask_bit">
@ -64,6 +67,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
</description>
</method>
</methods>
@ -74,7 +78,7 @@
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area can scan for collisions.
The physics layers this area scans for collisions.
</member>
</members>
<constants>

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@ -27,7 +27,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the collision mask.
Returns an individual bit on the collision mask.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
@ -36,7 +36,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the collision mask.
Returns an individual bit on the collision mask.
</description>
</method>
<method name="remove_collision_exception_with">
@ -56,7 +56,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
</description>
</method>
<method name="set_collision_mask_bit">
@ -67,7 +67,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
</description>
</method>
</methods>
@ -78,10 +78,10 @@
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area can scan for collisions.
The physics layers this area scans for collisions.
</member>
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
</member>
</members>
<constants>

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@ -4,7 +4,7 @@
A script interface to a scene file's data.
</brief_description>
<description>
Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene.
Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.
</description>
<tutorials>
</tutorials>

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@ -22,7 +22,7 @@
<argument index="2" name="shape_xform" type="Transform2D">
</argument>
<description>
Return whether this shape is colliding with another.
Returns [code]true[/code] if this shape is colliding with another.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
</description>
</method>
@ -36,7 +36,7 @@
<argument index="2" name="shape_xform" type="Transform2D">
</argument>
<description>
Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
</description>
</method>
@ -72,7 +72,7 @@
<argument index="4" name="shape_motion" type="Vector2">
</argument>
<description>
Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
</description>
</method>

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@ -16,7 +16,7 @@
<return type="String">
</return>
<description>
Returns the Shortcut's [InputEvent] as a [String].
Returns the shortcut's [InputEvent] as a [String].
</description>
</method>
<method name="is_shortcut" qualifiers="const">
@ -25,20 +25,20 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Returns [code]true[/code] if the Shortcut's [InputEvent] equals [code]event[/code].
Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/code].
</description>
</method>
<method name="is_valid" qualifiers="const">
<return type="bool">
</return>
<description>
If [code]true[/code] this Shortcut is valid.
If [code]true[/code] this shortcut is valid.
</description>
</method>
</methods>
<members>
<member name="shortcut" type="InputEvent" setter="set_shortcut" getter="get_shortcut">
The Shortcut's [InputEvent].
The shortcut's [InputEvent].
Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent].
</member>
</members>

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@ -30,25 +30,26 @@
<return type="void">
</return>
<description>
Stop (cancel) the Timer.
Stops the timer.
</description>
</method>
</methods>
<members>
<member name="autostart" type="bool" setter="set_autostart" getter="has_autostart">
If [code]true[/code], Timer will automatically start when entering the scene tree. Default value: [code]false[/code].
If [code]true[/code] the timer will automatically start when entering the scene tree. Default value: [code]false[/code].
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot">
If [code]true[/code], Timer will stop when reaching 0. If [code]false[/code], it will restart. Default value: [code]false[/code].
If [code]true[/code] the timer will stop when reaching 0. If [code]false[/code] it will restart. Default value: [code]false[/code].
</member>
<member name="paused" type="bool" setter="set_paused" getter="is_paused">
If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called.
If [code]true[/code] the timer is paused and will not process until it is unpaused again, even if [method start] is called.
</member>
<member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode">
Processing mode. Uses TIMER_PROCESS_* constants as value.
Processing mode. See [enum TimerProcessMode].
</member>
<member name="time_left" type="float" setter="" getter="get_time_left">
The timer's remaining time in seconds. Returns 0 if the timer is inactive.
Note: You cannot set this value. To change the timer's remaining time, use [member wait_time].
</member>
<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time">
Wait time in seconds.
@ -57,16 +58,16 @@
<signals>
<signal name="timeout">
<description>
Emitted when the Timer reaches 0.
Emitted when the timer reaches 0.
</description>
</signal>
</signals>
<constants>
<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode">
Update the Timer during the physics step at each frame (fixed framerate processing).
Update the timer during the physics step at each frame (fixed framerate processing).
</constant>
<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode">
Update the Timer during the idle time at each frame.
Update the timer during the idle time at each frame.
</constant>
</constants>
</class>