godot/demos/2d/dynamic_collision_shapes
Rémi Verschelde 7589b2bf60 Improve code formatting
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
2015-12-09 08:39:12 +01:00
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ball.gd Improve code formatting 2015-12-09 08:39:12 +01:00
ball.png Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
ball.scn Update 2D demos scenes for 2.0 format 2015-12-09 08:39:12 +01:00
box.png Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
circle.png Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
dynamic_colobjs.gd Improve code formatting 2015-12-09 08:39:12 +01:00
dynamic_colobjs.scn Update 2D demos scenes for 2.0 format 2015-12-09 08:39:12 +01:00
engine.cfg Added some demo icons 2015-10-29 20:37:09 +01:00
icon.png Make all demo icons 8-bit/color RGB(A) 2015-11-23 00:19:00 +01:00
poly.png Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00