Apply minor fixups to the GDScript styleguide

This commit is contained in:
Michael Alexsander
2020-02-05 22:19:23 -03:00
parent 5759040c88
commit 91df8e4ed2
@@ -29,7 +29,8 @@ Here is a complete class example based on these guidelines:
class_name StateMachine
extends Node
# Hierarchical State machine for the player.
# Initializes states and delegates engine callbacks (_physics_process, _unhandled_input) to the state.
# Initializes states and delegates engine callbacks
# (_physics_process, _unhandled_input) to the state.
signal state_changed(previous, new)
@@ -40,6 +41,7 @@ Here is a complete class example based on these guidelines:
onready var _state = get_node(initial_state) setget set_state
onready var _state_name = _state.name
func _init():
add_to_group("state_machine")
@@ -570,7 +572,7 @@ variables, in that order.
::
enum Jobs { KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN }
enum Jobs {KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN}
const MAX_LIVES = 3
@@ -663,21 +665,21 @@ GDScript compiler infer the variable's type when possible.
onready var health_bar: ProgressBar = get_node("UI/LifeBar")
var health := 0 # The compiler will use the int type
var health := 0 # The compiler will use the int type.
**Bad**:
::
# The compiler can't infer the exact type and will use Node
# instead of ProgressBar
# instead of ProgressBar.
onready var health_bar := get_node("UI/LifeBar")
When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``.
::
var health := 0 # The compiler will use the int type
var health := 0 # The compiler will use the int type.
Add a space on either sides of the return type arrow when defining functions.