Proofing/review: Remove filler words, adhere to style guide

This commit is contained in:
mhilbrunner
2018-05-06 05:25:43 +02:00
parent c9be19229a
commit ec725ff8a0
88 changed files with 338 additions and 375 deletions
+4 -6
View File
@@ -157,7 +157,7 @@ this module:
# SCsub
Import('env')
env.add_source_files(env.modules_sources,"*.cpp") # just add all cpp files to the build
env.add_source_files(env.modules_sources,"*.cpp") # Add all cpp files to the build
With multiple sources, you can also add each file individually to a Python
string list:
@@ -227,8 +227,7 @@ your module will be included.
Using the module
----------------
Using your newly created module is very easy, from any script you can
now do:
You can now use your newly created moedule from any script:
::
@@ -406,15 +405,14 @@ one of the ``ClassName.xml`` files and recompile the engine from now on.
Summing up
----------
As you see, it's really easy to develop Godot in C++. Just write your
stuff normally and remember to:
Remember to:
- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
- use ``_bind_methods`` to bind your functions to scripting, and to
allow them to work as callbacks for signals.
But this is not all, depending what you do, you will be greeted with
some surprises.
some (hopefully positive) surprises.
- If you inherit from :ref:`class_Node` (or any derived node type, such as
Sprite), your new class will appear in the editor, in the inheritance