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authorBoris Verkhovskiy <boris.verk@gmail.com>2024-04-08 07:07:03 -0700
committerBoris Verkhovskiy <boris.verk@gmail.com>2024-04-08 07:07:03 -0700
commit216018a02e80fcc369c5c2786538593fa8fd199d (patch)
treee388f5d01f5dc1b13cd0d86ec6e2f8cf8106bfb2 /gdscript.html.markdown
parent52efd27986c78e7a3d78a2c2b82c186d66eec10f (diff)
Update highlighting languages
Diffstat (limited to 'gdscript.html.markdown')
-rw-r--r--gdscript.html.markdown8
1 files changed, 4 insertions, 4 deletions
diff --git a/gdscript.html.markdown b/gdscript.html.markdown
index 0bfac26a..3312e2e3 100644
--- a/gdscript.html.markdown
+++ b/gdscript.html.markdown
@@ -12,7 +12,7 @@ the engine. It's a perfect fit for game development.
## Basics
-```nim
+```gdscript
# Single-line comments are written using hash symbol.
"""
Multi-line
@@ -209,7 +209,7 @@ func use_inner_class():
## Accessing other nodes in the scene tree
-```nim
+```gdscript
extends Node2D
var sprite # This variable will hold the reference.
@@ -258,7 +258,7 @@ onready var reference = get_node(nodepath) as Node
Signal system is Godot's implementation of the observer programming
pattern. Here's an example:
-```nim
+```gdscript
class_name Player extends Node2D
var hp = 10
@@ -285,7 +285,7 @@ func _on_death():
GDScript can optionally use static typing.
-```nim
+```gdscript
extends Node
var x: int # define typed variable