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author | Boris Verkhovskiy <boris.verk@gmail.com> | 2024-04-08 07:07:03 -0700 |
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committer | Boris Verkhovskiy <boris.verk@gmail.com> | 2024-04-08 07:07:03 -0700 |
commit | 216018a02e80fcc369c5c2786538593fa8fd199d (patch) | |
tree | e388f5d01f5dc1b13cd0d86ec6e2f8cf8106bfb2 /gdscript.html.markdown | |
parent | 52efd27986c78e7a3d78a2c2b82c186d66eec10f (diff) |
Update highlighting languages
Diffstat (limited to 'gdscript.html.markdown')
-rw-r--r-- | gdscript.html.markdown | 8 |
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 |