Tweak background_loading (#2092)

Fix some punctuation and grammar in background_loading. 
Notes: 
"**setup**" (a single [compound] word) is a  _noun_  (a name for an object; a signifier [in Ferdinand de Saussure's semiology], a referrer, an identifier); 
"**set up**" (two separate words) is an 
_idiomatic_  (only makes sense when you take it as it is in its proper context) 
_transitive_  (it takes a [direct] object [in a sentence -- grammar]) 
_phrasal_  (made up of more than one word)
_verb_  (something that expresses an action being done; a process).

Data on which functions are expected to operate:
"**argument(s)**" is the name for what a function takes in when it is being called/invoked/"conjured"/"summoned" [👿 occult language right there 😒]; 
"**parameter(s)**" is the name for that/those factor(s) that alter[s] what a function is designed to return when one is defining it 📜, usually introduced/"declared" in the function header.

"Low**-**level" is the correct spelling of the adjective.
This commit is contained in:
corrigentia
2019-01-08 14:09:07 +02:00
committed by Rémi Verschelde
parent 46b9e43c4b
commit 3ac6537a93

View File

@@ -89,7 +89,7 @@ Example
This example demonstrates how to load a new scene. Consider it in the
context of the :ref:`doc_singletons_autoload` example.
First we setup some variables and initialize the ``current_scene``
Firstly, we set up some variables and initialize the ``current_scene``
with the main scene of the game:
::
@@ -133,7 +133,7 @@ error. Also note we skip one frame (via ``wait_frames``, set on the
Note how we use ``OS.get_ticks_msec`` to control how long we block the
thread. Some stages might load fast, which means we might be able
to cram more than one call to ``poll`` in one frame, some might take way
to cram more than one call to ``poll`` in one frame; some might take way
more than your value for ``time_max``, so keep in mind we won't have
precise control over the timings.
@@ -155,7 +155,7 @@ precise control over the timings.
# poll your loader
var err = loader.poll()
if err == ERR_FILE_EOF: # load finished
if err == ERR_FILE_EOF: # Finished loading.
var resource = loader.get_resource()
loader = null
set_new_scene(resource)
@@ -178,13 +178,13 @@ loader.
func update_progress():
var progress = float(loader.get_stage()) / loader.get_stage_count()
# update your progress bar?
# Update your progress bar?
get_node("progress").set_progress(progress)
# or update a progress animation?
# ...or update a progress animation?
var length = get_node("animation").get_current_animation_length()
# call this on a paused animation. use "true" as the second parameter to force the animation to update
# Call this on a paused animation. Use "true" as the second argument to force the animation to update.
get_node("animation").seek(progress * length, true)
func set_new_scene(scene_resource):
@@ -207,9 +207,9 @@ Not blocking main thread during the polling
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have a mutex to allow calls from the main thread to your loader
class, don't lock it while you call ``poll`` on the loader. When a
resource is finished loading, it might require some resources from the
low level APIs (VisualServer, etc), which might need to lock the main
class, don't lock the former while you call ``poll`` on the latter. When a
resource is done loading, it might require some resources from the
low-level APIs (VisualServer, etc), which might need to lock the main
thread to acquire them. This might cause a deadlock if the main thread
is waiting for your mutex while your thread is waiting to load a
resource.
@@ -230,7 +230,7 @@ Call after you instance the class to start the thread.
func queue_resource(path, p_in_front = false)
Queue a resource. Use optional parameter "p_in_front" to put it in
Queue a resource. Use optional argument "p_in_front" to put it in
front of the queue.
::
@@ -269,22 +269,22 @@ Example:
::
# initialize
# Initialize.
queue = preload("res://resource_queue.gd").new()
queue.start()
# suppose your game starts with a 10 second cutscene, during which the user can't interact with the game.
# For that time we know they won't use the pause menu, so we can queue it to load during the cutscene:
# Suppose your game starts with a 10 second cutscene, during which the user can't interact with the game.
# For that time, we know they won't use the pause menu, so we can queue it to load during the cutscene:
queue.queue_resource("res://pause_menu.tres")
start_cutscene()
# later when the user presses the pause button for the first time:
# Later, when the user presses the pause button for the first time:
pause_menu = queue.get_resource("res://pause_menu.tres").instance()
pause_menu.show()
# when you need a new scene:
queue.queue_resource("res://level_1.tscn", true) # use "true" as the second parameter to put it at the front
# of the queue, pausing the load of any other resource
queue.queue_resource("res://level_1.tscn", true) # Use "true" as the second argument to put it at the front
# of the queue, pausing the load of any other resource.
# to check progress
if queue.is_ready("res://level_1.tscn"):
@@ -295,5 +295,5 @@ Example:
# when the user walks away from the trigger zone in your Metroidvania game:
queue.cancel_resource("res://zone_2.tscn")
**Note**: this code in its current form is not tested in real world
**Note**: this code, in its current form, is not tested in real world
scenarios. Ask punto on IRC (#godotengine on irc.freenode.net) for help.