Use python3 instead of python for syntax highlighting

This commit is contained in:
Rémi Verschelde
2016-02-06 12:04:17 +01:00
parent b1ae87dade
commit b59f0b3145
2 changed files with 11 additions and 9 deletions

View File

@@ -37,6 +37,7 @@ exclude_patterns = ['_build']
# Pygments (syntax highlighting) style to use
pygments_style = 'sphinx'
highlight_language = 'python3'
# -- Options for HTML output ----------------------------------------------

View File

@@ -26,10 +26,10 @@ callback will be called every frame. Example:
func _process(delta):
#do something..
| The delta parameter describes the time elapsed (in seconds, as
floating point) since the previous call to \_process().
| Fixed processing is similar, but only needed for synchronization with
the physics engine.
The delta parameter describes the time elapsed (in seconds, as
floating point) since the previous call to \_process().
Fixed processing is similar, but only needed for synchronization with
the physics engine.
A simple way to test this is to create a scene with a single Label node,
with the following script:
@@ -75,11 +75,12 @@ all enemies can be notified about the alarm sounding, by using
func _on_discovered():
get_tree().call_group(0,"guards","player_was_discovered")
| The above code calls the function "player\_was\_discovered" on every
member of the group "guards".
| Optionally, it is possible to get the full list of "guards" nodes by
calling
`SceneTree.get\_nodes\_in\_group() <https://github.com/okamstudio/godot/wiki/class_scenemainloop#get_nodes_in_group>`__:
The above code calls the function "player\_was\_discovered" on every
member of the group "guards".
Optionally, it is possible to get the full list of "guards" nodes by
calling
`SceneTree.get\_nodes\_in\_group() <https://github.com/okamstudio/godot/wiki/class_scenemainloop#get_nodes_in_group>`__:
::