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Formatting and typo corrections in ui_code_a_life_bar.rst & pr_workflow.rst

Michael Joy 7 years ago
parent
commit
2c93530be5

+ 1 - 1
community/contributing/pr_workflow.rst

@@ -105,7 +105,7 @@ working directory. Move into it using the ``cd`` command:
     
     $ cd godot 
 
-We will start by setting up a reference ot the original repository that we forked:
+We will start by setting up a reference to the original repository that we forked:
 
 ::
 

+ 7 - 3
getting_started/step_by_step/ui_code_a_life_bar.rst

@@ -449,8 +449,12 @@ Try the game again to see a nice blocky animation.
 
 ::
 
-    Every time the player takes a hit, the `GUI` calls `_on_Player_health_changed`, which in turn calls `update_health`. This updates the animation and the `number_label` and `bar` follow in `_process`.
-    The animated life bar that shows the health going down gradually is just a trick. It makes the GUI feel alive. If the `Player` takes 3 damage, it happens in an instant.
+Every time the player takes a hit, the ``GUI`` calls
+``_on_Player_health_changed``, which in turn calls ``update_health``. This
+updates the animation and the ``number_label`` and ``bar`` follow in
+``_process``. The animated life bar that shows the health going down gradually
+is just a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage,
+it happens in an instant.
 
 Fade the bar when the Player dies
 ---------------------------------
@@ -461,7 +465,7 @@ bar as well when the character died. We will reuse the same ``Tween``
 node as it manages multiple animations in parallel for us.
 
 First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal
-to know when it just died. Press :kbd:``F1`` to jump back to the 2D
+to know when it just died. Press :kbd:`F1` to jump back to the 2D
 Workspace. Select the ``Player`` node in the Scene dock and click on the
 Node tab next to the Inspector.