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Merge pull request #27 from IllusionCatalyst/patch-1

Update scripting_continued.rst
Rémi Verschelde 9 years ago
parent
commit
3d1a5aedf9
1 changed files with 6 additions and 6 deletions
  1. 6 6
      tutorials/step_by_step/scripting_continued.rst

+ 6 - 6
tutorials/step_by_step/scripting_continued.rst

@@ -8,9 +8,9 @@ Processing
 
 
 Several actions in Godot are triggered by callbacks or virtual
 Several actions in Godot are triggered by callbacks or virtual
 functions, so there is no need to check for writing code that runs all
 functions, so there is no need to check for writing code that runs all
-time time. Additionally, a lot can be done with animation players.
+the time. Additionally, a lot can be done with animation players.
 
 
-However,it is still a very common case to have a script process on every
+However, it is still a very common case to have a script process on every
 frame. There are two types of processing, idle processing and fixed
 frame. There are two types of processing, idle processing and fixed
 processing.
 processing.
 
 
@@ -25,7 +25,7 @@ callback will be called every frame. Example:
         set_process(true)
         set_process(true)
 
 
     func _process(delta):
     func _process(delta):
-        # do something..
+        # do something...
 
 
 The delta parameter describes the time elapsed (in seconds, as
 The delta parameter describes the time elapsed (in seconds, as
 floating point) since the previous call to _process().
 floating point) since the previous call to _process().
@@ -55,7 +55,7 @@ Groups
 
 
 Nodes can be added to groups (as many as desired per node). This is a
 Nodes can be added to groups (as many as desired per node). This is a
 simple yet useful feature for organizing large scenes. There are two
 simple yet useful feature for organizing large scenes. There are two
-ways to do this, the first is from the UI, from tne Groups button:
+ways to do this, the first is from the UI, from the Groups button:
 
 
 .. image:: /img/groups.png
 .. image:: /img/groups.png
 
 
@@ -136,8 +136,8 @@ many useful overrideable functions, which are described as follows:
         pass 
         pass 
 
 
     func _exit_tree():
     func _exit_tree():
-        # When the node exists the _Scene Tree_, this function is called. 
-        # Children nodes have all exited the _Scene Tree_  at this point 
+        # When the node exits the _Scene Tree_, this function is called. 
+        # Children nodes have all exited the _Scene Tree_ at this point 
         # and all became inactive.
         # and all became inactive.
         pass
         pass