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Merge pull request #4327 from pyacier/master

proofreading 2d/canvas_layers.rst : change passive voice to direct voice
Nathan Lovato 4 жил өмнө
parent
commit
3db42682a4

+ 15 - 17
tutorials/2d/canvas_layers.rst

@@ -6,34 +6,33 @@ Canvas layers
 Viewport and Canvas items
 -------------------------
 
-Regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
-:ref:`Control <class_Control>` both inherit from
-:ref:`CanvasItem <class_CanvasItem>`, which is the base for all 2D
-nodes. CanvasItems can be arranged in trees. Each item will inherit
-its parent's transform. This means that when the parent is moved, the children
-will move too.
+:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
+     2D nodes, such as :ref:`Node2D <class_Node2D>`, or `Control
+     <class_Control>`. Both inherit from :ref:`CanvasItem <class_CanvasItem>`.
+     You can arrange canvas items in trees. Each item will inherit its parent's
+     transform: when the parent moves, its children move too.
 
 CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
-:ref:`Viewport <class_Viewport>`, and will be displayed through it.
+:ref:`Viewport <class_Viewport>`, that display them.
 
-A Viewport has the property
+The Viewport's property
 :ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
-which allows applying a custom
-:ref:`Transform2D <class_Transform2D>` transform to the CanvasItem hierarchy it contains. Nodes such as
+allows to apply a custom :ref:`Transform2D <class_Transform2D>`
+transform to the CanvasItem hierarchy it contains. Nodes such as
 :ref:`Camera2D <class_Camera2D>` work by changing that transform.
 
-Effects like scrolling are best achieved by manipulating the canvas transform property. This approach is more
-efficient than moving the root canvas item (and hence the whole scene).
+To achieve effects like scrolling, manipulating the canvas transform property is
+more efficient than moving the root canvas item and the entire scene with it.
 
 Usually though, we don't want *everything* in the game or app to be subject to the canvas
 transform. Examples of this are:
 
 -  **Parallax Backgrounds**: Backgrounds that move slower than the rest
    of the stage.
--  **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world is changing.
+-  **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
 -  **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
 
-How can these problems be solved in a single scene tree?
+How to solve these problems in a single scene tree?
 
 CanvasLayers
 ------------
@@ -59,7 +58,6 @@ CanvasLayers are independent of tree order, and they only depend on
 their layer number, so they can be instantiated when needed.
 
 .. note::   CanvasLayers aren't necessary to control the drawing order of nodes.
-            The standard way to ensuring that a node is  correctly drawn 'in front' or 'behind' others is to manipulate the
+            The standard way to ensuring that a node is correctly drawn 'in front' or 'behind' others is to manipulate the
             order of the nodes in the scene panel. Perhaps counterintuitively, the topmost nodes in the scene panel are drawn
-            on *behind* lower ones in the viewport. 2d nodes also have a property for controlling their drawing order
-            (see :ref:`Node2D.z_index <class_Node2D_property_z_index>`).
+            on *behind* lower ones in the viewport. 2d nodes also have the :ref:`Node2D.z_index <class_Node2D_property_z_index>` property for controlling their drawing order