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Edit 2d/canvas_layers.rst

Minor tweaks

Nathan Lovato 4 years ago
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3dce893d03
1 changed files with 11 additions and 12 deletions
  1. 11 12
      tutorials/2d/canvas_layers.rst

+ 11 - 12
tutorials/2d/canvas_layers.rst

@@ -6,31 +6,30 @@ 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
 :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. For example:
 
 -  **Parallax Backgrounds**: Backgrounds that move slower than the rest
    of the stage.
--  **UI**: Think of a user interface (UI) or head-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.
+-  **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?