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@@ -101,7 +101,7 @@ Once again, the ``HBoxContainer`` is the perfect tool for the job.
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Select the ``Bars`` node and add a new ``HBoxContainer`` inside of it.
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Name it ``Bar``.
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-The label itself is requires at least three nodes: a ``NinePatchRect``
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+The label itself requires at least three nodes: a ``NinePatchRect``
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for the background, on top of which we'll add a texture on the left,
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either ``HP`` or ``EP``, and a ``Label`` on the right for the value. We
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can nest ``Control`` nodes however we want. We could use the
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@@ -379,7 +379,7 @@ On an inherited scene, you can change any property of every node in the
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inspector, aside from its name. If you modify and save the parent scene,
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all the inherited scenes update to reflect the changes. If you change a
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value in the inherited scene, it will always overrides the parent's
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-property. It's useful UIs as they often require variations of the same
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+property. It's useful for UIs as they often require variations of the same
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elements. In general, in UI design, buttons, panels etc. share a common
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base style and interactions. We don't want to copy it over to all
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variations manually.
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@@ -422,7 +422,7 @@ with broad terms, so it works with all inherited scenes. Like our
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button-red variations for the user to accept and refuse prompts. The new
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class contains the name of the parent element and an extra keyword to
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explain how it modifies it. When we create an inherited scene and change
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- the name of the top level node, we're doing the same thing
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+ the name of the top level node, we're doing the same thing.
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Design the EnergyBar
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~~~~~~~~~~~~~~~~~~~~
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@@ -619,7 +619,7 @@ find final project `here <#>`__.
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The GUI also has a minimum size, based on the textures inside of it. In
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games, we don’t need the interface to be as flexible as that of a
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website. You almost never want to support both landscape and portrait
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- screen orientations. It’s one of the other. In landscape orientation,
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+ screen orientations. It’s one or the other. In landscape orientation,
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the most common ratios range from 4:3 to 16:10. They are close to one
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another. That's why it’s enough for the GUI elements to only move
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horizontally when we change the window size.
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