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Merge pull request #5094 from hpnrep6/canvas-layer

Fix :ref: formatting in Canvas layers
(cherry picked from commit 92ae59588840a7573cd5c87933508f568dcda8b9)

# Conflicts:
#	tutorials/2d/canvas_layers.rst
Max Hilbrunner 4 年之前
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共有 1 個文件被更改,包括 2 次插入2 次删除
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      tutorials/2d/canvas_layers.rst

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

@@ -26,11 +26,11 @@ Effects like scrolling are best achieved by manipulating the canvas transform pr
 efficient than moving the root canvas item (and hence the whole scene).
 efficient than moving the root canvas item (and hence the whole scene).
 
 
 Usually though, we don't want *everything* in the game or app to be subject to the canvas
 Usually though, we don't want *everything* in the game or app to be subject to the canvas
-transform. Examples of this are:
+transform. For example:
 
 
 -  **Parallax Backgrounds**: Backgrounds that move slower than the rest
 -  **Parallax Backgrounds**: Backgrounds that move slower than the rest
    of the stage.
    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 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.
 -  **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
 -  **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 can these problems be solved in a single scene tree?