Browse Source

Fixed several typos (#568)

jaggygames 7 years ago
parent
commit
86507c2662

+ 2 - 2
learning/features/gui/size_and_anchors.rst

@@ -3,9 +3,9 @@
 Size and anchors
 Size and anchors
 ----------------
 ----------------
 
 
-If a game was to be always run in the same device and at the same
+If a game was always going to be run on the same device and at the same
 resolution, positioning controls would be a simple matter of setting the
 resolution, positioning controls would be a simple matter of setting the
-position and size of each one of them. Unfortunately, it is rarely the
+position and size of each one of them. Unfortunately, that is rarely the
 case.
 case.
 
 
 Only TVs nowadays have a standard resolution and aspect ratio.
 Only TVs nowadays have a standard resolution and aspect ratio.

+ 1 - 1
learning/step_by_step/gui_tutorial.rst

@@ -126,7 +126,7 @@ UI complexity
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
 
 
 As mentioned before, Godot includes dozens of controls ready for use
 As mentioned before, Godot includes dozens of controls ready for use
-in a user interface. Such controls are divided in two categories. The
+in a user interface. Such controls are divided into two categories. The
 first is a small set of controls that work well for creating most game
 first is a small set of controls that work well for creating most game
 user interfaces. The second (and most controls are of this type) are
 user interfaces. The second (and most controls are of this type) are
 meant for complex user interfaces and uniform skinning through styles. A
 meant for complex user interfaces and uniform skinning through styles. A

+ 6 - 7
learning/step_by_step/resources.rst

@@ -99,10 +99,9 @@ parameter, because it loads the resource at compile-time.
 
 
 Loading scenes
 Loading scenes
 --------------
 --------------
-
-Scenes are also resources, but there is a catch. Scenes saved to disk
-are resources of type :ref:`PackedScene <class_PackedScene>`,
-this means that the scene is packed inside a resource.
+Scenes are also resources, but there is a catch. Scenes saved to disk 
+are resources of type :ref:`PackedScene <class_PackedScene>`. This means that 
+the scene is packed inside a resource.
 
 
 To obtain an instance of the scene, the method
 To obtain an instance of the scene, the method
 :ref:`PackedScene.instance() <class_PackedScene_instance>`
 :ref:`PackedScene.instance() <class_PackedScene_instance>`
@@ -114,9 +113,9 @@ must be used.
             var bullet = preload("res://bullet.tscn").instance()
             var bullet = preload("res://bullet.tscn").instance()
             add_child(bullet)                  
             add_child(bullet)                  
 
 
-This method creates the nodes in hierarchy, configures them (sets all
-the properties) and returns the root node of the scene, which can be
-added to any other node.
+This method creates the nodes in the scene's hierarchy, configures 
+them (sets all the properties) and returns the root node of the scene, 
+which can be added to any other node.
 
 
 The approach has several advantages. As the
 The approach has several advantages. As the
 :ref:`PackedScene.instance() <class_PackedScene_instance>`
 :ref:`PackedScene.instance() <class_PackedScene_instance>`

+ 6 - 6
learning/step_by_step/scene_tree.rst

@@ -6,12 +6,12 @@ SceneTree
 Introduction
 Introduction
 ------------
 ------------
 
 
-This is where things start getting abstract, but don't panic, as
-there's not really more depth than this.
+This is where things start getting abstract, but don't panic. There's 
+not really much more depth than this.
 
 
-In previous tutorials, everything revolves around the concept of
-nodes, scenes are made of them, and they become active once they enter
-the *scene tree*.
+In previous tutorials, everything revolved around the concept of
+nodes. Scenes are simply a collection of nodes. They become active once 
+they enter the *scene tree*.
 
 
 This concept deserves going into a little more detail. In fact, the
 This concept deserves going into a little more detail. In fact, the
 scene system is not even a core component of Godot, as it is possible to
 scene system is not even a core component of Godot, as it is possible to
@@ -33,7 +33,7 @@ main/main.cpp file in the source code if you are ever interested to
 see how this works internally).
 see how this works internally).
 
 
 The user program, or game, starts in the MainLoop. This class has a few
 The user program, or game, starts in the MainLoop. This class has a few
-methods, for initialization, idle (frame-syncronized callback), fixed
+methods, for initialization, idle (frame-synchronized callback), fixed
 (physics-synchronized callback), and input. Again, this is really low
 (physics-synchronized callback), and input. Again, this is really low
 level and when making games in Godot, writing your own MainLoop does not
 level and when making games in Godot, writing your own MainLoop does not
 even make sense.
 even make sense.

+ 10 - 11
learning/step_by_step/scenes_and_nodes.rst

@@ -28,14 +28,15 @@ other nodes display 3D models, etc. There are dozens of them.
 Nodes
 Nodes
 -----
 -----
 
 
-But let's start with the basics. A node is a fundamental building block for
-creating a game. A node:
+But let's start with the basics. Nodes are fundamental building blocks for
+creating a game. As mentioned above, a node can perform a variety of specialized 
+functions. However, any given node always has the following attributes:
 
 
--  Has a name.
--  Has editable properties.
--  Can receive a callback to process every frame.
--  Can be extended (to have more functions).
--  Can be added to other nodes as children.
+-  It has a name.
+-  It has editable properties.
+-  It can receive a callback to process every frame.
+-  It can be extended (to have more functions).
+-  It can be added to other nodes as children.
 
 
 .. image:: img/tree.png
 .. image:: img/tree.png
 
 
@@ -195,10 +196,8 @@ project.godot file and shows their default values. If you change a value, a
 tick is marked to the left of its name. This means that the property will be
 tick is marked to the left of its name. This means that the property will be
 saved to the project.godot file and remembered.
 saved to the project.godot file and remembered.
 
 
-As a side note, it is possible to add custom configuration options and read
-them at run-time using the :ref:`ProjectSettings <class_ProjectSettings>`
-singleton. This is not something you need to worry about now (this is the
-first tutorial after all!), but we mention it for future reference.
+As a side note, it is also possible to add custom configuration options and 
+read them in at run-time using the :ref:`ProjectSettings <class_ProjectSettings>` singleton.
 
 
 To be continued...
 To be continued...
 ------------------
 ------------------

+ 5 - 5
learning/step_by_step/scripting_continued.rst

@@ -6,9 +6,9 @@ Scripting (continued)
 Processing
 Processing
 ----------
 ----------
 
 
-Several actions in Godot are triggered by callbacks or virtual
-functions, so there is no need to check for writing code that runs all
-the time. Additionally, a lot can be done with animation players.
+Several actions in Godot are triggered by callbacks or virtual functions, 
+so there is no need to write code that runs all 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 physics
 frame. There are two types of processing: idle processing and physics
@@ -165,8 +165,8 @@ As mentioned before, it's best to use these functions.
 Creating nodes
 Creating nodes
 --------------
 --------------
 
 
-To create a node from code, just call the ".new()" method (like for any
-other class-based datatype). Example:
+To create a node from code, call the .new() method, just like for any 
+other class based datatype. Example:
 
 
 ::
 ::
 
 

+ 1 - 1
learning/workflow/export/one-click_deploy.rst

@@ -9,7 +9,7 @@ Sounds good, what is it?
 This feature will pop up automatically once a platform is properly
 This feature will pop up automatically once a platform is properly
 configured and a supported device is connected to the computer. Since
 configured and a supported device is connected to the computer. Since
 things can go wrong at many levels (platform may not be configured
 things can go wrong at many levels (platform may not be configured
-correctly, SDK may incorrectly installed, device may be improperly
+correctly, SDK may be incorrectly installed, device may be improperly
 configured, kitty ate the USB cable, etc.), it's good to let the user
 configured, kitty ate the USB cable, etc.), it's good to let the user
 know that it exists.
 know that it exists.