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Merge pull request #5094 from hpnrep6/canvas-layer

Fix :ref: formatting in Canvas layers
Max Hilbrunner 4 years ago
parent
commit
92ae595888
1 changed files with 6 additions and 6 deletions
  1. 6 6
      tutorials/2d/canvas_layers.rst

+ 6 - 6
tutorials/2d/canvas_layers.rst

@@ -7,10 +7,10 @@ Viewport and Canvas items
 -------------------------
 -------------------------
 
 
 :ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
 :ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
-     2D nodes, such as :ref:`Node2D <class_Node2D>`, or :ref:`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.
+2D nodes, such as :ref:`Node2D <class_Node2D>`, or :ref:`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
 CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
 :ref:`Viewport <class_Viewport>`, that display them.
 :ref:`Viewport <class_Viewport>`, that display them.
@@ -25,11 +25,11 @@ 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.
 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
 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 changes.
+-  **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 to solve these problems in a single scene tree?
 How to solve these problems in a single scene tree?