Jelajahi Sumber

Fixed a few typos in FPS tutorial

Frido 6 tahun lalu
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1 mengubah file dengan 3 tambahan dan 3 penghapusan
  1. 3 3
      tutorials/3d/fps_tutorial/part_five.rst

+ 3 - 3
tutorials/3d/fps_tutorial/part_five.rst

@@ -140,7 +140,7 @@ the transform from the body looking at the grenade. This makes it where the bodi
 
 
 We then check to see if ``explosion_wait_timer`` is less than ``EXPLOSION_WAIT_TIME``. If it is, we add ``delta`` to ``explosion_wait_time``.
 We then check to see if ``explosion_wait_timer`` is less than ``EXPLOSION_WAIT_TIME``. If it is, we add ``delta`` to ``explosion_wait_time``.
 
 
-Next we check to see if ``explosion_wait_timer`` is more than or equal to ``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be called once.
+Next we check to see if ``explosion_wait_timer`` is more than or equal to ``EXPLOSION_WAIT_TIME``. Because we added ``delta``, this will only be called once.
 If ``explosion_wait_timer`` is more or equal to ``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:`Particles <class_Particles>` play
 If ``explosion_wait_timer`` is more or equal to ``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:`Particles <class_Particles>` play
 and we can free/destroy the grenade as we no longer need it.
 and we can free/destroy the grenade as we no longer need it.
 
 
@@ -745,7 +745,7 @@ Add the following to ``Turret.gd``:
 	node_flash_one.visible = true
 	node_flash_one.visible = true
 	node_flash_two.visible = true
 	node_flash_two.visible = true
 	
 	
-	flas_timer = FLASH_TIME
+	flash_timer = FLASH_TIME
 	fire_timer = FIRE_TIME
 	fire_timer = FIRE_TIME
 	
 	
 	if ammo_in_turret <= 0:
 	if ammo_in_turret <= 0:
@@ -849,7 +849,7 @@ the turret has waited long enough to refill its ammo.
 Next we check to see if the turret's health is less than or equal to ``0``, outside of whether it is active or not. If the turret's health is zero or less, we then
 Next we check to see if the turret's health is less than or equal to ``0``, outside of whether it is active or not. If the turret's health is zero or less, we then
 check to see if ``destroyed_timer`` is more than zero. If destroyed timer is more than zero, we subtract ``delta`` from ``destroyed_timer``.
 check to see if ``destroyed_timer`` is more than zero. If destroyed timer is more than zero, we subtract ``delta`` from ``destroyed_timer``.
 
 
-If ``destyored_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to
+If ``destroyed_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to
 ``false``.
 ``false``.
 
 
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