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Edit 2d/canvas_layers.rst

Minor tweaks

Nathan Lovato 4 years ago
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ae51070767
1 changed files with 11 additions and 12 deletions
  1. 11 12
      tutorials/2d/canvas_layers.rst

+ 11 - 12
tutorials/2d/canvas_layers.rst

@@ -6,31 +6,30 @@ Canvas layers
 Viewport and Canvas items
 Viewport and Canvas items
 -------------------------
 -------------------------
 
 
-:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes,
-regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
-:ref:`Control <class_Control>` both inherit from :ref:`CanvasItem <class_CanvasItem>`.
-CanvasItems can be arranged in trees. Each item will inherit
-its parent's transform. This means that when the parent move, the children
-will move too.
+:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
+     2D nodes, such as :ref:`Node2D <class_Node2D>`, or `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 will display them.
+:ref:`Viewport <class_Viewport>`, that display them.
 
 
 The Viewport's property
 The Viewport's property
 :ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
 :ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
 allows to apply a custom :ref:`Transform2D <class_Transform2D>`
 allows to apply a custom :ref:`Transform2D <class_Transform2D>`
 transform to the CanvasItem hierarchy it contains. Nodes such as
 transform to the CanvasItem hierarchy it contains. Nodes such as
-:ref:`Camera2D <class_Camera2D>` change that transform to work.
+:ref:`Camera2D <class_Camera2D>` work by changing that transform.
 
 
-Approaches to achieve effects like scrolling that manipulate the canvas transform property are
-more efficient than those that move the root canvas item (and hence the whole scene).
+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.
 
 
 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. Examples of this are:
 
 
 -  **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 change.
+-  **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.
 -  **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?
@@ -47,7 +46,7 @@ CanvasLayers also have their own transform and do not depend on the
 transform of other layers. This allows the UI to be fixed in screen-space
 transform of other layers. This allows the UI to be fixed in screen-space
 while our view on the game world changes.
 while our view on the game world changes.
 
 
-An example of this is the creation of a parallax background. This can be done
+An example of this is creating a parallax background. This can be done
 with a CanvasLayer at layer "-1". The screen with the points, life
 with a CanvasLayer at layer "-1". The screen with the points, life
 counter and pause button can also be created at layer "1".
 counter and pause button can also be created at layer "1".