Browse Source

Fix some typos from previous commit

Rémi Verschelde 9 years ago
parent
commit
c2fc1b22bd
1 changed files with 7 additions and 8 deletions
  1. 7 8
      tutorials/step_by_step/singletons_autoload.rst

+ 7 - 8
tutorials/step_by_step/singletons_autoload.rst

@@ -9,7 +9,7 @@ Introduction
 Scene singletons are very useful, catering to a common use case where you need
 Scene singletons are very useful, catering to a common use case where you need
 to store persistent information between scenes.
 to store persistent information between scenes.
 
 
-The scene system by istelf has a few drawbacks:
+Albeit very powerful, the scene system by itself has a few drawbacks:
 
 
 -  There is no common place to store information (e.g. a player's items etc.)
 -  There is no common place to store information (e.g. a player's items etc.)
    required by more than one scene.
    required by more than one scene.
@@ -25,11 +25,10 @@ However there is still a need in Godot to create parts of a scene that:
 
 
 -  Are always loaded, no matter which scene is opened from the editor
 -  Are always loaded, no matter which scene is opened from the editor
 -  Can store global variables, such as player information, items, money
 -  Can store global variables, such as player information, items, money
-   etc. and hare information between scenes
+   etc. and share information between scenes
 -  Can handle switching scenes and transitions
 -  Can handle switching scenes and transitions
 -  Acts like a singleton, since GDScript does not support global variables by design.
 -  Acts like a singleton, since GDScript does not support global variables by design.
 
 
-
 Auto-loading nodes and scripts caters to this need.
 Auto-loading nodes and scripts caters to this need.
 
 
 AutoLoad
 AutoLoad
@@ -49,7 +48,7 @@ This means that any node can access a singleton named "playervariables" with:
 
 
 ::
 ::
 
 
-    var player_vars = get_node("/root/playervariables")
+   var player_vars = get_node("/root/playervariables")
 
 
 Custom scene switcher
 Custom scene switcher
 ---------------------
 ---------------------
@@ -82,16 +81,16 @@ Save the script as `global.gd`:
 .. image:: /img/saveasscript.png
 .. image:: /img/saveasscript.png
 
 
 The script should open in the script editor. The next step is to add
 The script should open in the script editor. The next step is to add
-it to AutoLoad list. Select Scene [STRIKEOUT:> Project
-Settings] from the menu, switch to the AutoLoad tab and add a new entry 
-with name "global" that points to this file:
+it to AutoLoad list. Select Scene > Project Settings from the menu,
+switch to the AutoLoad tab and add a new entry with name "global" that
+points to this file:
 
 
 .. image:: /img/addglobal.png
 .. image:: /img/addglobal.png
 
 
 Now, whenever you run any of your scenes, the script is always loaded.
 Now, whenever you run any of your scenes, the script is always loaded.
 
 
 Returning to our script, the current scene needs to be fetched in the 
 Returning to our script, the current scene needs to be fetched in the 
-_ready() function. Both the current scene and `global.gd` are children of
+`_ready()` function. Both the current scene and `global.gd` are children of
 root, but the autoloaded nodes are always first. This means that the
 root, but the autoloaded nodes are always first. This means that the
 last child of root is always the loaded scene.
 last child of root is always the loaded scene.