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Эх сурвалжийг харах

Update using_tilemaps.rst

corrigentia 6 жил өмнө
parent
commit
cbf16bd3f3

+ 13 - 13
tutorials/2d/using_tilemaps.rst

@@ -7,7 +7,7 @@ Introduction
 ------------
 ------------
 
 
 Tilemaps are a simple and quick way to make 2D game levels. Basically,
 Tilemaps are a simple and quick way to make 2D game levels. Basically,
-you start with bunch of reference tiles (or pieces) that can be put on a
+you start with a bunch of reference tiles (or pieces) that can be put on a
 grid, as many times each as desired - think of it like a map editor:
 grid, as many times each as desired - think of it like a map editor:
 
 
 .. image:: img/tilemap.png
 .. image:: img/tilemap.png
@@ -26,9 +26,9 @@ Having them as separate images also works.
 
 
 .. image:: img/tileset.png
 .. image:: img/tileset.png
 
 
-Create a new project and move the above PNG image into the directory. Next
+Create a new project and move the above PNG image into the directory. Next,
 go into the image's import settings and turn off ``Filter``, keeping it on will cause
 go into the image's import settings and turn off ``Filter``, keeping it on will cause
-issues later. ``Mipmaps`` should already be disabled, if not, disable this too.
+issues later. ``Mipmaps`` should already be disabled; if not, disable this too.
 
 
 We will be creating a :ref:`TileSet <class_TileSet>`
 We will be creating a :ref:`TileSet <class_TileSet>`
 resource. While this resource exports properties, it's pretty difficult
 resource. While this resource exports properties, it's pretty difficult
@@ -37,7 +37,7 @@ manually edit the resource:
 
 
 .. image:: img/tileset_edit_resource.png
 .. image:: img/tileset_edit_resource.png
 
 
-There's enough properties to get by. With some effort, editing this
+There are enough properties to get by. With some effort, editing this
 way can work. But the easiest way to edit and maintain a tileset is exporting
 way can work. But the easiest way to edit and maintain a tileset is exporting
 it from a specially-crafted scene!
 it from a specially-crafted scene!
 
 
@@ -47,7 +47,7 @@ TileSet scene
 Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
 Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
 add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
 add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
 (``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
 (``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
-Moving tiles with the mouse might still be a inaccurate
+Moving tiles with the mouse might still be a bit inaccurate,
 so use your arrow keys as well.
 so use your arrow keys as well.
 
 
 If more than one tile is present in the source image, make sure to use
 If more than one tile is present in the source image, make sure to use
@@ -55,11 +55,11 @@ the region property of the sprite to adjust which part of the texture is being
 used.
 used.
 
 
 Finally, make sure to name your sprite node correctly. This will ensure
 Finally, make sure to name your sprite node correctly. This will ensure
-that, in subsequent edits to the tileset (for example, if added
+that, in subsequent edits to the tileset (for example, if you've added
 collision, changed the region, etc), the tile will still be **identified
 collision, changed the region, etc), the tile will still be **identified
 correctly and updated**. This name should be unique.
 correctly and updated**. This name should be unique.
 
 
-Sounds like a lot of requirements, so here's a screenshot that shows
+Sounds like quite a few requirements, so here's a screenshot that shows
 where everything of relevance is:
 where everything of relevance is:
 
 
 .. image:: img/tile_example.png
 .. image:: img/tile_example.png
@@ -80,7 +80,7 @@ recommended because it is easier to edit.
 
 
 .. image:: img/tile_example3.png
 .. image:: img/tile_example3.png
 
 
-Finally, edit the polygon, this will give the tile a collision and fix
+Finally, edit the polygon; this will give the tile a collision and fix
 the warning icon next to the CollisionPolygon node. **Remember to use snap!**
 the warning icon next to the CollisionPolygon node. **Remember to use snap!**
 Using snap will make sure collision polygons are aligned properly, allowing
 Using snap will make sure collision polygons are aligned properly, allowing
 a character to walk seamlessly from tile to tile. Also **do not scale or move**
 a character to walk seamlessly from tile to tile. Also **do not scale or move**
@@ -137,7 +137,7 @@ Painting your world
 -------------------
 -------------------
 
 
 With all set, make sure the TileMap node is selected. A red grid will
 With all set, make sure the TileMap node is selected. A red grid will
-appear on screen, allowing to paint on it with the selected tile on the
+appear on the screen, allowing you to paint on it with the selected tile on the
 left palette.
 left palette.
 
 
 .. image:: img/tile_example6.png
 .. image:: img/tile_example6.png
@@ -149,7 +149,7 @@ using the lock button:
 .. image:: img/tile_lock.png
 .. image:: img/tile_lock.png
 
 
 If you accidentally place a tile somewhere you don't want it to be, you
 If you accidentally place a tile somewhere you don't want it to be, you
-can delete it with ``RMB`` while in the tilemap editor.
+can delete it with ``RMB`` (the right mouse button) while in the tilemap editor.
 
 
 You can also flip and rotate sprites in the TileMap editor (note:
 You can also flip and rotate sprites in the TileMap editor (note:
 flipping the sprite in the TileSet will have no effect). Icons at the
 flipping the sprite in the TileSet will have no effect). Icons at the
@@ -170,14 +170,14 @@ filtering artifacts like so:
 .. image:: img/tileset_filter.png
 .. image:: img/tileset_filter.png
 
 
 This is unavoidable, as it is the way the hardware bilinear filter
 This is unavoidable, as it is the way the hardware bilinear filter
-works. So, to avoid this situation, there are a few workarounds. Try the
+works. To avoid this situation, there are a few workarounds. Try the
 one that looks better for you:
 one that looks better for you:
 
 
 
 
 -  Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the :ref:`doc_import_images` asset pipeline tutorial).
 -  Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the :ref:`doc_import_images` asset pipeline tutorial).
 -  Enable pixel snap (Set ``Project > Project Settings >
 -  Enable pixel snap (Set ``Project > Project Settings >
-   Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also search for ``Pixel Snap``).
+   Rendering > Quality > 2d > Use Pixel Snap`` to true; you can also search for ``Pixel Snap``).
 -  Viewport Scaling can often help with shrinking the map (see the
 -  Viewport Scaling can often help with shrinking the map (see the
    :ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with its ``Zoom`` may be a good starting point.
    :ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with its ``Zoom`` may be a good starting point.
--  You can use a single, separate image for each tile. This will remove all artifacts but
+-  You can use a single, separate image for each tile. This will remove all artifacts, but
    can be more cumbersome to implement and is less optimized.
    can be more cumbersome to implement and is less optimized.