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Merge pull request #1864 from mega-bit/godot-docs/fps-tutorial

Fixed several typos in FPS tutorial
Nathan Lovato 6 năm trước cách đây
mục cha
commit
d2126e206a

+ 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``.
 
-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
 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_two.visible = true
 	
-	flas_timer = FLASH_TIME
+	flash_timer = FLASH_TIME
 	fire_timer = FIRE_TIME
 	
 	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
 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``.
 
 ______

+ 2 - 2
tutorials/3d/fps_tutorial/part_six.rst

@@ -185,7 +185,7 @@ Finally, lets take a look at ``set_mouse_and_joypad_sensitivity``.
 
 First we get the ``Globals`` singleton and assign it to a local variable.
 
-We then set the ``mouse_sensitivity`` and ``joypad_sensitvity`` variables to the values in their respective :ref:`HSlider <class_HSlider>` node counterparts.
+We then set the ``mouse_sensitivity`` and ``joypad_sensitivity`` variables to the values in their respective :ref:`HSlider <class_HSlider>` node counterparts.
 
 Making the ``Globals`` singleton
 --------------------------------
@@ -660,7 +660,7 @@ Next we set ``dead_time`` to ``RESPAWN_TIME`` so we can start counting down how
 If the player is holding an object when they died, we need to throw it. We first check to see if the player is holding an object or not.
 If the player is holding a object, we throw it using the same code as the throwing code we added in :ref:`doc_fps_tutorial_part_five`.
 
-.. note:: The ``\n`` combination from the expression ``You have died\n`` is a command used to display the text following after it on a new line below. This is always usefull when you wand to nicely group displayed text in multiple lines so it looks better and is more readable by the players of your games.
+.. note:: The ``\n`` combination from the expression ``You have died\n`` is a command used to display the text following after it on a new line below. This is always useful when you wand to nicely group displayed text in multiple lines so it looks better and is more readable by the players of your games.
 
 ______