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Grammar fixes (#2037)

blurrred 6 years ago
parent
commit
ec0c524d23
2 changed files with 10 additions and 10 deletions
  1. 5 5
      tutorials/3d/fps_tutorial/part_five.rst
  2. 5 5
      tutorials/3d/fps_tutorial/part_four.rst

+ 5 - 5
tutorials/3d/fps_tutorial/part_five.rst

@@ -23,10 +23,10 @@ First, let's give the player some grenades to play with. Open up ``Grenade.tscn`
 There's a few things to note here, the first and foremost being that the grenades are going to use :ref:`RigidBody <class_RigidBody>` nodes.
 There's a few things to note here, the first and foremost being that the grenades are going to use :ref:`RigidBody <class_RigidBody>` nodes.
 We're going to use :ref:`RigidBody <class_RigidBody>` nodes for our grenades so they bounce around the world in a (somewhat) realistic manner.
 We're going to use :ref:`RigidBody <class_RigidBody>` nodes for our grenades so they bounce around the world in a (somewhat) realistic manner.
 
 
-The second thing to note is ``Blast_Area``. This is a :ref:`Area <class_Area>` node that will represent the blast radius of the grenade.
+The second thing to note is ``Blast_Area``. This is an :ref:`Area <class_Area>` node that will represent the blast radius of the grenade.
 
 
 Finally, the last thing to note is ``Explosion``. This is the :ref:`Particles <class_Particles>` node that will emit an explosion effect when
 Finally, the last thing to note is ``Explosion``. This is the :ref:`Particles <class_Particles>` node that will emit an explosion effect when
-the grenade explodes. One thing to note here is that we have ``One shot`` enabled. This is so we emit all of the particles at once. The particles are also emitting using world
+the grenade explodes. One thing to note here is that we have ``One shot`` enabled. This is so we emit all of the particles at once. The particles are also emitted using world
 coordinates instead of local coordinates, so we have ``Local Coords`` unchecked as well.
 coordinates instead of local coordinates, so we have ``Local Coords`` unchecked as well.
 
 
 .. note:: If you want, you can see how the particles are set up by looking through the particle's ``Process Material`` and ``Draw Passes``.
 .. note:: If you want, you can see how the particles are set up by looking through the particle's ``Process Material`` and ``Draw Passes``.
@@ -292,7 +292,7 @@ If the sticky grenade is attached, we then make sure the attached point is not e
 If the attached point is not equal to ``null``, we set the sticky grenade's global position (using its global :ref:`Transform <class_Transform>`'s origin) to the global position of
 If the attached point is not equal to ``null``, we set the sticky grenade's global position (using its global :ref:`Transform <class_Transform>`'s origin) to the global position of
 the :ref:`Spatial <class_Spatial>` assigned to ``attach_point`` (using its global :ref:`Transform <class_Transform>`'s origin).
 the :ref:`Spatial <class_Spatial>` assigned to ``attach_point`` (using its global :ref:`Transform <class_Transform>`'s origin).
 
 
-The only other change is now before we free/destroy the sticky grenade is to check to see if the sticky grenade has a attached point.
+The only other change is now before we free/destroy the sticky grenade is to check to see if the sticky grenade has an attached point.
 If it does, we also call ``queue_free`` on the attach point, so it's also freed/destroyed.
 If it does, we also call ``queue_free`` on the attach point, so it's also freed/destroyed.
 
 
 Adding grenades to the player
 Adding grenades to the player
@@ -376,7 +376,7 @@ to the ``Z`` directional vector of ``grenade_clone``'s.
 
 
 ______
 ______
 
 
-Now the player can use both types of grenades, but there is still a few things we should probably add before we move on to adding the other things.
+Now the player can use both types of grenades, but there are still a few things we should probably add before we move on to adding the other things.
 
 
 We still need a way to show the player how many grenades are left, and we should probably add a way to get more grenades when the player picks up ammo.
 We still need a way to show the player how many grenades are left, and we should probably add a way to get more grenades when the player picks up ammo.
 
 
@@ -565,7 +565,7 @@ The last thing we do is check to see whether or not ``grabbed_object`` is equal
 .. note:: While technically not input related, it's easy enough to place the code moving the grabbed object here
 .. note:: While technically not input related, it's easy enough to place the code moving the grabbed object here
           because it's only two lines, and then all of the grabbing/throwing code is in one place
           because it's only two lines, and then all of the grabbing/throwing code is in one place
 
 
-If the player is holding a object, we set its global position to the camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing.
+If the player is holding an object, we set its global position to the camera's position plus ``OBJECT_GRAB_DISTANCE`` in the direction the camera is facing.
 
 
 ______
 ______
 
 

+ 5 - 5
tutorials/3d/fps_tutorial/part_four.rst

@@ -297,9 +297,9 @@ Based on whether it is up or down we add or remove ``MOUSE_SENSITIVITY_SCROLL_WH
 
 
 Next we clamp mouse scroll value to assure it is inside the range of selectable weapons.
 Next we clamp mouse scroll value to assure it is inside the range of selectable weapons.
 
 
-We then check to see if the player is changing weapons or reloading. If the player is doing neither, we round ``mouse_scroll_value`` and cast it to a ``int``.
+We then check to see if the player is changing weapons or reloading. If the player is doing neither, we round ``mouse_scroll_value`` and cast it to an ``int``.
 
 
-.. note:: We are casting ``mouse_scroll_value`` to a ``int`` so we can use it as a key in our dictionary. If we left it as a float,
+.. note:: We are casting ``mouse_scroll_value`` to an ``int`` so we can use it as a key in our dictionary. If we left it as a float,
           we would get an error when we try to run the project.
           we would get an error when we try to run the project.
 
 
 Next we check to see if the weapon name at ``round_mouse_scroll_value`` is not equal to the current weapon name using ``weapon_number_to_name``.
 Next we check to see if the weapon name at ``round_mouse_scroll_value`` is not equal to the current weapon name using ``weapon_number_to_name``.
@@ -341,7 +341,7 @@ Next expand ``Health_Pickup_Trigger``. This is an :ref:`Area <class_Area>` node
 the health kit. If you expand it you'll find two collision shapes, one for each size. We will be using a different collision shape size based on the size of the
 the health kit. If you expand it you'll find two collision shapes, one for each size. We will be using a different collision shape size based on the size of the
 health pick up, so the smaller health pick up has a trigger collision shape closer to its size.
 health pick up, so the smaller health pick up has a trigger collision shape closer to its size.
 
 
-The last thing to note is how we have a :ref:`AnimationPlayer <class_AnimationPlayer>` node so the health kit spins around slowly and bobs up and down.
+The last thing to note is how we have an :ref:`AnimationPlayer <class_AnimationPlayer>` node so the health kit spins around slowly and bobs up and down.
 
 
 Select ``Health_Pickup`` and add a new script called ``Health_Pickup.gd``. Add the following:
 Select ``Health_Pickup`` and add a new script called ``Health_Pickup.gd``. Add the following:
 
 
@@ -702,8 +702,8 @@ Let's go over what this script does, starting with the class variables:
 * ``target_respawn_timer``: A variable to track how long a target has been broken.
 * ``target_respawn_timer``: A variable to track how long a target has been broken.
 * ``destroyed_target``: A :ref:`PackedScene <class_PackedScene>` to hold the broken target scene.
 * ``destroyed_target``: A :ref:`PackedScene <class_PackedScene>` to hold the broken target scene.
 
 
-Notice how we're using a exported variable (a :ref:`PackedScene <class_PackedScene>`) to get the broken target scene instead of
-using ``preload``. By using an exported variable, we can chose the scene from the editor, and if we need to use a different scene,
+Notice how we're using an exported variable (a :ref:`PackedScene <class_PackedScene>`) to get the broken target scene instead of
+using ``preload``. By using an exported variable, we can choose the scene from the editor, and if we need to use a different scene,
 it's as easy as selecting a different scene in the editor, we don't need to go to the code to change the scene we're using.
 it's as easy as selecting a different scene in the editor, we don't need to go to the code to change the scene we're using.
 
 
 ______
 ______