Browse Source

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.
 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
-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.
 
 .. 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
 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.
 
 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.
 
@@ -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
           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.
 
-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.
 
 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
 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:
 
@@ -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.
 * ``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.
 
 ______