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proofreading : change passive voice to direct voice

Pierre Caye 4 years ago
parent
commit
efc2d19eb0
1 changed files with 17 additions and 18 deletions
  1. 17 18
      tutorials/2d/canvas_layers.rst

+ 17 - 18
tutorials/2d/canvas_layers.rst

@@ -6,34 +6,34 @@ Canvas layers
 Viewport and Canvas items
 -------------------------
 
-Regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
-:ref:`Control <class_Control>` both inherit from
-:ref:`CanvasItem <class_CanvasItem>`, which is the base for all 2D
-nodes. CanvasItems can be arranged in trees. Each item will inherit
-its parent's transform. This means that when the parent is moved, the children
+:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes,
+regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
+:ref:`Control <class_Control>` both inherit from :ref:`CanvasItem <class_CanvasItem>`.
+CanvasItems can be arranged in trees. Each item will inherit
+its parent's transform. This means that when the parent move, the children
 will move too.
 
 CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
-:ref:`Viewport <class_Viewport>`, and will be displayed through it.
+:ref:`Viewport <class_Viewport>`, that will display them.
 
-A Viewport has the property
+The Viewport's property
 :ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
-which allows applying a custom
-:ref:`Transform2D <class_Transform2D>` transform to the CanvasItem hierarchy it contains. Nodes such as
-:ref:`Camera2D <class_Camera2D>` work by changing that transform.
+allows to apply a custom :ref:`Transform2D <class_Transform2D>`
+transform to the CanvasItem hierarchy it contains. Nodes such as
+:ref:`Camera2D <class_Camera2D>` change that transform to work.
 
-Effects like scrolling are best achieved by manipulating the canvas transform property. This approach is more
-efficient than moving the root canvas item (and hence the whole scene).
+Approaches to achieve effects like scrolling that manipulate the canvas transform property are
+more efficient than those that move the root canvas item (and hence the whole scene).
 
 Usually though, we don't want *everything* in the game or app to be subject to the canvas
 transform. Examples of this are:
 
 -  **Parallax Backgrounds**: Backgrounds that move slower than the rest
    of the stage.
--  **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world is changing.
+-  **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world change.
 -  **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
 
-How can these problems be solved in a single scene tree?
+How to solve these problems in a single scene tree?
 
 CanvasLayers
 ------------
@@ -47,7 +47,7 @@ CanvasLayers also have their own transform and do not depend on the
 transform of other layers. This allows the UI to be fixed in screen-space
 while our view on the game world changes.
 
-An example of this is creating a parallax background. This can be done
+An example of this is the creation of a parallax background. This can be done
 with a CanvasLayer at layer "-1". The screen with the points, life
 counter and pause button can also be created at layer "1".
 
@@ -59,7 +59,6 @@ CanvasLayers are independent of tree order, and they only depend on
 their layer number, so they can be instantiated when needed.
 
 .. note::   CanvasLayers aren't necessary to control the drawing order of nodes.
-            The standard way to ensuring that a node is  correctly drawn 'in front' or 'behind' others is to manipulate the
+            The standard way to ensuring that a node is correctly drawn 'in front' or 'behind' others is to manipulate the
             order of the nodes in the scene panel. Perhaps counterintuitively, the topmost nodes in the scene panel are drawn
-            on *behind* lower ones in the viewport. 2d nodes also have a property for controlling their drawing order
-            (see :ref:`Node2D.z_index <class_Node2D_property_z_index>`).
+            on *behind* lower ones in the viewport. 2d nodes also have the :ref:`Node2D.z_index <class_Node2D_property_z_index>` property for controlling their drawing order