Selaa lähdekoodia

Fix code block formatting and reference in Physics introduction

Hugo Locurcio 5 vuotta sitten
vanhempi
commit
f3e24e46b7

+ 4 - 1
tutorials/3d/fps_tutorial/part_five.rst

@@ -537,7 +537,10 @@ the :ref:`RigidBody <class_RigidBody>` we collided with to ``MODE_STATIC`` so it
 Finally, we set the grabbed :ref:`RigidBody <class_RigidBody>`'s collision layer and collision mask to ``0``.
 This will make the grabbed :ref:`RigidBody <class_RigidBody>` have no collision layer or mask, which means it will not be able to collide with anything as long as we are holding it.
 
-.. note:: See :ref:`doc_physics_introduction_collision_layer_code_example` for more information on Godot collision masks.
+.. note::
+
+    See :ref:`Physics introduction <doc_physics_introduction_collision_layer_code_example>`
+    for more information on Godot collision masks.
 
 ______
 

+ 7 - 5
tutorials/physics/physics_introduction.rst

@@ -125,7 +125,8 @@ be assigned in Project Settings -> Layer Names.
 
 .. image:: img/physics_layer_names.png
 
-**GUI example:**
+GUI example
+^^^^^^^^^^^
 
 You have four node types in your game: Walls, Player, Enemy, and Coin. Both
 Player and Enemy should collide with Walls. The Player node should detect
@@ -140,7 +141,10 @@ interact with. For example, the Player's settings would look like this:
 .. image:: img/player_collision_layers.png
 .. image:: img/player_collision_mask.png
 
-**Code example:**
+.. _doc_physics_introduction_collision_layer_code_example:
+
+Code example
+^^^^^^^^^^^^
 
 In function calls, layers are specified as a bitmask. Where a function enables
 all layers by default, the layer mask will be given as ``0x7fffffff``. Your code
@@ -148,9 +152,7 @@ can use binary, hexadecimal, or decimal notation for layer masks, depending
 on your preference.
 
 The code equivalent of the above example where layers 1, 3 and 4 were enabled
-would be as follows:
-
-.. _doc_physics_introduction_collision_layer_code_example:
+would be as follows::
 
     # Example: Setting mask value for enabling layers 1, 3 and 4