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Spell checker.

Arian Fornaris 5 years ago
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894bdcd4e8

+ 1 - 1
scene-editor/user-components-compiler.rst

@@ -6,7 +6,7 @@ The User Components compiler
 
 The |UserComponents|_ are configured in ``*.components`` files and used by the |SceneEditor|_. It is a concept of |PhaserEditor|_, not Phaser_. So we use the same |SceneEditor|_ philosophy, it compiles our custom configurations into plain, readable, fully Phaser_ compatible code.
 
-Following, look how an **HorizontalMove** component is compiled into JavaScript.
+Following, look at how an **HorizontalMove** component is compiled into JavaScript.
 
 The component information:
 

+ 1 - 1
scene-editor/user-components-create-file.rst

@@ -22,4 +22,4 @@ These are the steps to create a new |UserComponents|_ file:
 
 .. warning::
 
-    The ``*.components`` files are only used by the editor. It is recommended to exclude them from a final release of the game. Only the generated JavaScript files are relevant to the game files.
+    The ``*.components`` files are only used by the editor. It is recommended to exclude them from the final release of the game. Only the generated JavaScript files are relevant to the game files.

+ 1 - 1
scene-editor/user-components-editor-add-component.rst

@@ -8,7 +8,7 @@ To add a new |UserComponent|_ you can: press the ``A`` key, click in the **Add C
 
 .. image:: ../images/scene-editor-user-components-add-component-07212020.webp
 
-The new created component has a default name, so probably you would like to change it, in the |InspectorView|_.
+The newly created component has a default name, so probably you would like to change it, in the |InspectorView|_.
 
 As you can see in the image, the components are shown in a viewer and are rendered like class declarations: with the class name and the name and type of the properties.
 

+ 3 - 3
scene-editor/user-components-editor-edit-component.rst

@@ -10,15 +10,15 @@ This is the component metadata you can edit:
 
 * The name of the component class.
 * The type of the game object (or entity).
-* The super class of the component class. It is optional.
+* The super-class of the component class. It is optional.
 * The definition of the component's properties.
 
 .. image:: ../images/scene-editor-user-components-edit-props-07212020.webp
     :alt: Edit component properties
 
-The properties work the same of the `Prefab user properties <http://127.0.0.1:8000/scene-editor/prefab-user-properties.html#creating-a-prefab-user-property>`_.
+The properties work the same as the `Prefab user properties <http://127.0.0.1:8000/scene-editor/prefab-user-properties.html#creating-a-prefab-user-property>`_.
 
-The above image shows the **HorizontalMove** component. It has a game object type ``Phaser.GameObjects.Image``. It means, you should add this component to that type of objects (entities). And the **horizVelocity**, **minX** and **minY** properties. This component is compiled into this JavaScript code:
+The above image shows the **HorizontalMove** component. It has a game object type ``Phaser.GameObjects.Image``. It means you should add this component to that type of objects (entities). And the **horizVelocity**, **minX** and **minY** properties. This component is compiled into this JavaScript code:
 
 .. code::
 

+ 1 - 1
scene-editor/user-components-editor.rst

@@ -10,7 +10,7 @@ User Components Editor
     user-components-editor-add-component.rst
     user-components-editor-edit-component.rst
 
-Components (or similar patterns) are widely used in game engines or editors. Many of these tools use custom scripting languages or certain elements of a language (like metadata or attributes) to provide the components information, like properties description, default values, UI rendering, etc... The code of the component has the metadata of the component as part of its implementation.
+Components (or similar patterns) are widely used in popular game engines or editors. Many of these tools use custom scripting languages or certain elements of a language (like metadata or attributes) to provide the components information, like properties description, default values, UI rendering, etc... The code of the component has the metadata of the component as part of its implementation.
 
 In |PhaserEditor|_, for now, it is different. We use configurations (JSON) files and a |UserComponentsCompiler|_ that parses these files and generates the JavaScript (or TypeScript) code of the components. Or better say, a part of the component's code, because, just like the |SceneEditor|_ does with the scene files, you can insert your code inside the output of the |UserComponentsCompiler|_.
 

+ 2 - 2
scene-editor/user-components-instancing.rst

@@ -28,7 +28,7 @@ This is possible in the **User Components** section. It shows the **Add Componen
 When you click that button, it shows a menu with all the components defined in the project. Select the one you want to add:
 
 .. image:: ../images/scene-editor-user-components-obj-add-component-07302020.webp
-    :alt: Add component to object.
+    :alt: Add a component to the object.
 
 Then, the properties of the components are shown in the same **User Components** section, and are ready to be set with new values:
 
@@ -50,7 +50,7 @@ If the selected object is a prefab instance, then the components present in the
 .. image:: ../images/scene-editor-user-components-obj-prefab-properties-07302020.webp
     :alt: Editing properties of a component of a prefab instance.
 
-Look the prefab name and the |UserComponent|_ name are shown as links. If you click on it, it will open the prefab or the |UserComponent| in its editor. Also, each |UserComponent|_ panel has a menu icon. Click on it to list other options, like select in the scene all the objects with the same |UserComponent|_:
+Look at the prefab and the |UserComponent|_ names, both are shown as links. If you click on it, it will open the prefab or the |UserComponent| in its editor. Also, each |UserComponent|_ panel has a menu icon. Click on it to list other options, like select in the scene all the objects with the same |UserComponent|_:
 
 .. image:: ../images/scene-editor-user-components-select-all-objects-07302020.webp
     :alt: Select all objects with the same User Component.

+ 2 - 2
scene-editor/user-components-start-update-methods.rst

@@ -8,7 +8,7 @@ Many |UserComponents|_ you will create will implement certain behavior of an obj
 
 Game engines like `Unity <https://unity.com>`_, that support a similar design pattern, `use a Start and Update methods <https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html>`_ to implement the behavior of the component.
 
-The Phaser_ framework does not provide a similar approach, components are not part of the Phaser_ API. However, Phaser_ provides a lot of events that you can listen and implement the gameplay. For example, you can simulate the Unity scripting using the |UserComponents|_ and the Phaser_ events. You can create an **EventComponent** class that handles the events:
+The Phaser_ framework does not provide a similar approach, components are not part of the Phaser_ API. However, Phaser_ provides a lot of events that you can handle and implement the gameplay. For example, you can simulate the Unity scripting using the |UserComponents|_ and the Phaser_ events. You can create an **EventComponent** class that handles the events:
 
 .. code::
 
@@ -49,7 +49,7 @@ Then, you can set the **EventComponent** class as super class to all your compon
 .. image:: ../images/scene-editor-user-components-super-class-07302020.webp
     :alt: Setting a super class to components.
 
-Now, you can override the **start**, **update** and **destroy** methods in the component classes.
+Now, you can override the **start**, **update**, and **destroy** methods in the component classes.
 
 .. code::
 

+ 4 - 4
scene-editor/user-components.rst

@@ -13,9 +13,9 @@ User Components
     user-components-start-update-methods
     user-components-instancing
 
-A Component is a `design pattern <https://gameprogrammingpatterns.com/component.html>`_ that you can use to create reusable code and extend the behavior and state of a game object, using `composition over inheritance <https://en.wikipedia.org/wiki/Composition_over_inheritance>`_.
+A Component is a `design pattern <https://gameprogrammingpatterns.com/component.html>`_ that you can use to create reusable code and extend the behavior and data of a game object, using `composition over inheritance <https://en.wikipedia.org/wiki/Composition_over_inheritance>`_.
 
-For example, an **HorizontalMove** component can be added to any kind of enemy object that moves horizontally from one position to other. This component class can be written more or less like this (see the |UserComponentsCompiler|_ section for a real example):
+For example, an **HorizontalMove** component can be added to any kind of enemy object that moves horizontally from one position to another. This component class can be written more or less like this (see the |UserComponentsCompiler|_ section for a real example):
 
 .. code::
 
@@ -91,10 +91,10 @@ In the scene, you can create objects and add the **HorizontalMove** component to
         }
     }
 
-In |PhaserEditor|_, we provide a way to create game object components (we name it **User Components**, to make a difference with the built-in Phaser components) and use them in the |SceneEditor|_. The prefabs_ system is another way to create reusable behaviors and state, but has the limitation that it uses inheritance.
+In |PhaserEditor|_, we provide a way to create game object components (we name it **User Components**, to make a difference with the built-in Phaser components) and use them in the |SceneEditor|_. The prefabs_ system is another way to create reusable behaviors and data but has the limitation that it uses inheritance.
 
 Like the |SceneEditor|_, we provide a |UserComponentsEditor|_.
 
-The |UserComponentsEditor|_ allows to create User Components configuration files. A User Components configuration file (``*.components``) contains a list of component configurations that are compiled into JavaScript (or TypeScript) code. It is pretty similar to the |SceneCompiler|_.
+The |UserComponentsEditor|_ allows you to create User Components configuration files. A User Components configuration file (``*.components``) contains a list of component configurations that are compiled into JavaScript (or TypeScript) code. It is pretty similar to the |SceneCompiler|_.