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Fixed some spelling and screenshot based on feedback

Jorn Theunisen %!s(int64=6) %!d(string=hai) anos
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en/tutorials/csharpbeginner/child-entities.md

@@ -2,9 +2,9 @@
 You can find this sample in the tutorial project: **Menu** -> **Child entities** 
 
 ## Explanation
-This C# basics tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
+This C# basics tutorial covers how to get an entities children. Since those children are also entities, we can retrieve their children too.
 
 ![Child entities](media/child-entities.png)
 
 ## Code
-[!code-csharp[ChidleEntities](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\ChildEntitiesDemo.cs)]
+[!code-csharp[ChildEntities](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\ChildEntitiesDemo.cs)]

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en/tutorials/csharpbeginner/delta-time.md

@@ -1,10 +1,10 @@
-# Deltatime
+# Delta Time
 You can find this sample in the tutorial project: **Menu** -> **Delta Time** 
 
 ## Explanation
 This C# Beginner tutorial covers the retrieval and usage of delta time. A games tries to update itself as often as possible. The amount of times it updates in a single second is called 'Frames Per Second' or shortened to 'FPS'. If we wanted to update a timer value, we would need a value that takes into account what the current amount of frames per second is. That is what delta time is used for. So whether your game runs 30 FPS or 120 FPS: you always want to have the same time scale.
 
-![Delta time](media/deltatime.png)
+![Delta Time](media/deltatime.png)
 
 ## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\DeltaTimeDemo.cs)]
+[!code-csharp[DeltaTime](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\DeltaTimeDemo.cs)]

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en/tutorials/csharpbeginner/editor-properties.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** -> **Editor properties** 
 
 ## Explanation
-This C# Beginner tutorial covers how to expose editor properties for Xenko game studio. By creating a public variable at the top of our script, we can create editor properties. Some of the most common properties are demonstrated. We can also create public variables that are not shown in the editor.
+This C# Beginner tutorial covers how to expose editor properties for Xenko Game Studio. By creating a public variable at the top of our script, we can create editor properties. Some of the most common properties are demonstrated. We can also create public variables that are not shown in the editor.
 
 ![Editor properties](media/editor-properties2.png)
 

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en/tutorials/csharpbeginner/get-component.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** ->  **Getting a component** 
 
 ## Explanation
-This C# beginner tutorial covers how to get and remove components. Components are the of the most important concepts in Xenko. Every entity in the scene has a list of components. The transform for instance is also a component. When we make custom scripts that inherit from SyncScript or AsyncScript, they turn in to Components that we can attach to entities. We can attach these components to entities by using the editor or we can attach them by code.
+This C# beginner tutorial covers how to get and remove components. Components are the of the most important concepts in Xenko. Every entity in the scene has a list of components. The transform for instance is also a component. When we make custom scripts that inherit from SyncScript or AsyncScript, they turn into Components that we can attach to entities. We can attach these components to entities by using the editor or we can attach them by code.
 
 ![Get a component](media/getting-a-component.png)
 

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en/tutorials/csharpbeginner/index.md

@@ -1,5 +1,5 @@
 # C# Beginner
-These tutorials cover the beginner principles of using C# when working with the Xenko game engine. Start here if you are new to Xenko or progamming. Althoug having some coding experience is useful, it is not mandatory to get started with these tutorials. You can create the C# beginner tutorial project by starting the Xenko launcher. Create a new project and select the template: Tutorials -> C# beginner. Every single scene is loaded as a child scene and demonstrates a sample script. 
+These tutorials cover the beginner principles of using C# when working with the Xenko game engine. Start here if you are new to Xenko or programming. Although having some coding experience is useful, it is not mandatory to get started with these tutorials. You can create the C# beginner tutorial project by starting the Xenko launcher. Create a new project and select the template: Tutorials -> C# beginner. Every single scene is loaded as a child scene and demonstrates a sample script. 
 
 ![Editor properties](media/csharp_beginner_tutorial_template.jpg)
 

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en/tutorials/csharpbeginner/keyboard-input.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** -> **Keyboard input** 
 
 ## Explanation
-This C# Beginner tutorial covers how to handle keyboard input. We can check for the existisce of a keyboard and then we can use various methods to check if a key is pressed, held down or released.
+This C# Beginner tutorial covers how to handle keyboard input. We can check for the existence of a keyboard and then we can use various methods to check if a key is pressed, held down or released.
 
 ![Keyboard input](media/keyboard-input.png)
 

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en/tutorials/csharpbeginner/media/editor-properties.png

@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:7c4e59c36edfcfe97e01cabea6833592e34303ceaa6f3be593f100371ebc74d3
-size 26916
+oid sha256:35c0e46608811007724c468f4a71003cdebfa53e0cd6bcf138e643cb05b8644c
+size 20954

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en/tutorials/csharpbeginner/mouse-input.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** -> **Mouse input** 
 
 ## Explanation
-This C# Beginner tutorial covers how to handle mouse input. We can check for the existance of a mouse and then we can use various methods to check if a mouse buttons are clicked, held down or released. We can also for the mouse wheel (middle mouse) being clicked. We can use the mouse wheel delta to determine if the mouse wheel has been scrolled in a frame. And finally we learn how to use the absolute mouse position to draw text at the position of the mouse on the screen.
+This C# Beginner tutorial covers how to handle mouse input. We can check for the existence of a mouse and then we can use various methods to check if a mouse buttons are clicked, held down or released. We can also for the mouse wheel (middle mouse) being clicked. We can use the mouse wheel delta to determine if the mouse wheel has been scrolled in a frame. And finally we learn how to use the absolute mouse position to draw text at the position of the mouse on the screen.
 
 ![Mouse input](media/mouse-input.png)
 

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en/tutorials/csharpbeginner/remove-entity.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** -> **Removing an entity** 
 
 ## Explanation
-This C# Beginner tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
+This C# Beginner tutorial covers how to get an entities children. Since those children are also entities, we can retrieve their children too.
 
 ![Child entities](media/removing-entity.png)
 

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en/tutorials/csharpbeginner/transform-position.md

@@ -1,10 +1,10 @@
-# Transform position
-You can find this sample in the tutorial project: **Menu** -> **TransformPosition** 
+# Transform Position
+You can find this sample in the tutorial project: **Menu** -> **Transform Position** 
 
 ## Explanation
 This C# Beginner tutorial covers the Transform component of an entity. The Transform component is such a commonly used component, that you can quick access it via 'Entity.Transform'. The transform contains all kinds of properties and methods for Position, Rotation and Scale. In this example we learn the difference between local and world position.
 
-![Transform position](media/transform-position.png)
+![Transform Position](media/transform-position.png)
 
 ## Code
 [!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\TransformPositionDemo.cs)]

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en/tutorials/csharpbeginner/virtual-buttons.md

@@ -2,7 +2,7 @@
 You can find this sample in the tutorial project: **Menu** -> **Virtual buttons** 
 
 ## Explanation
-This C# Beginner tutorial covers how to create virtual buttons. Lets say that you want a player to jump when a key is pressed. The spacebar is a common option, but what if a gamer wants to have a different key bind to this 'Jump' action. The answer here is the 'Virtual button'. Virtual buttons allow the mapping of 1 or more keyboard keys, mousebuttons or joystick buttons to a single 'Virtual button'. We can check for the name of that virtual button to see if any of the virtual button are triggered.
+This C# Beginner tutorial covers how to create virtual buttons. Lets say that you want a player to jump when a key is pressed. The space bar is a common option, but what if a gamer wants to have a different key bind to this 'Jump' action? The answer here is the 'Virtual button'. Virtual buttons allow the mapping of one or more keyboard keys, mouse buttons or joystick buttons to a single 'Virtual button'. We can check for the name of that virtual button to see if any of the virtual buttons are triggered.
 
 ![Virtual buttons](media/virtual-buttons.png)
 

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en/tutorials/index.md

@@ -7,7 +7,7 @@ _tocTitle: 'Tutorials'
 ---
 
 # Xenko Tutorials
-These pages contain tutorials to learn more about the Xenko game engine
+These pages contain tutorials to learn more about the Xenko game engine.
 
 # C# tutorials 
 These tutorials cover programming with C#.