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Merge branch 'master' of https://github.com/defold/doc

Björn Ritzl vor 5 Jahren
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4c411e8cce
3 geänderte Dateien mit 8 neuen und 8 gelöschten Zeilen
  1. 1 1
      docs/en/manuals/gui-box.md
  2. 6 6
      docs/en/manuals/gui.md
  3. 1 1
      docs/en/manuals/input.md

+ 1 - 1
docs/en/manuals/gui-box.md

@@ -38,7 +38,7 @@ The margins are set clockwise, starting on the left edge:
 ![Slice 9 sections](images/gui-box/slice9.png){srcset="images/gui-box/[email protected] 2x"}
 
 - Corner segments are never scaled.
-- Edge segments are scaled along a sigle axis. The left and right edge segments are scaled vertically. The top and bottom edge segments are scaled horizontally.
+- Edge segments are scaled along a single axis. The left and right edge segments are scaled vertically. The top and bottom edge segments are scaled horizontally.
 - The central texture area is scaled horizontally and vertically as needed.
 
 Due to the way mipmapping works in the renderer, scaling of texture segments can sometimes exhibit artifacts. This happens when you _scale down_ segments below the original texture size. The renderer then selects a lower resolution mipmap for the segment, resulting in visual artifacts.

+ 6 - 6
docs/en/manuals/gui.md

@@ -17,7 +17,7 @@ GUI components are rendered independently of the game view. Because of this it i
 
 ## Creating a GUI component
 
-GUI components are created from a GUI scene blueprint file. To to create a new GUI component, <kbd>right click</kbd> a location in the *Assets* browser and select <kbd>New ▸ Gui</kbd>. Type a name for the new GUI file and press <kbd>Ok</kbd>.
+GUI components are created from a GUI scene blueprint file. To create a new GUI component, <kbd>right click</kbd> a location in the *Assets* browser and select <kbd>New ▸ Gui</kbd>. Type a name for the new GUI file and press <kbd>Ok</kbd>.
 
 ![New gui file](images/gui/new_gui_file.png){srcset="images/gui/[email protected] 2x"}
 
@@ -25,7 +25,7 @@ Defold now automatically opens the file in the GUI scene editor.
 
 ![New gui](images/gui/new_gui.png){srcset="images/gui/[email protected] 2x"}
 
-The *Outline* lists all the GUI:s content: it's list of nodes and any dependencies (see below).
+The *Outline* lists all the GUI's content: it's list of nodes and any dependencies (see below).
 
 The central editing area shows the GUI. The toolbar in the top right corner of the editing area contains *Move*, *Rotate* and *Scale* tools, as well as a [layout](/manuals/gui-layouts) selector.
 
@@ -52,7 +52,7 @@ Max Nodes
 
 ## Dependencies
 
-The resource tree in a Defold game is static so any dependences that you need for your GUI nodes need to be added to the component. The *Outline* groups all dependencies by type under "folders":
+The resource tree in a Defold game is static so any dependencies that you need for your GUI nodes need to be added to the component. The *Outline* groups all dependencies by type under "folders":
 
 ![dependencies](images/gui/dependencies.png){srcset="images/gui/[email protected] 2x"}
 
@@ -165,7 +165,7 @@ ParticleFX (particlefx nodes)
 : The particle effect to use on this node. See the [ParticleFX node documentation](/manuals/gui-particlefx) for details.
 
 Color
-: The color of the node. It the node is textured, the color tints the texture. The color can be animated from script.
+: The color of the node. If the node is textured, the color tints the texture. The color can be animated from script.
 
 Alpha
 : The translucency of the node. The alpha value can be animated from script.
@@ -204,7 +204,7 @@ X Anchor, Y Anchor
 
   The following anchoring modes are available:
 
-  - `None` (for both *X Anchor* and *Y Anchor*) keeps the node's position from the center of the parent node or scene, relative it's *adjusted* size.
+  - `None` (for both *X Anchor* and *Y Anchor*) keeps the node's position from the center of the parent node or scene, relative to it's *adjusted* size.
   - `Left` or `Right` (*X Anchor*) scales the horizontal position of the node so it keeps the position from the left and right edges of the parent node or scene at the same percentage.
   - `Top` or `Bottom` (*Y Anchor*) scales the vertical position of the node so it keeps the position from the top and bottom edges of the parent node or scene at the same percentage.
 
@@ -217,7 +217,7 @@ Adjust Mode
 
   ![Unadjusted](images/gui/unadjusted.png){srcset="images/gui/[email protected] 2x"}
 
-  Fitting the scene to a portrait screen cause the scene to be stretched. Each node's bounding box is similarly stretched. However, by setting the adjust mode, the aspect ratio of the node's content can be kept intact. The following modes are available:
+  Fitting the scene to a portrait screen causes the scene to be stretched. Each node's bounding box is similarly stretched. However, by setting the adjust mode, the aspect ratio of the node's content can be kept intact. The following modes are available:
 
   - `Fit` scales the node content so that it is equal to the stretched bounding box width or height, whichever is smallest. In other words, the content will fit inside the stretched node bounding box.
   - `Zoom` scales the node content so that it is equal to the stretched bounding box width or height, whichever is largest. In other words, the content will fully cover the stretched node bounding box.

+ 1 - 1
docs/en/manuals/input.md

@@ -36,7 +36,7 @@ Consuming input
 
 ## Setting up input bindings
 
-The input bindings is a project wide table that allows you to specify how device input should translate into named *actions* before they are dispatched to your script components and GUI scripts. You can create a new input binding file, <kbd>right click</kbd> a location in the *Assets* view and select <kbd>New... ▸ Input Binding</kbd>. To make the enginen use the new file, change the *Game Binding* entry in "game.project".
+The input bindings is a project wide table that allows you to specify how device input should translate into named *actions* before they are dispatched to your script components and GUI scripts. You can create a new input binding file, <kbd>right click</kbd> a location in the *Assets* view and select <kbd>New... ▸ Input Binding</kbd>. To make the engine use the new file, change the *Game Binding* entry in "game.project".
 
 ![Input binding setting](images/input/setting.png){srcset="images/input/[email protected] 2x"}