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Fixed a set of typos.

Mikael Säker 7 年之前
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共有 3 个文件被更改,包括 4 次插入4 次删除
  1. 2 2
      docs/en/manuals/message-passing.md
  2. 1 1
      docs/en/tutorials/15-puzzle.md
  3. 1 1
      docs/en/tutorials/snake.md

+ 2 - 2
docs/en/manuals/message-passing.md

@@ -58,7 +58,7 @@ The game contains a few simple mechanics that require communication between the
   msg.post("/interface#gui", "update_score", { score = self.score })
   ```
 
-  In this case it's not possible to write a relative address since "interface" is at the root of the naming hierarchy and "hero" is not. The message is send to the GUI component that has a script attached to it, so it can react to the message accordingly. Messages can be sent freely between scripts, GUI scripts and render scripts.
+  In this case it's not possible to write a relative address since "interface" is at the root of the naming hierarchy and "hero" is not. The message is sent to the GUI component that has a script attached to it, so it can react to the message accordingly. Messages can be sent freely between scripts, GUI scripts and render scripts.
 
   The message `"update_score"` is coupled with score data. The data is passed as a Lua table in the `message` parameter:
 
@@ -182,7 +182,7 @@ end
 
 ## Messaging between game worlds
 
-If you use a collection proxy component to load a new game world into the runtime, you will want to pass messages between the game worlds. Suppose that you have loaded a collection via proxy and that the collection have its *Name* property set to "level":
+If you use a collection proxy component to load a new game world into the runtime, you will want to pass messages between the game worlds. Suppose that you have loaded a collection via proxy and that the collection has its *Name* property set to "level":
 
 ![Collection name](images/message_passing/collection_name.png)
 

+ 1 - 1
docs/en/tutorials/15-puzzle.md

@@ -229,7 +229,7 @@ The possible ways the number of inversions can change by a vertical slide is by
 
 The possible ways the empty square row can change by a vertical slide is by ±1.
 
-In the final state of the puzzle, the empty square is in the lower right corner (the *odd* row 1) and the number of inversions is the *even* value 0. Each legal move either leave these two values intact (horizontal move) or switches their polarity (vertical move). No legal move can ever make the polarity of the inversions and the emply square row *odd*, *odd* or *even*, *even*.
+In the final state of the puzzle, the empty square is in the lower right corner (the *odd* row 1) and the number of inversions is the *even* value 0. Each legal move either leave these two values intact (horizontal move) or switches their polarity (vertical move). No legal move can ever make the polarity of the inversions and the empty square row *odd*, *odd* or *even*, *even*.
 
 Any puzzle state where the two numbers are both odd or both even is therefore impossible to solve.
 

+ 1 - 1
docs/en/tutorials/snake.md

@@ -141,7 +141,7 @@ If you didn't understand any of the above, don't worry about it. Just tag along,
 
 ## The game script - update
 
-The `init()` function is called exactly once, when the script component is instanciated into the running game. The function `update()`, however, is called once each frame, 60 times a second. That makes the function ideal for real time game logic.
+The `init()` function is called exactly once, when the script component is instantiated into the running game. The function `update()`, however, is called once each frame, 60 times a second. That makes the function ideal for real time game logic.
 
 The idea for the update is this: