2
0
Эх сурвалжийг харах

Fixed typos according to users suggestions 014d976 (#7)

* fix typos

* Fixed typos according to users suggestions
Alexey Gulev 6 жил өмнө
parent
commit
c023b92f8b

+ 2 - 2
examples/physics/dynamic/dynamic.md

@@ -10,12 +10,12 @@ The setup consists of three game objects. The *game.project* physics *GravityY*
 block1
 : The rectangular stone block. Contains:
   - A *Sprite* component with the stone block image.
-  - A *Collision object* component. The *Type* is set to `DYNAMIC`, *Friction* is set to 0 and *Restitution* to 1.0 (it will bounce forever). A box *Shape* matching the sprite image is added to the componens.
+  - A *Collision object* component. The *Type* is set to `DYNAMIC`, *Friction* is set to 0 and *Restitution* to 1.0 (it will bounce forever). A box *Shape* matching the sprite image is added to the components.
 
 block2
 : The square stone block. Contains:
   - A *Sprite* component with the stone block image.
-  - A *Collision object* component. Also has *Type* set to `DYNAMIC`, *Friction* set to 0 and *Restitution* to 1.0. A box *Shape* matching the sprite image is added to the componens.
+  - A *Collision object* component. Also has *Type* set to `DYNAMIC`, *Friction* set to 0 and *Restitution* to 1.0. A box *Shape* matching the sprite image is added to the components.
 
 walls
 : The outer walls. Contains:

+ 2 - 2
examples/physics/kinematic/kinematic.md

@@ -10,13 +10,13 @@ The setup consists of three game objects. The *game.project* physics *GravityY*
 block
 : The square stone block. Contains:
   - A *Sprite* component with the stone block image.
-  - A *Collision object* component. The *Type* is set to `KINEMATIC`. A box *Shape* matching the sprite image is added to the componens.
+  - A *Collision object* component. The *Type* is set to `KINEMATIC`. A box *Shape* matching the sprite image is added to the components.
   - A script that moves the game object to where the user clicks.
 
 block2
 : The rectangular stone block. Contains:
   - A *Sprite* component with the stone block image.
-  - A *Collision object* component. Also has *Type* set to `DYNAMIC`, *Friction* set to 0 and *Restitution* to 1.0. A box *Shape* matching the sprite image is added to the componens.
+  - A *Collision object* component. Also has *Type* set to `DYNAMIC`, *Friction* set to 0 and *Restitution* to 1.0. A box *Shape* matching the sprite image is added to the components.
 
 walls
 : The outer walls. Contains:

+ 2 - 2
examples/physics/trigger/trigger.md

@@ -10,11 +10,11 @@ The setup consists of two game objects.
 
 trigger
 : The invisible trigger. Contains:
-  - A *Collision object* component. The *Type* is set to `TRIGGER`. A box *Shape* is added to the componens.
+  - A *Collision object* component. The *Type* is set to `TRIGGER`. A box *Shape* is added to the components.
 
 bunny
 : The bunny. Contains:
   - A *Sprite* component with the bunny image.
-  - A *Collision object* component. It has *Type* set to `DYNAMIC`. A sphere *Shape* matching the sprite image is added to the componens.
+  - A *Collision object* component. It has *Type* set to `DYNAMIC`. A sphere *Shape* matching the sprite image is added to the components.
   - A *Script* component that animates the bunny's position and reacts to physics messages when interacting with the trigger.