Fix some typos and grammar mistakes found using LanguageTool

This commit is contained in:
Hugo Locurcio
2020-04-16 23:05:43 +02:00
parent caa1a2ef8a
commit 046215542d
59 changed files with 155 additions and 151 deletions

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@@ -303,7 +303,7 @@ We then check to see if the player is changing weapons or reloading. If the play
we would get an error when we tried to run the project.
Next, we check to see if the weapon name at ``round_mouse_scroll_value`` is not equal to the current weapon name using ``WEAPON_NUMBER_TO_NAME``.
If the weapon is different than the player's current weapon, we assign ``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player will change weapons in
If the weapon is different from the player's current weapon, we assign ``changing_weapon_name``, set ``changing_weapon`` to ``true`` so the player will change weapons in
``process_changing_weapon``, and set ``mouse_scroll_value`` to ``round_mouse_scroll_value``.
.. tip:: The reason we are setting ``mouse_scroll_value`` to the rounded scroll value is because we do not want the player to keep their

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@@ -377,7 +377,7 @@ This is a lot of code, so let's break it down function by function:
.. tip:: While copy and pasting code is ill advised, as you can learn a lot from manually typing the code in, you can
copy and paste the code from this page directly into the script editor.
If you do this, all of the code copied will be using spaces instead of tabs.
If you do this, all the code copied will be using spaces instead of tabs.
To convert the spaces to tabs in the script editor, click the "edit" menu and select "Convert Indent To Tabs".
This will convert all the spaces into tabs. You can select "Convert Indent To Spaces" to convert tabs back into spaces.
@@ -642,7 +642,7 @@ our ``DEACCEL`` constant so the player will decelerate.
Then we interpolate the horizontal velocity, set the player's ``X`` and ``Z`` velocity to the interpolated horizontal velocity,
and call ``move_and_slide`` to let the :ref:`KinematicBody <class_KinematicBody>` handle moving the player through the physics world.
.. tip:: All of the code in ``process_movement`` is exactly the same as the movement code from the Kinematic Character demo!
.. tip:: All the code in ``process_movement`` is exactly the same as the movement code from the Kinematic Character demo!
_________

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@@ -1164,7 +1164,7 @@ Then we tell the current weapon the player is using to fire by calling its ``fir
_______
Before we are ready to test our new weapons, we still have a little bit of work to do.
Before we are ready to test our new weapons, we still have a bit of work to do.
Creating some test subjects
---------------------------