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Fix some typos and grammar mistakes found using LanguageTool
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@@ -303,7 +303,7 @@ We then check to see if the player is changing weapons or reloading. If the play
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we would get an error when we tried to run the project.
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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``.
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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
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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
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``process_changing_weapon``, and set ``mouse_scroll_value`` to ``round_mouse_scroll_value``.
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.. 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:
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.. tip:: While copy and pasting code is ill advised, as you can learn a lot from manually typing the code in, you can
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copy and paste the code from this page directly into the script editor.
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If you do this, all of the code copied will be using spaces instead of tabs.
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If you do this, all the code copied will be using spaces instead of tabs.
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To convert the spaces to tabs in the script editor, click the "edit" menu and select "Convert Indent To Tabs".
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This will convert all the spaces into tabs. You can select "Convert Indent To Spaces" to convert tabs back into spaces.
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@@ -642,7 +642,7 @@ our ``DEACCEL`` constant so the player will decelerate.
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Then we interpolate the horizontal velocity, set the player's ``X`` and ``Z`` velocity to the interpolated horizontal velocity,
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and call ``move_and_slide`` to let the :ref:`KinematicBody <class_KinematicBody>` handle moving the player through the physics world.
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.. tip:: All of the code in ``process_movement`` is exactly the same as the movement code from the Kinematic Character demo!
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.. tip:: All the code in ``process_movement`` is exactly the same as the movement code from the Kinematic Character demo!
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_________
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@@ -1164,7 +1164,7 @@ Then we tell the current weapon the player is using to fire by calling its ``fir
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_______
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Before we are ready to test our new weapons, we still have a little bit of work to do.
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Before we are ready to test our new weapons, we still have a bit of work to do.
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Creating some test subjects
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---------------------------
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