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

View File

@@ -193,7 +193,7 @@ Creating the controllers
.. image:: img/starter_vr_tutorial_hands.png
Right now all that the VR user can do is stand around, which isn't really what we are going for unless we are working on a VR film. Lets write the code for the
VR controllers. We are going to write all of the code for the VR controllers in one go, so the code is rather long. That said, once we are finished you will be
VR controllers. We are going to write all the code for the VR controllers in one go, so the code is rather long. That said, once we are finished you will be
able to teleport around the scene, artificially move using the touchpad/joystick on the VR controller, and be able to pick up, drop, and throw
:ref:`RigidBody <class_RigidBody>`-based nodes.
@@ -244,7 +244,7 @@ the same script, so it doesn't matter which you use first. With ``VR_Controller.
.. tip:: 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.
@@ -542,7 +542,7 @@ This is quite a bit of code to go through. Let's go through what the code does s
Explaining the VR controller code
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
First, let's go through all of the class variables in the script:
First, let's go through all the class variables in the script:
* ``controller_velocity``: A variable to hold a rough approximation of the VR controller's velocity.
* ``prior_controller_position``: A variable to hold the VR controller's last position in 3D space.
@@ -653,7 +653,7 @@ This section of code will keep the held object in the same position and rotation
_________________
Finally, the last section of code simply calls the ``_physics_process_directional_movement`` function. This function contains all of the code for moving the player when the
Finally, the last section of code simply calls the ``_physics_process_directional_movement`` function. This function contains all the code for moving the player when the
touchpad/joystick on the VR controller moves.

View File

@@ -81,7 +81,7 @@ Let's go over how this script works.
Explaining the Sphere Target code
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
First, let's go through all of the class variables in the script:
First, let's go through all the class variables in the script:
* ``destroyed``: A variable to track whether the sphere target has been destroyed.
* ``destroyed_timer``: A variable to track how long the sphere target has been destroyed.
@@ -98,7 +98,7 @@ First, let's go through all of the class variables in the script:
""""""""""""""""""""""""""""""""""""""""""""
All the ``_ready`` function does is that it stops the ``_physics_process`` from being called by calling ``set_physics_process`` and passing ``false``.
The reason we do this is because all of the code in ``_physics_process`` is for destroying this node when enough time has passed, which we only want to
The reason we do this is because all the code in ``_physics_process`` is for destroying this node when enough time has passed, which we only want to
do when the target has been destroyed.
@@ -1033,4 +1033,3 @@ help serve as an introduction to making fully-featured VR games in Godot! The co
story-based games, and more!
.. warning:: You can download the finished project for this tutorial series on the `OpenVR GitHub repository <https://github.com/GodotVR/godot_openvr_fps>`_, under the releases tab!