diff --git a/tutorials/3d/fps_tutorial/part_two.rst b/tutorials/3d/fps_tutorial/part_two.rst index 53c566705..0c254db60 100644 --- a/tutorials/3d/fps_tutorial/part_two.rst +++ b/tutorials/3d/fps_tutorial/part_two.rst @@ -170,7 +170,7 @@ an array holding all the animations (states) we can transition to. For example, If we try to transition to a state that is not included in the possible transitions states for the state we are in, then we get a warning message and the animation does not change. We can also automatically -transition from some states into others, as will be explained further below in ``animation_ended`` +transition from some states into others, as will be explained further below in ``animation_ended``. .. note:: For the sake of keeping this tutorial simple, we are not using a 'proper' state machine. If you are interested to know more about state machines, @@ -203,7 +203,7 @@ This means whenever an animation is finished, ``animation_ended`` will be called _________ -Lets look at ``set_animation`` next. +Let's look at ``set_animation`` next. ``set_animation`` changes the animation to the animation named ``animation_name`` *if* we can transition to it. In other words, if the animation state we are currently in @@ -233,7 +233,7 @@ a blend time of ``-1`` at the speed set in ``animation_speeds`` and return ``tru _________ -Now lets look at ``animation_ended``. +Now let's look at ``animation_ended``. ``animation_ended`` is the function that will be called by :ref:`AnimationPlayer ` when it's done playing an animation.