Updated parts of the documentation to use gender neutral pronouns.

Also corrected a few typos.
This commit is contained in:
felixmaxwell
2018-01-05 11:00:44 -05:00
parent 3ebeb74289
commit 3a866c5e2d
11 changed files with 15 additions and 15 deletions

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@@ -7,8 +7,8 @@ GDScript? Why your own scripting language? Why not Lua, Javascript, C#, etc.?
-----------------------------------------------------------------------------
The short answer is, we'd rather a programmer does the small effort to
learn GDScript so he or she later has a seamless experience, than
attracting him or her with a familiar programming language that results
learn GDScript so they later have a seamless experience, than
attracting them with a familiar programming language that results
in a worse experience. We are OK if you would rather not give Godot a
chance because of this, but we strongly encourage you to try it and see
the benefits yourself.

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@@ -29,7 +29,7 @@ Member Variables
.. _class_InputEventJoypadButton_pressure:
- :ref:`float<class_float>` **pressure** - Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from ``0`` to ``1``.
- :ref:`float<class_float>` **pressure** - Represents the pressure the user puts on the button with their finger, if the controller supports it. Ranges from ``0`` to ``1``.
Description

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@@ -413,7 +413,7 @@ Set the maximum amount of characters editable.
- void **set_wrap** **(** :ref:`bool<class_bool>` enable **)**
Enable text wrapping when it goes beyond he edge of what is visible.
Enable text wrapping when it goes beyond the edge of what is visible.
.. _class_TextEdit_toggle_fold_line:

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@@ -227,7 +227,7 @@ Also, don't forget to modify the _draw() function to make use of these variables
Let's run!
It works, but the arc is rotating insanely fast! What's wrong?
The reason is that your GPU is actually displaying the frames as fast as he can. We need to "normalize" the drawing by this speed. To achieve, we have to make use of the 'delta' parameter of the _process() function. 'delta' contains the time elapsed between the two last rendered frames. It is generally small (about 0.0003 seconds, but this depends on your hardware). So, using 'delta' to control your drawing ensures that your program runs at the same speed on everybody's hardware.
The reason is that your GPU is actually displaying the frames as fast as it can. We need to "normalize" the drawing by this speed. To achieve, we have to make use of the 'delta' parameter of the _process() function. 'delta' contains the time elapsed between the two last rendered frames. It is generally small (about 0.0003 seconds, but this depends on your hardware). So, using 'delta' to control your drawing ensures that your program runs at the same speed on everybody's hardware.
In our case, we simply need to multiply our 'rotation_ang' variable by 'delta' in the _process() function. This way, our 2 angles will be increased by a much smaller value, which directly depends on the rendering speed.

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@@ -11,7 +11,7 @@ provided. Particle systems are used to simulate complex physical effects
such as sparks, fire, magic particles, smoke, mist, magic, etc.
The idea is that a "particle" is emitted at a fixed interval and with a
fixed lifetime. During his lifetime, every particle will have the same
fixed lifetime. During its lifetime, every particle will have the same
base behavior. What makes every particle different and provides a more
organic look is the "randomness" associated to each parameter. In
essence, creating a particle system means setting base physics

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@@ -151,7 +151,7 @@ Besides the capture size, quality can be modified by setting the **Bake Mode**.
Baking
------
To begin he bake process, just push the big **Bake Lightmaps** button on top, when selecting the BakedLightmap node:
To begin the bake process, just push the big **Bake Lightmaps** button on top, when selecting the BakedLightmap node:
.. image:: img/baked_light_bake.png

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@@ -7,7 +7,7 @@ Introduction
------------
Normally, an artist does all the 3D modelling, then all the texturing,
looks at his or her awesome looking model in the 3D DCC and says "looks
looks at their awesome looking model in the 3D DCC and says "looks
fantastic, ready for integration!" then goes into the game, lighting is
setup and the game runs.

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@@ -108,7 +108,7 @@ were computed. Calculating distance in a direction or plane was one of
the uses for the dot product. This was enough to obtain back the
design coordinates for every point in the ship.
So, what he have been working with so far (with X, Y and Origin) is an
So, what we have been working with so far (with X, Y and Origin) is an
*Oriented Coordinate System\*. X an Y are the **Basis**, and \*Origin*
is the offset.

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@@ -57,7 +57,7 @@ When starting our game, we can check if the user has purchased any product. YOU
print(item_name) #print the name of purchased items
Google IAP policy says the game should restore the user's purchases if the user replaces his phone or reinstall the same app. We can use the above code to do check what products the user has purchased and we can make our game respond accordingly.
Google IAP policy says the game should restore the user's purchases if the user replaces their phone or reinstalls the same app. We can use the above code to check what products the user has purchased and we can make our game respond accordingly.
Simple Purchase
---------------
@@ -120,7 +120,7 @@ We should set the auto consume value only once when the game starts.
Testing
-------
If we add a gmail id as a tester in Google dashboard, that tester can purchase items and he will not be charged. Another way to test IAP is using redeem codes generated by us for our game because the purchase flow is the same.
If we add a gmail id as a tester in Google dashboard, that tester can purchase items and they will not be charged. Another way to test IAP is using redeem codes generated by us for our game because the purchase flow is the same.
Third way of testing is in development side. If we put the product ids as shown below, we will get a static fixed response according to the product id. This is a quick way of testing things before going to the dashboard.

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@@ -114,7 +114,7 @@ Set up the Lifebar with the Player's max\_health
We have to tell the GUI somehow what the player's current health is, to
update the lifebar's texture, and to display the remaining health in the
HP counter in the top left corner of the screen. To do this we send the
player's health to the GUI every time he takes damage. The GUI will then
player's health to the GUI every time they take damage. The GUI will then
update the ``Lifebar`` and ``Number`` nodes with this value.
We could stop here to display the number, but we need to initialize the
@@ -550,7 +550,7 @@ And that is it. You may now play the game to see the final result!
.. note::
Using the exact same techniques, you can change the color of the bar when the Player gets poisoned, turn the bar red when its health drops low, shake the UI when he takes a critical hit... the principle is the same: emit a signal to forward the information from the `Player` to the `GUI` and let the `GUI` process it.
Using the exact same techniques, you can change the color of the bar when the Player gets poisoned, turn the bar red when its health drops low, shake the UI when they take a critical hit... the principle is the same: emit a signal to forward the information from the `Player` to the `GUI` and let the `GUI` process it.
.. raw:: html

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@@ -7,8 +7,8 @@ Introduction
------------
This tutorial is aimed to propose a simple workflow on how to organize
projects. Since Godot allows the programmer to use the file-system as he
or she pleases, figuring out a way to organize the projects when
projects. Since Godot allows the programmer to use the file-system as
they please, figuring out a way to organize the projects when
starting to use the engine can be a little challenging. Because of this,
a simple workflow will be described, which can be used or not, but
should work as a starting point.