From 3e05fcd28fa8c7b16dc4ebaf054c1b585f66e97f Mon Sep 17 00:00:00 2001 From: HER0_01 Date: Fri, 4 Mar 2016 22:42:40 -0600 Subject: [PATCH] Misc improvements to "Pausing games" --- tutorials/engine/pausing_games.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/tutorials/engine/pausing_games.rst b/tutorials/engine/pausing_games.rst index 680e84bfa..b2b4adc66 100644 --- a/tutorials/engine/pausing_games.rst +++ b/tutorials/engine/pausing_games.rst @@ -6,13 +6,13 @@ Pausing games Pause? ------ -In most games, it is always desirable to, at some point, interrupt the -game to do something else. Be it taking a break, to changing options. +In most games it is desirable to, at some point, interrupt the +game to do something else, such as taking a break or changing options. However this is not as simple as it seems. The game might be stopped, but it might be desirable that some menus and animations continue working. -Implementing a fine-grained control for what can be paused (and what +Implementing a fine-grained control for what can be paused (and what can not) is a lot of work, so a simple framework for pausing is provided in Godot. @@ -59,7 +59,7 @@ So the three possible states for a node are: - **Inherit**: Process depending on the state of the parent, grandparent, etc. The first parent that has a non-Inherit state. - **Stop**: Stop the node no matter what (and children in Inherit - mode). Paused or not this node will not process. + mode). When paused this node will not process. - **Process**: Process the node no matter what (and children in Inherit mode). Paused or not this node will process.