Fix formatting of :ref:

(cherry picked from commit bbb6fc9d48)
This commit is contained in:
hpnrep6
2021-07-15 22:09:49 -04:00
committed by Rémi Verschelde
parent 57df3fb370
commit 92ac1bd2cb

View File

@@ -7,10 +7,10 @@ Viewport and Canvas items
-------------------------
:ref:`CanvasItem <class_CanvasItem>` is the base for all 2D nodes, be it regular
2D nodes, such as :ref:`Node2D <class_Node2D>`, or `Control
<class_Control>`. Both inherit from :ref:`CanvasItem <class_CanvasItem>`.
You can arrange canvas items in trees. Each item will inherit its parent's
transform: when the parent moves, its children move too.
2D nodes, such as :ref:`Node2D <class_Node2D>`, or :ref:`Control <class_Control>`.
Both inherit from :ref:`CanvasItem <class_CanvasItem>`.
You can arrange canvas items in trees. Each item will inherit its parent's
transform: when the parent moves, its children move too.
CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
:ref:`Viewport <class_Viewport>`, that display them.
@@ -29,7 +29,7 @@ transform. For example:
- **Parallax Backgrounds**: Backgrounds that move slower than the rest
of the stage.
- **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
- **UI**: Think of a user interface (UI) or head-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
- **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
How can these problems be solved in a single scene tree?