diff --git a/tutorials/3d/fps_tutorial/part_five.rst b/tutorials/3d/fps_tutorial/part_five.rst index 7b65c0812..da1e645c9 100644 --- a/tutorials/3d/fps_tutorial/part_five.rst +++ b/tutorials/3d/fps_tutorial/part_five.rst @@ -140,7 +140,7 @@ the transform from the body looking at the grenade. This makes it where the bodi We then check to see if ``explosion_wait_timer`` is less than ``EXPLOSION_WAIT_TIME``. If it is, we add ``delta`` to ``explosion_wait_time``. -Next we check to see if ``explosion_wait_timer`` is more than or equal to ``EXPLOSTION_WAIT_TIME``. Because we added ``delta``, this will only be called once. +Next we check to see if ``explosion_wait_timer`` is more than or equal to ``EXPLOSION_WAIT_TIME``. Because we added ``delta``, this will only be called once. If ``explosion_wait_timer`` is more or equal to ``EXPLOSION_WAIT_TIME``, the grenade has waited long enough to let the :ref:`Particles ` play and we can free/destroy the grenade as we no longer need it. @@ -745,7 +745,7 @@ Add the following to ``Turret.gd``: node_flash_one.visible = true node_flash_two.visible = true - flas_timer = FLASH_TIME + flash_timer = FLASH_TIME fire_timer = FIRE_TIME if ammo_in_turret <= 0: @@ -849,7 +849,7 @@ the turret has waited long enough to refill its ammo. Next we check to see if the turret's health is less than or equal to ``0``, outside of whether it is active or not. If the turret's health is zero or less, we then check to see if ``destroyed_timer`` is more than zero. If destroyed timer is more than zero, we subtract ``delta`` from ``destroyed_timer``. -If ``destyored_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to +If ``destroyed_timer`` is less than or equal to zero, we set ``turret_health`` to ``MAX_TURRET_HEALTH`` and stop emitting smoke particles by setting ``smoke_particles.emitting`` to ``false``. ______