Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)

* Various style edits

* Edit out "simple" when possible

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Marcin Sędłak-Jakubowski
2021-07-11 14:38:53 +02:00
committed by GitHub
parent a4a368af15
commit bd19917ea0
58 changed files with 195 additions and 203 deletions

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@@ -39,10 +39,9 @@ So, what is the difference?:
program. However, as a downside, they can't directly interact with
other physics objects, unless done by hand in code.
This short tutorial will focus on the kinematic character controller.
Basically, the old-school way of handling collisions (which is not
necessarily simpler under the hood, but well hidden and presented as a
nice and simple API).
This short tutorial focuses on the kinematic character controller.
It uses the old-school way of handling collisions, which is not
necessarily simpler under the hood, but well hidden and presented as an API.
Physics process
~~~~~~~~~~~~~~~
@@ -184,7 +183,7 @@ Now the character falls smoothly. Let's make it walk to the sides, left
and right when touching the directional keys. Remember that the values
being used (for speed at least) are pixels/second.
This adds simple walking support by pressing left and right:
This adds basic support for walking when pressing left and right:
.. tabs::
.. code-tab:: gdscript GDScript

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@@ -12,10 +12,10 @@ behaviors, AI, etc. to take place. This tutorial will explain how to
do this in 2D and 3D.
Godot stores all the low level game information in servers, while the
scene is just a frontend. As such, ray casting is generally a
lower-level task. For simple raycasts, node such as
scene is only a frontend. As such, ray casting is generally a
lower-level task. For simple raycasts, nodes like
:ref:`RayCast <class_RayCast>` and :ref:`RayCast2D <class_RayCast2D>`
will work, as they will return every frame what the result of a raycast
will work, as they return every frame what the result of a raycast
is.
Many times, though, ray-casting needs to be a more interactive process

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@@ -130,7 +130,7 @@ and ``get_slide_collision()``:
var collision = get_slide_collision(i)
print("I collided with ", collision.collider.name)
.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
.. note:: `get_slide_count()` only counts times the body has collided and changed direction.
See :ref:`KinematicCollision2D <class_KinematicCollision2D>` for details on what
collision data is returned.
@@ -140,7 +140,7 @@ Which movement method to use?
A common question from new Godot users is: "How do you decide which movement
function to use?" Often, the response is to use ``move_and_slide()`` because
it's "simpler," but this is not necessarily the case. One way to think of it
it seems simpler, but this is not necessarily the case. One way to think of it
is that ``move_and_slide()`` is a special case, and ``move_and_collide()``
is more general. For example, the following two code snippets result in
the same collision response: