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Grammar and readability fixes for "Step by step", "2D", and "3D" (#1518)
* Minor changes to UI control doc * Step by step minor grammar fixes * Editor readability and grammar tweaks * 2D readability and grammar tweaks * 3D readibility and grammar tweaks, rewrite part of IK * Fix bad merge * Add requested changes, update lifebar UI screenshot
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committed by
Max Hilbrunner
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d110f7bd88
@@ -26,8 +26,8 @@ Having them as separate images also works.
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.. image:: img/tileset.png
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Create a new project and move the above PNG image into the directory. Next
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go into the image's import settings and turn off ``Filter``, keeping it on will cause
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Create a new project and move the above PNG image into the directory. Next
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go into the image's import settings and turn off ``Filter``, keeping it on will cause
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issues later. ``Mipmaps`` should already be disabled, if not, disable this too.
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We will be creating a :ref:`TileSet <class_TileSet>`
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@@ -80,11 +80,11 @@ recommended because it is easier to edit.
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.. image:: img/tile_example3.png
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Finally, edit the polygon, this will give the tile a collision, and fix
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the warning icon next to the CollisionPolygon node. **Remember to use snap!**
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Using snap will make sure collision polygons are aligned properly, allowing
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a character to walk seamlessly from tile to tile. Also **do not scale or move**
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the collision and/or collision polygon nodes. Leave them at offset 0,0, with
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Finally, edit the polygon, this will give the tile a collision and fix
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the warning icon next to the CollisionPolygon node. **Remember to use snap!**
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Using snap will make sure collision polygons are aligned properly, allowing
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a character to walk seamlessly from tile to tile. Also **do not scale or move**
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the collision and/or collision polygon nodes. Leave them at offset 0,0, with
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scale 1,1 and rotation 0 with respect to the parent sprite.
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.. image:: img/tile_example4.png
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@@ -148,8 +148,8 @@ using the lock button:
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.. image:: img/tile_lock.png
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If you accidentally place a tile somewhere you don't want it to be, you
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can delete it with ``RMB`` while in the tilemap editor.
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If you accidentally place a tile somewhere you don't want it to be, you
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can delete it with ``RMB`` while in the tilemap editor.
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You can also flip and rotate sprites in the TileMap editor (note:
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flipping the sprite in the TileSet will have no effect). Icons at the
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@@ -179,5 +179,5 @@ one that looks better for you:
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Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also search for ``Pixel Snap``).
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- Viewport Scaling can often help with shrinking the map (see the
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:ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with it's ``Zoom`` may be a good starting point.
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- You can use a single, separate image for each tile. This will remove all artifacts, but
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- You can use a single, separate image for each tile. This will remove all artifacts but
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can be more cumbersome to implement and is less optimized.
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