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Reword and update info in "Canvas layers" tutorial
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@@ -10,7 +10,7 @@ Regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
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:ref:`Control <class_Control>` both inherit from
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:ref:`CanvasItem <class_CanvasItem>`, which is the base for all 2D
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nodes. CanvasItems can be arranged in trees and they will inherit
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their transform. This means that, moving the parent, the children
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their transform. This means that when moving the parent, the children
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will be moved too.
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These nodes are placed as direct or indirect children to a
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@@ -37,7 +37,7 @@ transform. Examples of this are:
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- **Parallax Backgrounds**: Backgrounds that move slower than the rest
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of the stage.
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- **HUD**: Head's up display, or user interface. If the world moves,
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the life counter, points, etc must stay static.
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the life counter, score, etc. must stay static.
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- **Transitions**: Effects used for transitions (fades, blends) may
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also want it to remain at a fixed location.
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@@ -72,5 +72,5 @@ Performance
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Even though there shouldn't be any performance limitation, it is not
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advised to use excessive amount of layers to arrange drawing order of
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nodes. The most optimal way will always be arranging them by tree order.
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In the future, nodes will also have a priority or sub-layer index which
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should aid for this.
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2d nodes also have a property for controlling their drawing order
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(see :ref:`Node2D.set_z() <class_Node2D_set_z>`).
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