Reword and update info in "Canvas layers" tutorial

This commit is contained in:
HER0_01
2016-03-06 11:57:15 -06:00
parent f3a1c75046
commit e3a5da60ac

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