From 9b0d9b213de98dd837c9750167f5302ea6a219fd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D8=A2=D8=AA=D9=88=D8=B1?= Date: Thu, 5 Dec 2024 12:09:51 +0330 Subject: [PATCH] Made a minor change to make this string more fluid to read and faster to understand --- getting_started/introduction/key_concepts_overview.rst | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/getting_started/introduction/key_concepts_overview.rst b/getting_started/introduction/key_concepts_overview.rst index 24e525ddc..4ac379bb6 100644 --- a/getting_started/introduction/key_concepts_overview.rst +++ b/getting_started/introduction/key_concepts_overview.rst @@ -84,8 +84,9 @@ flexibility in how you structure your scenes. more about it here: https://gameprogrammingpatterns.com/observer.html -For example, buttons emit a signal when pressed. You can connect to this signal -to run code in reaction to this event, like starting the game or opening a menu. +For example, buttons emit a signal when pressed. You can connect a piece of code +to this signal which will run in reaction to this event, like starting the game +or opening a menu. Other built-in signals can tell you when two objects collided, when a character or monster entered a given area, and much more. You can also define new signals