From f7bcda32b945dc99ee0713d27172e80ec20077b3 Mon Sep 17 00:00:00 2001 From: Victor Lamoine Date: Tue, 25 Feb 2020 16:54:39 +0100 Subject: [PATCH] Typo in part 2 of FPS tutorial --- tutorials/3d/fps_tutorial/part_two.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/3d/fps_tutorial/part_two.rst b/tutorials/3d/fps_tutorial/part_two.rst index f1fb18849..37afe06b6 100644 --- a/tutorials/3d/fps_tutorial/part_two.rst +++ b/tutorials/3d/fps_tutorial/part_two.rst @@ -354,7 +354,7 @@ its own collision code. In this method we create/spawn a bullet object in the di it travels forward. There are several advantages to this method. The first being we do not have to store the bullets in our player. We can simply create the bullet -and then move on, and the bullet itself with handle checking for collisions, sending the proper signal(s) to the object it collides with, and destroying itself. +and then move on, and the bullet itself will handle checking for collisions, sending the proper signal(s) to the object it collides with, and destroying itself. Another advantage is we can have more complex bullet movement. If we want to make the bullet fall ever so slightly as time goes on, we can make the bullet controlling script slowly push the bullet towards the ground. Using an object also makes the bullet take time to reach its target, it doesn't instantly