Fix typos with codespell

This commit is contained in:
Poommetee Ketson
2018-03-29 12:38:45 +07:00
parent 45cf4bcb5e
commit 2cf560bc8a
7 changed files with 10 additions and 10 deletions
+3 -3
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@@ -128,7 +128,7 @@ This can be used to turn Fract Delta on or off.
Drawing Parameters
------------------
Visability Rect
Visibility Rect
~~~~~~~~~~~~~~~
The ``W`` and ``H`` values control width and height of the visibility
@@ -202,7 +202,7 @@ accelerations (as described further below).
Angular Velocity
~~~~~~~~~~~~~~~~
Angular velocity is the inital angular velocity applied to particles.
Angular velocity is the initial angular velocity applied to particles.
Spin Velocity
~~~~~~~~~~~~~
@@ -272,6 +272,6 @@ Used to change the color of the particles being emitted.
Hue variation
~~~~~~~~~~~~~
The variation value sets the inital hue variation applied to each
The variation value sets the initial hue variation applied to each
particle. The Variation rand value controls the hue variation
randomness ratio.
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@@ -972,7 +972,7 @@ and we set ``changing_weapon_name`` to a empty string.
Adding ``process_reloading``
____________________________
Let's finish up our new modular weapon system and add ``process_reloading``. Make a new funciton called ``process_reloading`` and add the following:
Let's finish up our new modular weapon system and add ``process_reloading``. Make a new function called ``process_reloading`` and add the following:
::
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@@ -377,7 +377,7 @@ because they generally bounce around the world before exploding.
- Halo (Rocket launchers, fragment grenades, sniper rifles, brute shot, and more)
- Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super moves, and more)
- Call of Duty (Rocket launchers, grenades, ballistic knifes, crossbows, and more)
- Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and more)
- Battlefield (Rocket launchers, grenades, claymores, mortars, and more)
Another disadvantage with bullet objects is networking. Bullet objects have to sync the positions (at least) with however many clients are connected
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@@ -37,7 +37,7 @@ is required in the submission form here as well.
* **Godot version**:
The version of the engine that the asset works with.
Currently it's not possible to have a single asset entry contain downloads for
multiple engine versions, so you may need to re-submit the asset mulitple times,
multiple engine versions, so you may need to re-submit the asset multiple times,
with an entry for each Godot version it supports. This is particularly important
when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
* **Version**:
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@@ -208,7 +208,7 @@ This adds simple walking support by pressing left and right:
else:
velocity.x = 0
# We don't need to multiply velocity by delta becuase MoveAndSlide already takes delta time into account.
# We don't need to multiply velocity by delta because MoveAndSlide already takes delta time into account.
# The second parameter of move_and_slide is the normal pointing up.
# In the case of a 2d platformer, in Godot upward is negative y, which translates to -1 as a normal.