diff --git a/tutorials/2d/canvas_layers.rst b/tutorials/2d/canvas_layers.rst index 38a005c1d..cd41fa474 100644 --- a/tutorials/2d/canvas_layers.rst +++ b/tutorials/2d/canvas_layers.rst @@ -26,11 +26,11 @@ Effects like scrolling are best achieved by manipulating the canvas transform pr efficient than moving the root canvas item (and hence the whole scene). Usually though, we don't want *everything* in the game or app to be subject to the canvas -transform. Examples of this are: +transform. For example: - **Parallax Backgrounds**: Backgrounds that move slower than the rest of the stage. -- **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world is changing. +- **UI**: Think of a user interface (UI) or head-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes. - **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location. How can these problems be solved in a single scene tree?