From 5b48c52648be6ac99e062d7c735a119bb7719c77 Mon Sep 17 00:00:00 2001 From: daglilley Date: Mon, 5 Feb 2018 00:21:52 +0900 Subject: [PATCH] Fix typos in ui game user interface tutorial --- getting_started/step_by_step/ui_game_user_interface.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/getting_started/step_by_step/ui_game_user_interface.rst b/getting_started/step_by_step/ui_game_user_interface.rst index 6d523a56e..9b5d3cc08 100644 --- a/getting_started/step_by_step/ui_game_user_interface.rst +++ b/getting_started/step_by_step/ui_game_user_interface.rst @@ -101,7 +101,7 @@ Once again, the ``HBoxContainer`` is the perfect tool for the job. Select the ``Bars`` node and add a new ``HBoxContainer`` inside of it. Name it ``Bar``. -The label itself is requires at least three nodes: a ``NinePatchRect`` +The label itself requires at least three nodes: a ``NinePatchRect`` for the background, on top of which we'll add a texture on the left, either ``HP`` or ``EP``, and a ``Label`` on the right for the value. We can nest ``Control`` nodes however we want. We could use the @@ -379,7 +379,7 @@ On an inherited scene, you can change any property of every node in the inspector, aside from its name. If you modify and save the parent scene, all the inherited scenes update to reflect the changes. If you change a value in the inherited scene, it will always overrides the parent's -property. It's useful UIs as they often require variations of the same +property. It's useful for UIs as they often require variations of the same elements. In general, in UI design, buttons, panels etc. share a common base style and interactions. We don't want to copy it over to all variations manually. @@ -422,7 +422,7 @@ with broad terms, so it works with all inherited scenes. Like our button-red variations for the user to accept and refuse prompts. The new class contains the name of the parent element and an extra keyword to explain how it modifies it. When we create an inherited scene and change - the name of the top level node, we're doing the same thing + the name of the top level node, we're doing the same thing. Design the EnergyBar ~~~~~~~~~~~~~~~~~~~~ @@ -619,7 +619,7 @@ find final project `here <#>`__. The GUI also has a minimum size, based on the textures inside of it. In games, we don’t need the interface to be as flexible as that of a website. You almost never want to support both landscape and portrait - screen orientations. It’s one of the other. In landscape orientation, + screen orientations. It’s one or the other. In landscape orientation, the most common ratios range from 4:3 to 16:10. They are close to one another. That's why it’s enough for the GUI elements to only move horizontally when we change the window size.