diff --git a/learning/features/math/vector_math.rst b/learning/features/math/vector_math.rst index 21c497ef7..c77be4e5d 100644 --- a/learning/features/math/vector_math.rst +++ b/learning/features/math/vector_math.rst @@ -60,7 +60,7 @@ Vector Operations You can use either method (x and y coordinates or angle and magnitude) to refer to a vector, but for convenience programmers typically use the coordinate notation. For example, in Godot the origin is the top-left -corner of the screen, so to place a 2D node 400 pixels to the right and +corner of the screen, so to place a 2D node named ``Node2D`` 400 pixels to the right and 300 pixels down, use the following code: :: @@ -123,7 +123,7 @@ Let's look at two common uses for vector addition and subtraction. - Movement -A vector can represent **any** quantity with a magnitude and direction. In +A vector can represent **any** quantity with a magnitude and direction. Typical examples are: position, velocity, acceleration, and force. In this image, the spaceship at step 1 has a position vector of ``(1,3)`` and a velocity vector of ``(2,1)``. The velocity vector represents how far the ship moves each step. We can find the position for step 2 by adding @@ -161,7 +161,7 @@ by its magnitude: :: var a = Vector2(2, 4) - var m = sqrt(a.x*a.x + a.y*a.y) + var m = sqrt(a.x*a.x + a.y*a.y) # get magnitude "m" using the Pythagorean theorem a.x /= m a.y /= m @@ -198,7 +198,7 @@ to handle this. Here is a GDScript example of the diagram above using a :: - var collision = move_and_collide(velocity * delta) + var collision = move_and_collide(velocity * delta) # object "collision" contains information about the collision if collision: var reflect = collision.remainder.bounce(collision.normal) velocity = velocity.bounce(collision.normal) @@ -243,7 +243,7 @@ Facing We can use this fact to detect whether an object is facing toward another object. In the diagram below, the player ``P`` is trying to avoid the -zombies ``A`` and ``B``. Can the zombies see the player? +zombies ``A`` and ``B``. Assuming a zombie's field of view is **180°**, can they see the player? .. image:: img/vector_facing2.png