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Minor spelling fixes in strings, comments and non-code files. (#1236)
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -25,7 +25,7 @@ func _process(delta: float) -> void:
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var left_rect := Rect2(left_paddle.get_position() - pad_size * 0.5, pad_size)
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var right_rect := Rect2(right_paddle.get_position() - pad_size * 0.5, pad_size)
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# Integrate new ball postion.
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# Integrate new ball position.
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ball_pos += direction * ball_speed * delta
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# Flip when touching roof or floor.
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@@ -12,12 +12,12 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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## Details
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A dynamic split screen system displays a single screen when
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the two players are close but a splitted view when they move apart.
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the two players are close but a split view when they move apart.
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The splitting line can take any angle depending on the players'
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position, so it won't be either vertical or horizontal.
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This system was popularized by the Lego videogames.
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This system was popularized by the Lego video games.
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## How it works
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@@ -26,7 +26,7 @@ texture, as well as some other parameters, are passed to a
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shader attached to a TextureRect filling the whole screen.
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The `SplitScreen` shader, with the help of the `CameraController`
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script, chooses wich texture to display on each pixel to
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script, chooses which texture to display on each pixel to
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achieve the effect.
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The cameras are placed on the segment joining the two players,
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@@ -1,6 +1,6 @@
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extends Node3D
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# Handle the motion of both player cameras as well as communication with the
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# SplitScreen shader to achieve the dynamic split screen effet
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# SplitScreen shader to achieve the dynamic split screen effect
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#
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# Cameras are place on the segment joining the two players, either in the middle
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# if players are close enough or at a fixed distance if they are not.
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@@ -8,7 +8,7 @@ extends Node3D
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# the first one is used for the entire screen thus allowing the players to play
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# on a unsplit screen.
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# In the second case, the screen is split in two with a line perpendicular to the
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# segement joining the two players.
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# segment joining the two players.
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#
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# The points of customization are:
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# max_separation: the distance between players at which the view starts to split
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