Minor spelling fixes in strings, comments and non-code files. (#1236)

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Christen Lofland
2025-08-04 19:19:57 -05:00
committed by GitHub
parent 48aaefbf12
commit bf4d1038d6
29 changed files with 52 additions and 52 deletions

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@@ -25,7 +25,7 @@ func _process(delta: float) -> void:
var left_rect := Rect2(left_paddle.get_position() - pad_size * 0.5, pad_size)
var right_rect := Rect2(right_paddle.get_position() - pad_size * 0.5, pad_size)
# Integrate new ball postion.
# Integrate new ball position.
ball_pos += direction * ball_speed * delta
# 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/
## Details
A dynamic split screen system displays a single screen when
the two players are close but a splitted view when they move apart.
the two players are close but a split view when they move apart.
The splitting line can take any angle depending on the players'
position, so it won't be either vertical or horizontal.
This system was popularized by the Lego videogames.
This system was popularized by the Lego video games.
## How it works
@@ -26,7 +26,7 @@ texture, as well as some other parameters, are passed to a
shader attached to a TextureRect filling the whole screen.
The `SplitScreen` shader, with the help of the `CameraController`
script, chooses wich texture to display on each pixel to
script, chooses which texture to display on each pixel to
achieve the effect.
The cameras are placed on the segment joining the two players,

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@@ -1,6 +1,6 @@
extends Node3D
# Handle the motion of both player cameras as well as communication with the
# SplitScreen shader to achieve the dynamic split screen effet
# SplitScreen shader to achieve the dynamic split screen effect
#
# Cameras are place on the segment joining the two players, either in the middle
# if players are close enough or at a fixed distance if they are not.
@@ -8,7 +8,7 @@ extends Node3D
# the first one is used for the entire screen thus allowing the players to play
# on a unsplit screen.
# In the second case, the screen is split in two with a line perpendicular to the
# segement joining the two players.
# segment joining the two players.
#
# The points of customization are:
# max_separation: the distance between players at which the view starts to split