Merge pull request #342 from Xrayez/master
Fix typo 'the can' to 'they can' in physics_introduction.rst
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@ -62,7 +62,7 @@ Transforming shapes
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As seen before in the collide functions, 2D shapes in godot can be
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transformed by using a regular :ref:`Matrix32 <class_Matrix32>`
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transform, meaning the can check collision while scaled, moved and
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transform, meaning they can check collision while scaled, moved and
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rotated. The only limitation to this is that shapes with curved sections
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(such as circle and capsule) can only be scaled uniformly. This means
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that circle or capsule shapes scaled in the form of an ellipse **will
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