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Updated tutorial_canvas_layers (markdown)

reduz
2014-11-04 12:59:19 -08:00
parent 79059be4aa
commit 7267e4f197

@@ -13,9 +13,9 @@ Changing the canvas transform is useful because it is a lot more efficient than
But this is not enough. There are often situations where the game or application may not want _everything_ transformed by the canvas transform. Examples of this are:
* **Parallax Backgrounds**: Backgrounds that move slower than the rest of
* **HUD**: Head's up display, or user interface. If the world moves, moving the life counter, points, etc is wrong.
* **Transitions**: Effects used for transitions (fades, blends) may want to remain at a fixed location.
* **Parallax Backgrounds**: Backgrounds that move slower than the rest of the stage.
* **HUD**: Head's up display, or user interface. If the world moves, the life counter, points, etc must stay static.
* **Transitions**: Effects used for transitions (fades, blends) may also want it to remain at a fixed location.
How can these problems be solved in a single scene tree?