diff --git a/tutorial_canvas_layers.md b/tutorial_canvas_layers.md index 675f80c..6b87408 100644 --- a/tutorial_canvas_layers.md +++ b/tutorial_canvas_layers.md @@ -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?