diff --git a/.wordlist.txt b/.wordlist.txt index 89b13b4..42b850b 100644 --- a/.wordlist.txt +++ b/.wordlist.txt @@ -77,3 +77,4 @@ Alexandrescu invariants modularity SpriteBundle +nd diff --git a/add_player_sprite.md b/add_player_sprite.md index cd6cc82..69f782c 100644 --- a/add_player_sprite.md +++ b/add_player_sprite.md @@ -157,7 +157,7 @@ Here I unpack `add_player`: initialize the `translation` and `scale` fields with particular value, keeping the others at default values. A translation is a relative (3D) movement compared to the origin (i.e, at coordinate `(0, 0, 0)`) -- `Vec2::extend(initial_player_position, 0.0)`: create a 3D coordinat, +- `Vec2::extend(initial_player_position, 0.0)`: create a 3D coordinate, by extending our 2D position with a z coordinate of zero - `Vec2::extend(initial_player_size, 1.0)`: create a 3D scale of the sprite, by extending our 2D size with a z scale of one. A z scale of one means that @@ -169,7 +169,7 @@ hence the variable `initial_player_size` should be called `initial_player_transl However, in this context, we (and our other users) do want to set the player's translation and we should ignore that in the implementation details we need to modify a translation. This is a good feature of TDD: it prevents us from using -needlessy technical names. +needlessly technical names. ## Fourth test: a player has a position