From dd231f6e21478400695825850d700d89ba953f48 Mon Sep 17 00:00:00 2001 From: Auxy6858 <71662994+Auxy6858@users.noreply.github.com> Date: Fri, 2 Jan 2026 02:19:10 +0000 Subject: [PATCH] Grammar fix MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Changed “an UI” to “a UI” --- handbook/vol1/chap1_4.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/handbook/vol1/chap1_4.md b/handbook/vol1/chap1_4.md index 5f804f25..2f6b03ea 100644 --- a/handbook/vol1/chap1_4.md +++ b/handbook/vol1/chap1_4.md @@ -12,7 +12,7 @@ You see, if we look around the **libcocos2d** file GD comes with and compare it Cocos2d, or specifically Cocos2d-x 2.2.3, is a **game engine featuring a sprite and node-based UI**. It is what powers GD's user interface, and many of its core data structures. For most GD mods, the two most important things Cocos2d provides us with are the **node system** and **garbage collector**. -The seminal building block of all Cocos2d UI and by extension GD UI is the `CCNode` class. A node is an UI object that can have multiple children, a single parent, and transformations such as position, rotation, scale, etc., with all transformations being also applied to a node's children. +The seminal building block of all Cocos2d UI and by extension GD UI is the `CCNode` class. A node is a UI object that can have multiple children, a single parent, and transformations such as position, rotation, scale, etc., with all transformations being also applied to a node's children. These nodes form a hierarchy known as a **node tree**, on top of which is a `CCScene`. The scene is the only visible node without a parent [[Note 1]](#notes); at a time, there may only be one scene present. The class that manages scenes is `CCDirector`. At all times in GD, there is one director running, which you can get using the `CCDirector::sharedDirector` method, or the Geode-specific `CCDirector::get` shorthand. The director contains information such as the current window size, what scene is running, and getters for many of the other static **singleton managers** in GD. To change to a different scene, you would use the `CCDirector::replaceScene` method. To get the current scene, use `CCDirector::getRunningScene`. @@ -94,3 +94,4 @@ At this point, we're getting very close to writing actual mod code. However, bef ## Notes > [Note 1] You can also add nodes directly to `CCDirector` and bypass the node tree, but this is very rarely done as nodes in the director don't have access to the touch system or any input for that matter. +