From bb458db58f2e375266d1f8ed7dd63500bde3ffa2 Mon Sep 17 00:00:00 2001 From: Robert Dusk Date: Sun, 5 Jan 2025 17:31:54 +0100 Subject: [PATCH] Fix small typo in sprites.md The word "to" was missing. --- docs/guides/components/sprites.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/guides/components/sprites.md b/docs/guides/components/sprites.md index 1bcf1f1a5..3631b60ab 100644 --- a/docs/guides/components/sprites.md +++ b/docs/guides/components/sprites.md @@ -16,7 +16,7 @@ In our [Container guide](./containers), we learned about the Container class and Alpha is a standard display object property. You can use it to fade sprites into the scene by animating each sprite's alpha from 0.0 to 1.0 over a period of time. -Tinting allows you multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting `obj.tint = 0x00FF00`, which would give a green tint to the character. +Tinting allows you to multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting `obj.tint = 0x00FF00`, which would give a green tint to the character. Blend modes change how pixel colors are added to the screen when rendering. The three main modes are __add__, which adds each pixel's RGB channels to whatever is under your sprite (useful for glows and lighting), __multiply__ which works like `tint`, but on a per-pixel basis, and __screen__, which overlays the pixels, brightening whatever is underneath them.