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Merge pull request godotengine#1118 from daglilley/master
Fix typos in Control the game's UI with code
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getting_started/step_by_step/ui_code_a_life_bar.rst

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@@ -363,7 +363,7 @@ string. That's why we write it as ``"animated_health"``.
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The starting point is the current value the bar's at. We still have to
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code this part, but it's going to be ``animated_health``. The end point
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of the animation is the ``Player``'s ``health`` after he
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of the animation is the ``Player``'s ``health`` after the
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``health_changed``: that's ``new_value``. And ``0.6`` is the animation's
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duration in seconds.
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@@ -401,8 +401,8 @@ So far, the update\_health method looks like this:
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func update_health(new_value):
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tween.interpolate_property(self, "animated_health", animated_health, new_value, 0.6, Tween.TRANS_LINEAR, Tween.EASE_IN)
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if not Tween.is_active():
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Tween.start()
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if not tween.is_active():
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tween.start()
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In this specific case, because ``number_label`` takes text, we need to
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use the ``_process`` method to animate it. Let's now update the
@@ -519,7 +519,7 @@ We then have to call the ``interpolate_property`` method of the
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::
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Tween.interpolate_property(self, "modulate", start_color, end_color, 1.0, Tween.TRANS_LINEAR, Tween.EASE_IN)
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tween.interpolate_property(self, "modulate", start_color, end_color, 1.0, Tween.TRANS_LINEAR, Tween.EASE_IN)
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This time we change the ``modulate`` property and have it animate from
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``start_color`` to the ``end_color``. The duration is of one second,

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