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authorGraham Marlow <[email protected]>2020-06-12 20:04:14 -0700
committerGraham Marlow <[email protected]>2020-06-12 20:04:14 -0700
commit69b95e207c10bd121a4f5738520e79d20f03ef2e (patch)
tree1fcac74335a2e8665c60aedcb14129104a9da642 /deploy_template
parentf1123dea0eed163c0e8e8e8cf56b5ddf08b6f246 (diff)
downloaddragonruby-game-toolkit-contrib-69b95e207c10bd121a4f5738520e79d20f03ef2e.tar.gz
dragonruby-game-toolkit-contrib-69b95e207c10bd121a4f5738520e79d20f03ef2e.zip
Fix documentation typos
Diffstat (limited to 'deploy_template')
-rw-r--r--deploy_template/mygame/documentation/03-solids-and-borders.md2
-rw-r--r--deploy_template/mygame/documentation/05-sprites.md10
-rw-r--r--deploy_template/mygame/documentation/06-keyboard.md2
-rw-r--r--deploy_template/mygame/documentation/08-controllers.md2
4 files changed, 8 insertions, 8 deletions
diff --git a/deploy_template/mygame/documentation/03-solids-and-borders.md b/deploy_template/mygame/documentation/03-solids-and-borders.md
index 0ed2fc9..d309e40 100644
--- a/deploy_template/mygame/documentation/03-solids-and-borders.md
+++ b/deploy_template/mygame/documentation/03-solids-and-borders.md
@@ -2,7 +2,7 @@
Solids and Borders are great to use as place holders for sprites.
-## Sample Apps Releated to Solid/Borders Usage (ordered by size of codebase increasing)
+## Sample Apps Related to Solid/Borders Usage (ordered by size of codebase increasing)
- 01_api_03_rects
- 01_api_99_tech_demo (includes recording)
diff --git a/deploy_template/mygame/documentation/05-sprites.md b/deploy_template/mygame/documentation/05-sprites.md
index c80b46c..e4d5cbb 100644
--- a/deploy_template/mygame/documentation/05-sprites.md
+++ b/deploy_template/mygame/documentation/05-sprites.md
@@ -29,7 +29,7 @@ args.outputs.sprites << [100, 100, 32, 64, "sprites/player.png"]
## Rotation / Angle
-Unlike `solids` and `borders`, sprites can be rotated. This is how you rotate a sprite 90 degress.
+Unlike `solids` and `borders`, sprites can be rotated. This is how you rotate a sprite 90 degrees.
Note: All angles in DragonRuby Game Toolkit are represented in degrees (not radians).
@@ -99,7 +99,7 @@ args.outputs.sprites << [ 100, # X
A sprite can be flipped horizontally and vertically.
-This is a sprite that has been flipped horizontally. The sprites's angle, alpha, color saturations,
+This is a sprite that has been flipped horizontally. The sprite's angle, alpha, color saturations,
and tile subdivision are unaltered.
```ruby
@@ -121,7 +121,7 @@ args.outputs.sprites << [ 100, # X
false] # FLIP_VERTICALLY
```
-This is a sprite that has been flipped vertically. The sprites's angle, alpha, color saturations,
+This is a sprite that has been flipped vertically. The sprite's angle, alpha, color saturations,
and tile subdivision are unaltered.
```ruby
@@ -147,8 +147,8 @@ args.outputs.sprites << [ 100, # X
A sprites center of rotation can be altered.
-This is a sprite that has its rotation center set to the top-middle. The sprites's angle, alpha, color saturations,
-tile subdivision, and projectsions are unaltered.
+This is a sprite that has its rotation center set to the top-middle. The sprite's angle, alpha, color saturations,
+tile subdivision, and projections are unaltered.
```ruby
args.outputs.sprites << [ 100, # X
diff --git a/deploy_template/mygame/documentation/06-keyboard.md b/deploy_template/mygame/documentation/06-keyboard.md
index 6fbe6d2..e226d16 100644
--- a/deploy_template/mygame/documentation/06-keyboard.md
+++ b/deploy_template/mygame/documentation/06-keyboard.md
@@ -55,7 +55,7 @@ end
# List of keys:
-These are the character and associated properities that will
+These are the character and associated properties that will
be set to true.
For example `A => :a, :shift` means that `args.inputs.keyboard.a`
diff --git a/deploy_template/mygame/documentation/08-controllers.md b/deploy_template/mygame/documentation/08-controllers.md
index 6b8b9bd..fca575f 100644
--- a/deploy_template/mygame/documentation/08-controllers.md
+++ b/deploy_template/mygame/documentation/08-controllers.md
@@ -33,7 +33,7 @@ end
# Truthy Keys
-You can access all triggered keys through `thruthy_keys` on `keyboard`, `controller_one`, and `controller_two`.
+You can access all triggered keys through `truthy_keys` on `keyboard`, `controller_one`, and `controller_two`.
This is how you would right all keys to a file. The game must be in the foreground and have focus for this data
to be recorded.