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| author | Amir Rajan <[email protected]> | 2020-09-02 13:34:43 -0500 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-09-02 13:34:43 -0500 |
| commit | 958cf43779d2bf528869e80511c4c4f2a433b2db (patch) | |
| tree | da1b0684079df6c9cbcea14eae80a948bbb93510 /deploy_template | |
| parent | a9ec5a33dc298f43d476bc4f923630258aa4a646 (diff) | |
| parent | 69b95e207c10bd121a4f5738520e79d20f03ef2e (diff) | |
| download | dragonruby-game-toolkit-contrib-958cf43779d2bf528869e80511c4c4f2a433b2db.tar.gz dragonruby-game-toolkit-contrib-958cf43779d2bf528869e80511c4c4f2a433b2db.zip | |
Merge pull request #18 from mgmarlow/99-todo-deprecated-method-documentation
99-todo.md deprecated method documentation
Diffstat (limited to 'deploy_template')
5 files changed, 11 insertions, 11 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. diff --git a/deploy_template/mygame/documentation/99-todo.md b/deploy_template/mygame/documentation/99-todo.md index 39c542a..f02df2d 100644 --- a/deploy_template/mygame/documentation/99-todo.md +++ b/deploy_template/mygame/documentation/99-todo.md @@ -1,12 +1,12 @@ # Documentation That Needs to be Organized -## Class macro gtk_args +## Class macro attr_gtk -Here's how you can use the `gtk_args` class method: +Use the `attr_gtk` class method to help access the different variables provided via `args`: ```ruby class Game - gtk_args + attr_gtk attr_accessor :current_scene, :other_custom_attrs def tick |
