diff options
Diffstat (limited to 'docs/parse_log.txt')
| -rw-r--r-- | docs/parse_log.txt | 366 |
1 files changed, 173 insertions, 193 deletions
diff --git a/docs/parse_log.txt b/docs/parse_log.txt index 5c1d663..68a48a2 100644 --- a/docs/parse_log.txt +++ b/docs/parse_log.txt @@ -1054,102 +1054,94 @@ Now that you've completed the Hello World tutorial. Head over to the `samples` d - Line was identified as a continuation of a list. *** True Line Result 43. 15_collision_limits: How many collisions can be processed across many primitives. -** Processing line: ~45. 19_lowrez_jam_01_hello_world: How to use ~render_targets~ to create a low resolution game.~ +** Processing line: ~45. 19_lowrez_jam: How to use ~render_targets~ to create a low resolution game.~ - Line was identified as a continuation of a list. *** True Line Result 44. 18_moddable_game: How you can make a game where content is authored by the player (modding support). -** Processing line: ~46. 19_lowrez_jam_02_buttons: How to use ~render_targets~ to create a low resolution game.~ +** Processing line: ~46. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight.~ - Line was identified as a continuation of a list. *** True Line Result -45. 19_lowrez_jam_01_hello_world: How to use ~render_targets~ to create a low resolution game. -** Processing line: ~47. 19_lowrez_jam_03_space_shooter: How to use ~render_targets~ to create a low resolution game.~ +45. 19_lowrez_jam: How to use ~render_targets~ to create a low resolution game. +** Processing line: ~47. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet.~ - Line was identified as a continuation of a list. *** True Line Result -46. 19_lowrez_jam_02_buttons: How to use ~render_targets~ to create a low resolution game. -** Processing line: ~48. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight.~ +46. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight. +** Processing line: ~48. 21_mailbox_usage: How to do interprocess communication.~ - Line was identified as a continuation of a list. *** True Line Result -47. 19_lowrez_jam_03_space_shooter: How to use ~render_targets~ to create a low resolution game. -** Processing line: ~49. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet.~ +47. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet. +** Processing line: ~49. 22_trace_debugging: Debugging techniques and tracing execution through your game.~ - Line was identified as a continuation of a list. *** True Line Result -48. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight. -** Processing line: ~50. 21_mailbox_usage: How to do interprocess communication.~ +48. 21_mailbox_usage: How to do interprocess communication. +** Processing line: ~50. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game.~ - Line was identified as a continuation of a list. *** True Line Result -49. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet. -** Processing line: ~51. 22_trace_debugging: Debugging techniques and tracing execution through your game.~ +49. 22_trace_debugging: Debugging techniques and tracing execution through your game. +** Processing line: ~51. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons.~ - Line was identified as a continuation of a list. *** True Line Result -50. 21_mailbox_usage: How to do interprocess communication. -** Processing line: ~52. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game.~ +50. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game. +** Processing line: ~52. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites.~ - Line was identified as a continuation of a list. *** True Line Result -51. 22_trace_debugging: Debugging techniques and tracing execution through your game. -** Processing line: ~53. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons.~ +51. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons. +** Processing line: ~53. 24_http_example: How to make http requests.~ - Line was identified as a continuation of a list. *** True Line Result -52. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game. -** Processing line: ~54. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites.~ +52. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites. +** Processing line: ~54. 25_3d_experiment_01_square: How to create 3D objects.~ - Line was identified as a continuation of a list. *** True Line Result -53. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons. -** Processing line: ~55. 24_http_example: How to make http requests.~ +53. 24_http_example: How to make http requests. +** Processing line: ~55. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor.~ - Line was identified as a continuation of a list. *** True Line Result -54. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites. -** Processing line: ~56. 25_3d_experiment_01_square: How to create 3D objects.~ +54. 25_3d_experiment_01_square: How to create 3D objects. +** Processing line: ~56. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation.~ - Line was identified as a continuation of a list. *** True Line Result -55. 24_http_example: How to make http requests. -** Processing line: ~57. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor.~ +55. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor. +** Processing line: ~57. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration.~ - Line was identified as a continuation of a list. *** True Line Result -56. 25_3d_experiment_01_square: How to create 3D objects. -** Processing line: ~58. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation.~ +56. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation. +** Processing line: ~58. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia.~ - Line was identified as a continuation of a list. *** True Line Result -57. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor. -** Processing line: ~59. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration.~ +57. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration. +** Processing line: ~59. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping.~ - Line was identified as a continuation of a list. *** True Line Result -58. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation. -** Processing line: ~60. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia.~ +58. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia. +** Processing line: ~60. 99_sample_game_pong: Reference implementation of pong.~ - Line was identified as a continuation of a list. *** True Line Result -59. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration. -** Processing line: ~61. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping.~ +59. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping. +** Processing line: ~61. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game.~ - Line was identified as a continuation of a list. *** True Line Result -60. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia. -** Processing line: ~62. 99_sample_game_pong: Reference implementation of pong.~ +60. 99_sample_game_pong: Reference implementation of pong. +** Processing line: ~62. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics.~ - Line was identified as a continuation of a list. *** True Line Result -61. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping. -** Processing line: ~63. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game.~ +61. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game. +** Processing line: ~63. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions.~ - Line was identified as a continuation of a list. *** True Line Result -62. 99_sample_game_pong: Reference implementation of pong. -** Processing line: ~64. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics.~ +62. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics. +** Processing line: ~64. 99_sample_snakemoji: Shows that Ruby supports coding with emojis.~ - Line was identified as a continuation of a list. *** True Line Result -63. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game. -** Processing line: ~65. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions.~ +63. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions. +** Processing line: ~65. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API.~ - Line was identified as a continuation of a list. *** True Line Result -64. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics. -** Processing line: ~66. 99_sample_snakemoji: Shows that Ruby supports coding with emojis.~ -- Line was identified as a continuation of a list. -*** True Line Result -65. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions. -** Processing line: ~67. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API.~ -- Line was identified as a continuation of a list. -*** True Line Result -66. 99_sample_snakemoji: Shows that Ruby supports coding with emojis. +64. 99_sample_snakemoji: Shows that Ruby supports coding with emojis. ** Processing line: ~~ - End of paragraph detected. *** True Line Result -67. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API. +65. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API. ** Processing line: ~~ - End of paragraph detected. *** True Line Result @@ -3335,6 +3327,17 @@ But, in the event that sad day comes, our partnershiop bylaws state that _all_ D - End of paragraph detected. *** True Line Result The GTK::Runtime class is the core of DragonRuby. It is globally accessible via ~$gtk~. +** Processing line: ~* DOCS: ~GTK::Runtime#reset~~ +- Header detected. +*** True Line Result + +*** True Line Result +* DOCS: ~GTK::Runtime#reset~ +** Processing line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ +** Processing line: ~~ +- End of paragraph detected. +*** True Line Result +This function will reset Kernel.tick_count to 0 and will remove all data from args.state. ** Processing line: ~* DOCS: ~GTK::Runtime#calcstringbox~~ - Header detected. *** True Line Result @@ -3376,17 +3379,6 @@ This function returns the width and height of a string. - End of paragraph detected. *** True Line Result -** Processing line: ~* DOCS: ~GTK::Runtime#reset~~ -- Header detected. -*** True Line Result - -*** True Line Result -* DOCS: ~GTK::Runtime#reset~ -** Processing line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ -** Processing line: ~~ -- End of paragraph detected. -*** True Line Result -This function will reset Kernel.tick_count to 0 and will remove all data from args.state. ** Processing line: ~* DOCS: ~Array~~ - Header detected. *** True Line Result @@ -5513,10 +5505,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~Returns the current tick of the application from the point it was started. This value is never reset.~ * Processing Html Given True Lines ** Processing line: ~* DragonRuby Game Toolkit Live Docs~ +- H1 detected. - Formatting line: ~DragonRuby Game Toolkit Live Docs~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~The information contained here is all available via the DragonRuby Console. You can Open the DragonRuby Console by pressing [`] [~] [²] [^] [º] or [§] within your game.~ - P detected. @@ -5544,10 +5536,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - LINK detected. ** Processing line: ~~ ** Processing line: ~* Hello World~ +- H1 detected. - Formatting line: ~Hello World~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Welcome to DragonRuby Game Toolkit. Take the steps below to get started.~ - P detected. @@ -5556,10 +5548,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~* Join the Discord and Subscribe to the News Letter~ +- H1 detected. - Formatting line: ~Join the Discord and Subscribe to the News Letter~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Our Discord channel is [[http://discord.dragonruby.org]].~ - P detected. @@ -5607,10 +5599,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Watch Some Intro Videos~ +- H1 detected. - Formatting line: ~Watch Some Intro Videos~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Each video is only 20 minutes and all of them will fit into a lunch break. So please watch them:~ - P detected. @@ -5651,10 +5643,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - LINK detected. ** Processing line: ~~ ** Processing line: ~* Getting Started Tutorial~ +- H1 detected. - Formatting line: ~Getting Started Tutorial~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~This is a tutorial written by Ryan C Gordon (a Juggernaut in the industry who has contracted to Valve, Epic, Activision, and EA... check out his Wikipedia page: [[https://en.wikipedia.org/wiki/Ryan_C._Gordon]]).~ - P detected. @@ -5664,10 +5656,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - LINK detected. ** Processing line: ~~ ** Processing line: ~** Introduction~ +- H2 detected. - Formatting line: ~Introduction~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Introduction~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5699,10 +5691,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Prerequisites~ +- H2 detected. - Formatting line: ~Prerequisites~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Prerequisites~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5719,10 +5711,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** The Game Loop~ +- H2 detected. - Formatting line: ~The Game Loop~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~The Game Loop~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5777,11 +5769,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** Breakdown Of The ~tick~ Method~ +- H2 detected. - Formatting line: ~Breakdown Of The ~tick~ Method~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H2 detected. - Formatting line: ~Breakdown Of The ~tick~ Method~ - Line's tilde count is: 2 - Line contains link marker: false @@ -5824,10 +5816,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** Rendering A Sprite~ +- H2 detected. - Formatting line: ~Rendering A Sprite~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Rendering A Sprite~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5870,10 +5862,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** Coordinate System and Virtual Canvas~ +- H2 detected. - Formatting line: ~Coordinate System and Virtual Canvas~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Coordinate System and Virtual Canvas~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5912,10 +5904,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Game State~ +- H2 detected. - Formatting line: ~Game State~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Game State~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5934,10 +5926,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** There Is No Delta Time~ +- H2 detected. - Formatting line: ~There Is No Delta Time~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~There Is No Delta Time~ - Line's tilde count is: 0 - Line contains link marker: false @@ -5954,10 +5946,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Handling User Input~ +- H2 detected. - Formatting line: ~Handling User Input~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Handling User Input~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6001,10 +5993,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** Coding On A Raspberry Pi~ +- H2 detected. - Formatting line: ~Coding On A Raspberry Pi~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Coding On A Raspberry Pi~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6048,10 +6040,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Conclusion~ +- H2 detected. - Formatting line: ~Conclusion~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Conclusion~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6064,10 +6056,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** IMPORTANT: Go Through All Of The Sample Apps! Study Them Thoroughly!!~ +- H2 detected. - Formatting line: ~IMPORTANT: Go Through All Of The Sample Apps! Study Them Thoroughly!!~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~IMPORTANT: Go Through All Of The Sample Apps! Study Them Thoroughly!!~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6310,120 +6302,108 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Formatting line: ~ 18_moddable_game: How you can make a game where content is authored by the player (modding support).~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~45. 19_lowrez_jam_01_hello_world: How to use ~render_targets~ to create a low resolution game.~ -- LI detected. -- Formatting line: ~ 19_lowrez_jam_01_hello_world: How to use ~render_targets~ to create a low resolution game.~ -- Line's tilde count is: 2 -- Line contains link marker: false -- CODE detected. -** Processing line: ~46. 19_lowrez_jam_02_buttons: How to use ~render_targets~ to create a low resolution game.~ +** Processing line: ~45. 19_lowrez_jam: How to use ~render_targets~ to create a low resolution game.~ - LI detected. -- Formatting line: ~ 19_lowrez_jam_02_buttons: How to use ~render_targets~ to create a low resolution game.~ +- Formatting line: ~ 19_lowrez_jam: How to use ~render_targets~ to create a low resolution game.~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -** Processing line: ~47. 19_lowrez_jam_03_space_shooter: How to use ~render_targets~ to create a low resolution game.~ -- LI detected. -- Formatting line: ~ 19_lowrez_jam_03_space_shooter: How to use ~render_targets~ to create a low resolution game.~ -- Line's tilde count is: 2 -- Line contains link marker: false -- CODE detected. -** Processing line: ~48. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight.~ +** Processing line: ~46. 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight.~ - LI detected. - Formatting line: ~ 20_roguelike_starting_point: A starting point for a roguelike and explores concepts such as line of sight.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~49. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet.~ +** Processing line: ~47. 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet.~ - LI detected. - Formatting line: ~ 20_roguelike_starting_point_two: A starting point for a roguelike where sprites are provided from a tile map/tile sheet.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~50. 21_mailbox_usage: How to do interprocess communication.~ +** Processing line: ~48. 21_mailbox_usage: How to do interprocess communication.~ - LI detected. - Formatting line: ~ 21_mailbox_usage: How to do interprocess communication.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~51. 22_trace_debugging: Debugging techniques and tracing execution through your game.~ +** Processing line: ~49. 22_trace_debugging: Debugging techniques and tracing execution through your game.~ - LI detected. - Formatting line: ~ 22_trace_debugging: Debugging techniques and tracing execution through your game.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~52. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game.~ +** Processing line: ~50. 22_trace_debugging_classes: Debugging techniques and tracing execution through your game.~ - LI detected. - Formatting line: ~ 22_trace_debugging_classes: Debugging techniques and tracing execution through your game.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~53. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons.~ +** Processing line: ~51. 23_hexagonal_grid: How to make a tactical grid/map made of hexagons.~ - LI detected. - Formatting line: ~ 23_hexagonal_grid: How to make a tactical grid/map made of hexagons.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~54. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites.~ +** Processing line: ~52. 23_isometric_grid: How to make a tactical grid/map made of isometric sprites.~ - LI detected. - Formatting line: ~ 23_isometric_grid: How to make a tactical grid/map made of isometric sprites.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~55. 24_http_example: How to make http requests.~ +** Processing line: ~53. 24_http_example: How to make http requests.~ - LI detected. - Formatting line: ~ 24_http_example: How to make http requests.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~56. 25_3d_experiment_01_square: How to create 3D objects.~ +** Processing line: ~54. 25_3d_experiment_01_square: How to create 3D objects.~ - LI detected. - Formatting line: ~ 25_3d_experiment_01_square: How to create 3D objects.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~57. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor.~ +** Processing line: ~55. 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor.~ - LI detected. - Formatting line: ~ 26_jam_craft: Starting point for crafting game. It also shows how to customize the mouse cursor.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~58. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation.~ +** Processing line: ~56. 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation.~ - LI detected. - Formatting line: ~ 99_sample_game_basic_gorillas: Reference implementation of a full game. Topics covered: physics, keyboard input, collision, sprite animation.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~59. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration.~ +** Processing line: ~57. 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration.~ - LI detected. - Formatting line: ~ 99_sample_game_clepto_frog: Reference implementation of a full game. Topics covered: camera control, spring/rope physics, scene orchestration.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~60. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia.~ +** Processing line: ~58. 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia.~ - LI detected. - Formatting line: ~ 99_sample_game_dueling_starships: Reference implementation that shows local multiplayer. Topics covered: vectors, particles, friction, inertia.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~61. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping.~ +** Processing line: ~59. 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping.~ - LI detected. - Formatting line: ~ 99_sample_game_flappy_dragon: Reference implementation that is a clone of Flappy Bird. Topics covered: scene orchestration, collision, sound, sprite animations, lerping.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~62. 99_sample_game_pong: Reference implementation of pong.~ +** Processing line: ~60. 99_sample_game_pong: Reference implementation of pong.~ - LI detected. - Formatting line: ~ 99_sample_game_pong: Reference implementation of pong.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~63. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game.~ +** Processing line: ~61. 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game.~ - LI detected. - Formatting line: ~ 99_sample_game_return_of_serenity: Reference implementation of low resolution story based game.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~64. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics.~ +** Processing line: ~62. 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics.~ - LI detected. - Formatting line: ~ 99_sample_game_the_little_probe: Reference implementation of a full game. Topics covered: Arbitrary collision detection, loading map data, bounce/ball physics.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~65. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions.~ +** Processing line: ~63. 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions.~ - LI detected. - Formatting line: ~ 99_sample_nddnug_workshop: Reference implementation of a full game. Topics covered: vectors, controller input, sound, trig functions.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~66. 99_sample_snakemoji: Shows that Ruby supports coding with emojis.~ +** Processing line: ~64. 99_sample_snakemoji: Shows that Ruby supports coding with emojis.~ - LI detected. - Formatting line: ~ 99_sample_snakemoji: Shows that Ruby supports coding with emojis.~ - Line's tilde count is: 0 - Line contains link marker: false -** Processing line: ~67. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API.~ +** Processing line: ~65. 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API.~ - LI detected. - Formatting line: ~ 99_zz_gtk_unit_tests: A collection of unit tests that exercise parts of DragonRuby's API.~ - Line's tilde count is: 0 @@ -6432,10 +6412,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Deploying To Itch.io~ +- H1 detected. - Formatting line: ~Deploying To Itch.io~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Once you've built your game, you're all set to deploy! Good luck in your game dev journey and if you get stuck, come to the Discord channel!~ - P detected. @@ -6444,10 +6424,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Creating Your Game Landing Page~ +- H2 detected. - Formatting line: ~Creating Your Game Landing Page~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Creating Your Game Landing Page~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6495,10 +6475,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Update Your Game's Metadata~ +- H2 detected. - Formatting line: ~Update Your Game's Metadata~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Update Your Game's Metadata~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6533,10 +6513,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~** Building Your Game For Distribution~ +- H2 detected. - Formatting line: ~Building Your Game For Distribution~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Building Your Game For Distribution~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6593,10 +6573,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** DragonRuby's Philosophy~ +- H2 detected. - Formatting line: ~DragonRuby's Philosophy~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~DragonRuby's Philosophy~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6608,10 +6588,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Challenge The Status Quo~ +- H3 detected. - Formatting line: ~Challenge The Status Quo~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Challenge The Status Quo~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6639,10 +6619,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Release Often And Quickly~ +- H3 detected. - Formatting line: ~Release Often And Quickly~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Release Often And Quickly~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6675,10 +6655,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~*** Sustainable And Ethical Monetization~ +- H3 detected. - Formatting line: ~Sustainable And Ethical Monetization~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Sustainable And Ethical Monetization~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6695,10 +6675,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Sustainable And Ethical Open Source~ +- H3 detected. - Formatting line: ~Sustainable And Ethical Open Source~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Sustainable And Ethical Open Source~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6715,10 +6695,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** People Over Entities~ +- H3 detected. - Formatting line: ~People Over Entities~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~People Over Entities~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6730,10 +6710,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Building A Game Should Be Fun And Bring Happiness~ +- H3 detected. - Formatting line: ~Building A Game Should Be Fun And Bring Happiness~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Building A Game Should Be Fun And Bring Happiness~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6745,10 +6725,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Real World Application Drives Features~ +- H3 detected. - Formatting line: ~Real World Application Drives Features~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Real World Application Drives Features~ - Line's tilde count is: 0 - Line contains link marker: false @@ -6765,10 +6745,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~* How To Determine What Frame You Are On~ +- H1 detected. - Formatting line: ~How To Determine What Frame You Are On~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~There is a property on ~state~ called ~tick_count~ that is incremented by DragonRuby every time the ~tick~ method is called. The following code renders a label that displays the current ~tick_count~.~ - P detected. @@ -6787,10 +6767,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* How To Get Current Framerate~ +- H1 detected. - Formatting line: ~How To Get Current Framerate~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Current framerate is a top level property on the Game Toolkit Runtime and is accessible via ~args.gtk.current_framerate~.~ - P detected. @@ -6809,10 +6789,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* How To Render A Sprite Using An Array~ +- H1 detected. - Formatting line: ~How To Render A Sprite Using An Array~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~All file paths should use the forward slash ~/~ *not* backslash ~~. Game Toolkit includes a number of sprites in the ~sprites~ folder (everything about your game is located in the ~mygame~ directory).~ - P detected. @@ -6849,10 +6829,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* More Sprite Properties As An Array~ +- H1 detected. - Formatting line: ~More Sprite Properties As An Array~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Here are all the properties you can set on a sprite.~ - P detected. @@ -6881,10 +6861,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Different Sprite Representations~ +- H1 detected. - Formatting line: ~Different Sprite Representations~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Using ordinal positioning can get a little unruly given so many properties you have control over.~ - P detected. @@ -6968,10 +6948,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* How To Render A Label~ +- H1 detected. - Formatting line: ~How To Render A Label~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~~args.outputs.labels~ is used to render labels.~ - P detected. @@ -7002,10 +6982,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* A Colored Label~ +- H1 detected. - Formatting line: ~A Colored Label~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~#+begin_src~ @@ -7020,10 +7000,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Extended Label Properties~ +- H1 detected. - Formatting line: ~Extended Label Properties~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~#+begin_src~ @@ -7061,11 +7041,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~* Rendering A Label As A ~Hash~~ +- H1 detected. - Formatting line: ~Rendering A Label As A ~Hash~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~You can add additional metadata about your game within a label, which requires you to use a `Hash` instead.~ - P detected. @@ -7101,10 +7081,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Getting The Size Of A Piece Of Text~ +- H1 detected. - Formatting line: ~Getting The Size Of A Piece Of Text~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~You can get the render size of any string using ~args.gtk.calcstringbox~.~ - P detected. @@ -7134,10 +7114,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* How To Play A Sound~ +- H1 detected. - Formatting line: ~How To Play A Sound~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Sounds that end ~.wav~ will play once:~ - P detected. @@ -7195,11 +7175,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Using ~args.state~ To Store Your Game State~ +- H1 detected. - Formatting line: ~Using ~args.state~ To Store Your Game State~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~~args.state~ is a open data structure that allows you to define properties that are arbitrarily nested. You don't need to define any kind of ~class~.~ - P detected. @@ -7250,10 +7230,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* Frequently Asked Questions, Comments, and Concerns~ +- H1 detected. - Formatting line: ~Frequently Asked Questions, Comments, and Concerns~ - Line's tilde count is: 0 - Line contains link marker: false -- H1 detected. ** Processing line: ~~ ** Processing line: ~Here are questions, comments, and concerns that frequently come up.~ - P detected. @@ -7262,20 +7242,20 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Frequently Asked Questions~ +- H2 detected. - Formatting line: ~Frequently Asked Questions~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Frequently Asked Questions~ - Line's tilde count is: 0 - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~*** What is DragonRuby LLP?~ +- H3 detected. - Formatting line: ~What is DragonRuby LLP?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~What is DragonRuby LLP?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7336,10 +7316,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** What is DragonRuby?~ +- H3 detected. - Formatting line: ~What is DragonRuby?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~What is DragonRuby?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7351,10 +7331,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Okay... so what is the difference between a language specification and a runtime?~ +- H3 detected. - Formatting line: ~Okay... so what is the difference between a language specification and a runtime?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Okay... so what is the difference between a language specification and a runtime?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7371,10 +7351,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Okay... what language specification does DragonRuby use then?~ +- H3 detected. - Formatting line: ~Okay... what language specification does DragonRuby use then?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Okay... what language specification does DragonRuby use then?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7386,10 +7366,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** So... why another runtime?~ +- H3 detected. - Formatting line: ~So... why another runtime?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~So... why another runtime?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7406,10 +7386,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** What does Multilevel Cross-platform mean?~ +- H3 detected. - Formatting line: ~What does Multilevel Cross-platform mean?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~What does Multilevel Cross-platform mean?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7479,10 +7459,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?~ +- H3 detected. - Formatting line: ~Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Cool cool. So given that I understand everything to this point, can we answer the original question? What is DragonRuby?~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7494,20 +7474,20 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Frequent Comments~ +- H2 detected. - Formatting line: ~Frequent Comments~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Frequent Comments~ - Line's tilde count is: 0 - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~*** But Ruby is dead.~ +- H3 detected. - Formatting line: ~But Ruby is dead.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~But Ruby is dead.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7535,10 +7515,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** But Ruby is slow.~ +- H3 detected. - Formatting line: ~But Ruby is slow.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~But Ruby is slow.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7550,10 +7530,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** Dynamic langauges are slow.~ +- H3 detected. - Formatting line: ~Dynamic langauges are slow.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~Dynamic langauges are slow.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7575,20 +7555,20 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Frequent Concerns~ +- H2 detected. - Formatting line: ~Frequent Concerns~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Frequent Concerns~ - Line's tilde count is: 0 - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~*** DragonRuby is not open source. That's not right.~ +- H3 detected. - Formatting line: ~DragonRuby is not open source. That's not right.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~DragonRuby is not open source. That's not right.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7615,10 +7595,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** DragonRuby is for pay. You should offer a free version.~ +- H3 detected. - Formatting line: ~DragonRuby is for pay. You should offer a free version.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~DragonRuby is for pay. You should offer a free version.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7677,10 +7657,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** But still, you should offer a free version. So I can try it out and see if I like it.~ +- H3 detected. - Formatting line: ~But still, you should offer a free version. So I can try it out and see if I like it.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~But still, you should offer a free version. So I can try it out and see if I like it.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7697,10 +7677,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** I still think you should do a free version. Think of all people who would give it a shot.~ +- H3 detected. - Formatting line: ~I still think you should do a free version. Think of all people who would give it a shot.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~I still think you should do a free version. Think of all people who would give it a shot.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7717,10 +7697,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~*** What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent.~ +- H3 detected. - Formatting line: ~What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent.~ - Line's tilde count is: 0 - Line contains link marker: false -- H3 detected. - Formatting line: ~What if I build something with DragonRuby, but DragonRuby LLP becomes insolvent.~ - Line's tilde count is: 0 - Line contains link marker: false @@ -7737,11 +7717,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Runtime~~ +- H1 detected. - Formatting line: ~~GTK::Runtime~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~The GTK::Runtime class is the core of DragonRuby. It is globally accessible via ~$gtk~.~ - P detected. - Formatting line: ~The GTK::Runtime class is the core of DragonRuby. It is globally accessible via ~$gtk~.~ @@ -7749,12 +7729,24 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false - CODE detected. ** Processing line: ~~ +** Processing line: ~* DOCS: ~GTK::Runtime#reset~~ +- H1 detected. +- Formatting line: ~~GTK::Runtime#reset~~ +- Line's tilde count is: 2 +- Line contains link marker: false +- CODE detected. +** Processing line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ +- P detected. +- Formatting line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ +- Line's tilde count is: 0 +- Line contains link marker: false +** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Runtime#calcstringbox~~ +- H1 detected. - Formatting line: ~~GTK::Runtime#calcstringbox~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~This function returns the width and height of a string.~ - P detected. - Formatting line: ~This function returns the width and height of a string.~ @@ -7771,24 +7763,12 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - PRE end detected. ** Processing line: ~~ ** Processing line: ~~ -** Processing line: ~* DOCS: ~GTK::Runtime#reset~~ -- Formatting line: ~~GTK::Runtime#reset~~ -- Line's tilde count is: 2 -- Line contains link marker: false -- CODE detected. -- H1 detected. -** Processing line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ -- P detected. -- Formatting line: ~This function will reset Kernel.tick_count to 0 and will remove all data from args.state.~ -- Line's tilde count is: 0 -- Line contains link marker: false -** Processing line: ~~ ** Processing line: ~* DOCS: ~Array~~ +- H1 detected. - Formatting line: ~~Array~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~The Array class has been extend to provide methods that will help in common game development tasks. Array is one of the most powerful classes in Ruby and a very fundamental component of Game Toolkit.~ - P detected. @@ -7798,11 +7778,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#map~~ +- H1 detected. - Formatting line: ~~Array#map~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~The function given a block returns a new ~Enumerable~ of values.~ - P detected. @@ -7855,11 +7835,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#each~~ +- H1 detected. - Formatting line: ~~Array#each~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~The function, given a block, invokes the block for each item in the ~Array~. ~Array#each~ is synonymous to foreach constructs in other languages.~ - P detected. @@ -7911,11 +7891,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#reject_nil~~ +- H1 detected. - Formatting line: ~~Array#reject_nil~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns an ~Enumerable~ rejecting items that are ~nil~, this is an alias for ~Array#compact~:~ - P detected. @@ -7939,11 +7919,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#reject_false~~ +- H1 detected. - Formatting line: ~~Array#reject_false~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns an `Enumerable` rejecting items that are `nil` or `false`.~ - P detected. @@ -7964,11 +7944,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#product~~ +- H1 detected. - Formatting line: ~~Array#product~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns all combinations of values between two arrays.~ - P detected. @@ -8007,11 +7987,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#map_2d~~ +- H1 detected. - Formatting line: ~~Array#map_2d~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Assuming the array is an array of arrays, Given a block, each 2D array index invoked against the block. A 2D array is a common way to store data/layout for a stage.~ - P detected. @@ -8048,11 +8028,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#include_any?~~ +- H1 detected. - Formatting line: ~~Array#include_any?~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Given a collection of items, the function will return ~true~ if any of ~self~'s items exists in the collection of items passed in:~ - P detected. @@ -8063,11 +8043,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Array#any_intersect_rect?~~ +- H1 detected. - Formatting line: ~~Array#any_intersect_rect?~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Assuming the array contains objects that respond to ~left~, ~right~, ~top~, ~bottom~, this method returns ~true~ if any of the elements within the array intersect the object being passed in. You are given an optional parameter called ~tolerance~ which informs how close to the other rectangles the elements need to be for it to be considered intersecting.~ - P detected. @@ -8144,11 +8124,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Outputs~~ +- H1 detected. - Formatting line: ~~GTK::Outputs~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Outputs is how you render primitives to the screen. The minimal setup for rendering something to the screen is via a ~tick~ method defined in mygame/app/main.rb~ - P detected. @@ -8168,11 +8148,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Outputs#borders~~ +- H1 detected. - Formatting line: ~~GTK::Outputs#borders~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Add primitives to this collection to render an unfilled solid to the screen. Take a look at the documentation for Outputs#solids.~ - P detected. @@ -8219,11 +8199,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Outputs#solids~~ +- H1 detected. - Formatting line: ~~GTK::Outputs#solids~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Add primitives to this collection to render a solid to the screen.~ - P detected. @@ -8232,10 +8212,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - Line contains link marker: false ** Processing line: ~~ ** Processing line: ~** Rendering a solid using an Array~ +- H2 detected. - Formatting line: ~Rendering a solid using an Array~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Rendering a solid using an Array~ - Line's tilde count is: 0 - Line contains link marker: false @@ -8257,10 +8237,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~** Rendering a solid using an Array with colors and alpha~ +- H2 detected. - Formatting line: ~Rendering a solid using an Array with colors and alpha~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Rendering a solid using an Array with colors and alpha~ - Line's tilde count is: 0 - Line contains link marker: false @@ -8288,10 +8268,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~** Rendering a solid using a Hash~ +- H2 detected. - Formatting line: ~Rendering a solid using a Hash~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Rendering a solid using a Hash~ - Line's tilde count is: 0 - Line contains link marker: false @@ -8321,10 +8301,10 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~** Rendering a solid using a Class~ +- H2 detected. - Formatting line: ~Rendering a solid using a Class~ - Line's tilde count is: 0 - Line contains link marker: false -- H2 detected. - Formatting line: ~Rendering a solid using a Class~ - Line's tilde count is: 0 - Line contains link marker: false @@ -8373,11 +8353,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::Mouse~~ +- H1 detected. - Formatting line: ~~GTK::Mouse~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~The mouse is accessible via ~args.inputs.mouse~:~ - P detected. @@ -8498,11 +8478,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset - CODE detected. ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::MousePoint~~ +- H1 detected. - Formatting line: ~~GTK::MousePoint~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~The ~GTK::MousePoint~ has the following properties.~ - P detected. @@ -8581,11 +8561,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::OpenEntity~~ +- H1 detected. - Formatting line: ~~GTK::OpenEntity~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~~GTK::OpenEntity~ is accessible within the DragonRuby's top level ~tick~ function via the ~args.state~ property.~ - P detected. @@ -8633,11 +8613,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~GTK::OpenEntity#as_hash~~ +- H1 detected. - Formatting line: ~~GTK::OpenEntity#as_hash~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns a reference to the ~GTK::OpenEntity~ as a ~Hash~. This property is useful when you want to treat ~args.state~ as a ~Hash~ and invoke methods such as ~Hash#each~.~ - P detected. @@ -8674,11 +8654,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Numeric#frame_index~~ +- H1 detected. - Formatting line: ~~Numeric#frame_index~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~This function is helpful for determining the index of frame-by-frame sprite animation. The numeric value ~self~ represents the moment the animation started.~ - P detected. @@ -8781,11 +8761,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Kernel~~ +- H1 detected. - Formatting line: ~~Kernel~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Kernel in the DragonRuby Runtime has patches for how standard out is handled and also contains a unit of time in games called a tick.~ - P detected. @@ -8795,11 +8775,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Kernel::tick_count~~ +- H1 detected. - Formatting line: ~~Kernel::tick_count~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns the current tick of the game. This value is reset if you call $gtk.reset.~ - P detected. @@ -8809,11 +8789,11 @@ Returns the current tick of the game. This value is reset if you call $gtk.reset ** Processing line: ~~ ** Processing line: ~~ ** Processing line: ~* DOCS: ~Kernel::global_tick_count~~ +- H1 detected. - Formatting line: ~~Kernel::global_tick_count~~ - Line's tilde count is: 2 - Line contains link marker: false - CODE detected. -- H1 detected. ** Processing line: ~~ ** Processing line: ~Returns the current tick of the application from the point it was started. This value is never reset.~ - P detected. |
