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-rw-r--r--docs/parse_log.txt366
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.