Răsfoiți Sursa

Fixed according to users suggestions (#63)

Alexey Gulev 6 ani în urmă
părinte
comite
1543e2445a

+ 2 - 2
docs/en/faq/faq.md

@@ -51,8 +51,8 @@ What platforms does Defold run on?
   | Windows Vista             | Editor and runtime   |
   | Ubuntu 16.04 (64 bit)(1)  | Editor               |
   | Linux (64 bit)(2)         | Runtime              |
-  | iOS 6.0                   | Runtime              |
-  | Android 2.3 (API level 9) | Runtime              |
+  | iOS 8.0                   | Runtime              |
+  | Android 4.1 (API level 16) | Runtime              |
   | HTML5                     | Runtime              |
 
   (1 The editor is built and tested for 64-bit Ubuntu 16.04. It should work on other distributions as well but we give no guarantees.)

+ 7 - 7
docs/en/manuals/addressing.md

@@ -39,7 +39,7 @@ This will work as expected. When the game starts, the script component *addresse
 
 ![bean](images/addressing/bean.png)
 
-The identifiers in the setup are arbitrary. Here we have chosen to give the game object the identifyer "bean", its sprite component has been named "body", and the script component that controls the character has been named "controller".
+The identifiers in the setup are arbitrary. Here we have chosen to give the game object the identifier "bean", its sprite component has been named "body", and the script component that controls the character has been named "controller".
 
 ::: sidenote
 If you don't choose a name, the editor will. Whenever you create a new game object or component in the editor, a unique *Id* property is automatically set.
@@ -80,7 +80,7 @@ Since the addressee of the message is outside the game object sending the messag
 
 Going back to the previous example with a single game object we see that by leaving out the game object identifier part of the target address, the code can address components in the *current game object*.
 
-For example, `"#body"` denotes the address to the component "body" in the current game object. This is very useful because this code will work in *any* game object, as long as there is a "body" component present. 
+For example, `"#body"` denotes the address to the component "body" in the current game object. This is very useful because this code will work in *any* game object, as long as there is a "body" component present.
 
 ## Collections
 
@@ -114,17 +114,17 @@ Shorthands
 
   `.`
   : Shorthand resolving to the current game object.
-  
+
   `#`
   : Shorthand resolving to the current component.
 
   For example:
-  
+
   ```lua
    -- Let this game object acquire input focus
    msg.post(".", "acquire_input_focus")
   ```
-  
+
   ```lua
    -- Post "reset" to the current script
    msg.post("#", "reset")
@@ -148,7 +148,7 @@ For our example above, the game will run with the following 4 game objects:
 Identities are stored as hashed values. The runtime also stores the hash state for each collection identity which is used to continue hashing relative string to an absolute id.
 :::
 
-In runtime, the collection grouping do not exist. There is no way to find out what collection a specific game object belonged to before compilation. Nor is it possible to manipulate all the objects in a collection at once. If you need to do such operations, you can easily do the tracking yourself in code. Each object's identifier is static, it is guaranteed to stay fixed throughout the object's lifetime. This means that you can safely store the identity of an object and use it later.
+In runtime, the collection grouping does not exist. There is no way to find out what collection a specific game object belonged to before compilation. Nor is it possible to manipulate all the objects in a collection at once. If you need to do such operations, you can easily do the tracking yourself in code. Each object's identifier is static, it is guaranteed to stay fixed throughout the object's lifetime. This means that you can safely store the identity of an object and use it later.
 
 ## Absolute addressing
 
@@ -258,4 +258,4 @@ my_url.fragment = "controller" -- specify as string or hash
 
 -- Post to target specified by URL
 msg.post(my_url, "hello_manager!")
-```
+```

+ 1 - 1
docs/en/manuals/animation.md

@@ -49,7 +49,7 @@ All numeric properties (numbers, vector3, vector4 and quaterions) and shader con
 Sprites and GUI box nodes can play flip-book animations and you have great control over them at runtime.
 
 Sprites
-: To run an animation during runtime you use the [`sprite.play_flipbook()`](/ref/#sprite.play_flipbook:url-id--complete_function---play_properties-) function. See below for an example.
+: To run an animation during runtime you use the [`sprite.play_flipbook()`](ref/sprite/#sprite.play_flipbook:url-id--complete_function---play_properties-) function. See below for an example.
 
 GUI box nodes
 : To run an animation during runtime you use the [`gui.play_flipbook()`](/ref/gui#play_flipbook) function. See below for an example.

+ 1 - 1
docs/en/manuals/building-blocks.md

@@ -66,7 +66,7 @@ Game objects are either added in-place in a collection, or added to a collection
 
 :[components](../shared/components.md)
 
-Refer to the [component overview](/manuals/components.md) for a list of all available component types.
+Refer to the [component overview](/manuals/components/) for a list of all available component types.
 
 ## Objects added in-place or by reference
 

+ 1 - 1
docs/en/manuals/instant-games.md

@@ -22,7 +22,7 @@ Before you can publish your Defold game to Facebook, you need to set up your gam
 3. Make sure to include the Instant Games SDK in your "index.html" that is generated when you bundle your game.
 
    ```html
-   <script src="https://connect.facebook.net/en_US/fbinstant.6.0.js"></script>
+   <script src="https://connect.facebook.net/en_US/fbinstant.6.3.js"></script>
    ```
 
    See [the HTML5 manual](/manuals/html5/#_customizing_html5_applications) for details on how to customize your bundled app.

+ 1 - 1
docs/en/manuals/physics.md

@@ -130,7 +130,7 @@ This message is sent for all collision objects. It has the following fields set:
 `other_position`
 : the world position of the instance the collision object collided with (`vector3`)
 
-`group`
+`other_group`
 : the collision group of the other collision object (`hash`)
 
 The collision_response message is only adequate to resolve collisions where you don't need any details on the actual intersection of the objects, for example if you want to detect if a bullet hits an enemy. There is only one of these messages sent for any colliding pair of objects each frame.

+ 1 - 1
docs/en/manuals/tilemap.md

@@ -13,7 +13,7 @@ Before you can create a tile map you need to create a Tile Source. Refer to the
 
 To create a new tile map:
 
-- <kbd>right click</kbd> a location in the *Assets* browser, then select <kbd>New... ▸ Tile Map</kbd>).
+- <kbd>Right click</kbd> a location in the *Assets* browser, then select <kbd>New... ▸ Tile Map</kbd>).
 - Name the file.
 - The new tile map automatically opens in the tile map editor.
 

+ 13 - 14
docs/en/tutorials/snake.md

@@ -138,8 +138,7 @@ end
 The script code above is written in the Lua language. There are a few things to note about the code:
 
 - Defold reserves a set of built in callback *functions* that are called during the lifetime of a script component. These are *not* methods but plain functions. The runtime passes a reference to the current script component instance through the parameter `self`. The `self` reference is used to store instance data.
-- The name `msg.post` resolves to a function `post` residing in a Lua table named `msg`. The dot notation is used to indicate intries in Lua tables, *not* methods on an object "msg"!
-- Lua table literals are written surrounded with curly braces. Table entries can be key/value pairs (`{x = 10, y = 20}`), nested Lua tables (`{{a = 1}, {b = 2}}`) or other data types. 
+- Lua table literals are written surrounded with curly braces. Table entries can be key/value pairs (`{x = 10, y = 20}`), nested Lua tables (`{{a = 1}, {b = 2}}`) or other data types.
 - The `self` reference can be used as a Lua table that you can store data in. Just use the dot notation as you would with any other table: `self.data = "value"`. The reference is valid throughout the lifetime of the script, in this case from game start until you quit it.
 
 If you didn't understand any of the above, don't worry about it. Just tag along, experiment and give it time---you will get it eventually.
@@ -174,7 +173,7 @@ function update(self, dt)
         for i, s in ipairs(self.segments) do -- <8>
             tilemap.set_tile("#grid", "layer1", s.x, s.y, 2) -- <9>
         end
-        
+
         self.t = 0 -- <10>
     end
 end
@@ -233,7 +232,7 @@ function on_input(self, action_id, action)
     elseif action_id == hash("right") and action.pressed then
         self.dir.x = 1
         self.dir.y = 0
-    end 
+    end
 end
 ```
 1. If the input action "up" is received, as set up in the input bindings, and the `action` table has the `pressed` field set to `true` (player pressed the key) then:
@@ -292,7 +291,7 @@ function update(self, dt)
         for i, s in ipairs(self.segments) do
             tilemap.set_tile("#grid", "layer1", s.x, s.y, 2)
         end
-        
+
         self.t = 0
     end
 end
@@ -306,7 +305,7 @@ function on_input(self, action_id, action)
         table.insert(self.dirqueue, {x = -1, y = 0})
     elseif action_id == hash("right") and action.pressed then
         table.insert(self.dirqueue, {x = 1, y = 0})
-    end 
+    end
 end
 ```
 1. Initialize an empty table that will hold the input direction queue.
@@ -339,7 +338,7 @@ function init(self)
     self.dirqueue = {}
     self.speed = 7.0
     self.t = 0
-    
+
     math.randomseed(socket.gettime()) -- <4>
     put_food(self) -- <5>
 end
@@ -366,7 +365,7 @@ function init(self)
     self.speed = 7.0
     self.alive = true -- <1>
     self.t = 0
-    
+
     math.randomseed(socket.gettime())
     put_food(self)
 end
@@ -380,7 +379,7 @@ function update(self, dt)
     self.t = self.t + dt
     if self.t >= 1.0 / self.speed and self.alive then -- <1>
         local newdir = table.remove(self.dirqueue, 1)
-        
+
         if newdir then
             local opposite = newdir.x == -self.dir.x or newdir.y == -self.dir.y
             if not opposite then
@@ -408,7 +407,7 @@ function update(self, dt)
         for i, s in ipairs(self.segments) do
             tilemap.set_tile("#grid", "layer1", s.x, s.y, 2)            
         end
-        
+
         self.t = 0
     end
 end
@@ -446,7 +445,7 @@ function init(self)
     self.speed = 7.0
     self.alive = true
     self.t = 0
-    
+
     math.randomseed(socket.gettime())
     put_food(self)
 end
@@ -455,7 +454,7 @@ function update(self, dt)
     self.t = self.t + dt
     if self.t >= 1.0 / self.speed and self.alive then
         local newdir = table.remove(self.dirqueue, 1)
-        
+
         if newdir then
             local opposite = newdir.x == -self.dir.x or newdir.y == -self.dir.y
             if not opposite then
@@ -483,7 +482,7 @@ function update(self, dt)
         for i, s in ipairs(self.segments) do
             tilemap.set_tile("#grid", "layer1", s.x, s.y, 2)            
         end
-        
+
         self.t = 0
     end
 end
@@ -497,7 +496,7 @@ function on_input(self, action_id, action)
         table.insert(self.dirqueue, {x = -1, y = 0})
     elseif action_id == hash("right") and action.pressed then
         table.insert(self.dirqueue, {x = 1, y = 0})
-    end 
+    end
 end
 ```