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Fixed some links that should point to addressing doc now instead of message passing doc.

Mikael Säker %!s(int64=8) %!d(string=hai) anos
pai
achega
58e55c7a57

+ 3 - 1
docs/en/manuals/building-blocks.md

@@ -5,7 +5,9 @@ brief: This manual digs into the details of how game objects, components and col
 
 #  Building blocks
 
-Some of the design decisions made in Defold differ from other software and it may take some time to get a good grip on how and why things are put together the way they are. In order to properly understand how Defold manages and gives you access to game resources, read this document and the [Message passing documentation](/manuals/message-passing). Some or many of the things here might be unfamiliar and hard to understand at first, but don't worry. Take your time, experiment with the editor and engine and return to the documentation when you run into problems.
+Some of the design decisions made in Defold differ from other software and it may take some time to get a good grip on how and why things are put together the way they are. In order to properly understand how Defold manages and gives you access to game resources, read this document, the [addressing manual](/manuals/addressing) and the [message passing manual](/manuals/message-passing).
+
+Some or many of the things here might be unfamiliar and hard to understand at first, but don't worry. Take your time, experiment with the editor and engine and return to the documentation when you run into problems.
 
 ![Building blocks](images/building_blocks/building_blocks.png)
 

+ 6 - 6
docs/en/manuals/flash.md

@@ -53,11 +53,11 @@ Referring to manually created movie clips in Flash requires the use of a manuall
 
 In Defold, all game objects and components are referred to via an address. In most cases only a simple name, or a shorthand is sufficient. For example:
 
-- `.` addresses the current game object.
-- `#` addresses the current component (the script).
-- `logo` addresses the game object with the id "logo".
-- `#script` addresses the component with id "script" in the current game object.
-- `logo#script` addresses the component with id "script" in the game object with id "logo".
+- `"."` addresses the current game object.
+- `"#"` addresses the current component (the script).
+- `"logo"` addresses the game object with the id "logo".
+- `"#script"` addresses the component with id "script" in the current game object.
+- `"logo#script"` addresses the component with id "script" in the game object with id "logo".
 
 The address of manually placed game objects is determined by the *Id* property assigned (see bottom right of screenshot). The id has to be unique for the current collection file you are working in. The editor automatically sets an id for you but you can change it for each game object instance that you create.
 
@@ -67,7 +67,7 @@ The address of manually placed game objects is determined by the *Id* property a
 You can find the id of a game object by running the following code in its script component: `print(go.get_id())`. This will print the id of the current game object in the console.
 :::
 
-Message passing and addressing is a key concept in Defold game development. In some cases the simple examples listed above are not expressive enough. The [message passing manual](/manuals/message-passing) covers all cases.
+The addressing model and message passing are key concepts in Defold game development. The [addressing manual](/manuals/addressing) and the [message passing manual](/manuals/message-passing) explains these in great detail.
 
 ## Flash—dynamically creating movie clips
 

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

@@ -21,7 +21,7 @@ Composite properties of type `vector3`, `vector4` or `quaternion` also expose th
 go.set("game_object", "position.x", 10)
 ```
 
-The functions `go.get()`, `go.set()` and `go.animate()` take a reference as their first parameter and a property identifier as their second. The reference identifies the game object or component and can be a string, a hash or a URL. URLs are explained in detail in the [Message passing documentation](/manuals/message-passing). The property identifier is a string or hash that names the property:
+The functions `go.get()`, `go.set()` and `go.animate()` take a reference as their first parameter and a property identifier as their second. The reference identifies the game object or component and can be a string, a hash or a URL. URLs are explained in detail in the [addressing manual](/manuals/addressing). The property identifier is a string or hash that names the property:
 
 ```lua
 -- Set the x-scale of the sprite component