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Updated animation, community and lua manuals.

Mikael Säker %!s(int64=7) %!d(string=hai) anos
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+ 7 - 9
docs/en/manuals/animation.md

@@ -30,9 +30,9 @@ Spine animation
   ![Wiggle loop](images/animation/wiggle.gif){.inline}
 
 Property animation
-: All numeric properties (numbers, vector3, vector4 and quaterions) can be animated in the built in animation system, using the function `go.animate()`. The engine will automatically "tween" properties for you according to given playback modes and easing functions. You can also specify custom easing functions.
+: All numeric properties (numbers, vector3, vector4 and quaterions) and shader constants can be animated with the built in animation system, using the function `go.animate()`. The engine will automatically "tween" properties for you according to given playback modes and easing functions. You can also specify custom easing functions.
 
-  ![Property animation](images/animation/property_animation.png){.inline}
+  ![Property animation](images/animation/property_animation.png){.inline srcset="images/animation/[email protected] 2x"}
   ![Bounce loop](images/animation/bounce.gif){.inline}
 
 ## Playing flip-book animations
@@ -125,11 +125,11 @@ function init(self)
     -- Play the "walk" animation on component "spinemodel" and blend against previous
     -- animation for the first 0.1 seconds, then call callback.
     local anim_props = { blend_duration = 0.1 }
-    spine.play_anim("#spinemodel", "walk", go.PLAYBACK_LOOP_FORWARD, anim_props, anim_done)
+    spine.play_anim("#spinemodel", "run", go.PLAYBACK_LOOP_FORWARD, anim_props, anim_done)
 end
 ```
 
-![Spine model in game](images/animation/spine_model_ingame.png)
+![Spine model in game](images/animation/spine_ingame.png){srcset="images/animation/[email protected] 2x"}
 
 If an animation is played with any of the `go.PLAYBACK_ONCE_*` modes and you have provided a callback function to `spine.play_anim()` the callback is run on animation complete. See below for information on callbacks.
 
@@ -156,7 +156,7 @@ When tweening or setting the cursor, timeline events may not fire as expected.
 
 The individual bones in the Spine skeleton are represented internally as game objects. In the *Outline* view of the Spine model component, the full hierarchy is visible. You can see each bone's name and its place in the skeleton hierarchy.
 
-![Spine model hierarchy](images/animation/spine_model_hierarchy.png)
+![Spine model hierarchy](images/animation/spine_bones.png){srcset="images/animation/[email protected] 2x"}
 
 With the bone name at hand, you are able to retrieve the instance id of the bone in runtime. The function [`spine.get_go()`](/ref/spine#spine.get_go) returns the id of the specified bone and you can, for instance, child other game objects under the animated game object:
 
@@ -242,11 +242,9 @@ Animation clips in Collada are not supported. To use multiple animations per mod
 
 ## The bone hierarchy
 
-The bones in the Model skeleton are represented internally as game objects. In the *Outline* view of the Model component, you can see the bone hierarchy and each bone's name.
+The bones in the Model skeleton are represented internally as game objects.
 
-![Model hierarchy](images/animation/model_hierarchy.png)
-
-You can retrieve the instance id of the bone game object in runtime. The function [`model.get_go()`](/ref/model#model.get_go) returns the id of the specified bone.
+You can retrieve the instance id of the bone game object in runtime. The function [`model.get_go()`](/ref/model#model.get_go) returns the id of the game object for the specified bone.
 
 ```lua
 -- Get the middle bone go of our wiggler model

+ 4 - 4
docs/en/manuals/community.md

@@ -38,13 +38,13 @@ There are many ways in which you can customise your community page for you to ma
 HTML5 playable
 : Adding an HTML5 playable will allow people to easily play your game or try out your asset. To add a playable, simply follow these steps.
 
-1) In Defold, choose <kbd>Project ▸ Bundle ▸ HTML5 application</kbd> (make sure to check "Release mode" in order to optimise HTML5 performance).
+1. In Defold, choose <kbd>Project ▸ Bundle ▸ HTML5 application</kbd> (make sure to check "Release mode" in order to optimise HTML5 performance).
 
-2) .zip the *folder* which is created from the bundling.
+2. .zip the *folder* which is created from the bundling.
 
-3) Click "Upload HTML5 playable" and upload the .zip file with the folder that was created in the bundling process.
+3. Click "Upload HTML5 playable" and upload the .zip file with the folder that was created in the bundling process.
 
-![add html5 playable](images/community/upload_html5.png)
+![add html5 playable](images/community/upload_html5.png){srcset="images/community/[email protected] 2x"}
 
 HTML5 playable cover image
 : The HTML5 playable cover image is the *placeholder image* which is visible in the "Play it" section on your community page. A good idea is to use the title screen or a screenshot from your game.

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

@@ -506,7 +506,7 @@ end
 
 The Defold editor supports Lua script editing with syntax coloring and auto-completion. To fill out Defold function names, press *Ctrl+Space* to bring up a list of the functions matching what you are typing.
 
-![Auto completion](images/lua/lua_completion.png)
+![Auto completion](images/lua/completion.png){srcset="images/lua/[email protected] 2x"}
 
 There are three types of Lua script in Defold, each has different Defold libraries available.
 

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

@@ -5,7 +5,7 @@ brief: This manual covers how you collaborate in teams and change the structure
 
 # Workflow
 
-A game project usually consists of a large number of external assets that are produced in various specialized programs for producing graphics, 3D models, sound files, animations and so forth. Defold is builit for a workflow where you to work in your external tools and then import the assets into Defold as they are finalized.
+A game project usually consists of a large number of external assets that are produced in various specialized programs for producing graphics, 3D models, sound files, animations and so forth. Defold is built for a workflow where you to work in your external tools and then import the assets into Defold as they are finalized.
 
 Defold is built intended for small teams that work in intense collaboration to create games. Team members can work in parallel on the same content with very little friction. Defold is built upon [Git](https://git-scm.com) that is designed for distributed collaborative work. Git is an extremely powerful tool that allows for a wide range of workflows and Defold uses it to provide built in simple and powerful functionality.