Kaynağa Gözat

Small fixes according users suggestions (#34)

Alexey Gulev 6 yıl önce
ebeveyn
işleme
671b319133

+ 4 - 4
docs/en/faq/faq.md

@@ -100,7 +100,7 @@ Can I use external Git tools?
 
   1. Add the folder you selected for your project location to your Git client. (If you run editor 1, the project is found in "Defold/branches/[project_id]/[user_id]/[name_of_branch]")
   2. Specify your Defold username. The password is the "Access token" that you find under "Settings" in the Defold Dashboard (the huge hexadecimal number).
-  
+
   You can now add, commit, revert, branch and merge as much as you want. Any changes are immediately reflected in Defold.
 
 ## Publishing games
@@ -169,7 +169,7 @@ When I try to create a new project, or open an existing one, the editor crashes.
   See the following reports for more information:
 
   - https://github.com/defold/editor2-issues/issues/1905
-  - https://github.com/defold/editor2-issues/issues/1886 
+  - https://github.com/defold/editor2-issues/issues/1886
 
   If this is your problem try the following workaround:
 
@@ -204,7 +204,7 @@ I'm running on Linux and the editor won't start.
 
 ## Android issues
 
-Is it possible to hide the the navigation and status bars on Android?
+Is it possible to hide the navigation and status bars on Android?
 
 : Yes, set the *immersive_mode* setting in the *Android* section of your *game.project* file. This lets your app take over the whole screen and capture all touch events on the screen.
 
@@ -224,7 +224,7 @@ I can't add a game object as a child to another game object, why?
 
 Why can't I broadcast messages to all children of a game object?
 
-: Parent-child relations express nothing else than the scene-graph transform relations 
+: Parent-child relations express nothing else than the scene-graph transform relations
   and should not be mistaken for object orientation aggregates. If you try to focus on your game data and how to best transform it as your game alter its state you will likely find less need to send messages with state data to many objects all the time. In the cases where you will need data hierarchies, these are easily constructed and handled in Lua.
 
 Why am I experiencing visual artifacts around the edges of my sprites?

+ 2 - 2
docs/en/manuals/android.md

@@ -90,9 +90,9 @@ These permissions are needed to receive push notifications.
 
 ## Android Debug Bridge
 
-The `adb` command line tool is an easy to use and versatile program that is used to interact with Android devices. You can download and install `adb` as part of the Android SDK package, for Mac, Linux or Windows.
+The `adb` command line tool is an easy to use and versatile program that is used to interact with Android devices. You can download and install `adb` as part of the Android SDK Platform-Tools, for Mac, Linux or Windows.
 
-Download the Android SDK from: http://developer.android.com/sdk/index.html. You find the *adb* tool in *<sdk>/platform-tools/*. Alternatively, platform specific packages can be installed through respective package managers.
+Download the Android SDK Platform-Tools from: https://developer.android.com/studio/releases/platform-tools. You find the *adb* tool in */platform-tools/*. Alternatively, platform specific packages can be installed through respective package managers.
 
 On Ubuntu Linux:
 

+ 1 - 1
docs/en/manuals/collection-proxy.md

@@ -33,7 +33,7 @@ Since script components need to be able to address all objects in the game, even
 
 ![bootstrap](images/collection-proxy/collection_id.png){srcset="images/collection-proxy/[email protected] 2x"}
 
-If the collectino that is loaded contains collection proxy components, the collections that those refer to are *not* loaded automatically. You need to control the loading of these resources through scripts.
+If the collection that is loaded contains collection proxy components, the collections that those refer to are *not* loaded automatically. You need to control the loading of these resources through scripts.
 
 ## Loading a collection
 

+ 10 - 4
docs/en/manuals/debugging.md

@@ -38,9 +38,9 @@ To run the debugger, either <kbd>Debug ▸ Run with Debugger</kbd> which starts
 As soon as the debugger is attached, you have control of the execution of the game through the debugger control buttons in the console, or through the <kbd>Debug</kbd> menu:
 
 Break
-: ![pause](images/debugging/pause.svg){width=60px .left} 
+: ![pause](images/debugging/pause.svg){width=60px .left}
   Break execution of the game immediately. The game will break at its current point. You are now able to inspect the state of the game, advance the game step by step, or continue running it until the next breakpoint. The current point of execution is marked in the code editor:
-  
+
   ![script](images/debugging/script.png){srcset="images/debugging/[email protected] 2x"}
 
 Continue
@@ -106,6 +106,12 @@ Android
 
   The device will then dump all the output to the current terminal, along with any prints from the game.
 
+  If you want to see only Defold application outputs use next command:
+  ```txt
+  cd <path_to_android_sdk>/platform-tools/
+  adb logcat -s defold
+  ```
+
 iOS
 : On iOS you can attach the LLDB debugger to a game running on device. To debug a game it needs to be signed with a “Apple Developer Provisioning Profile” that include the device you want to debug on. Bundle the game from the editor and supply the provisioning profile in the bundle dialog (bundling for iOS is only available on macOS).
 
@@ -124,7 +130,7 @@ If you enable the *Write Log* setting in "game.project", any game output will be
 
 iOS
 : Connect your device to a computer with macOS and Xcode installed.
-  
+
   Open Xcode and go to <kbd>Window ▸ Devices and Simulators</kbd>.
 
   Select your device in the list, then select the relevant app in the *Installed Apps* list.
@@ -164,4 +170,4 @@ Sometimes finding a bug can be a hard and time consuming process, requiring you
 2. Again, figure out which half, of that half, must contain the bug.
 3. Continue narrowing down the code that must cause the bug until you find it.
 
-Happy hunting!
+Happy hunting!

+ 5 - 5
docs/en/manuals/gui-pie.md

@@ -19,8 +19,8 @@ Inner Radius
 : The inner radius of the node, expressed along the X axis.
 
 Outer Bounds
-: The shape of the outer bounds of the node. 
-  
+: The shape of the outer bounds of the node.
+
   - `Ellipse` will extend the node to the outer radius.
   - `Rectangle` will extend the node to the node's bounding box.
 
@@ -30,13 +30,13 @@ Perimeter Vertices
 Pie Fill Angle
 : How much of the pie should be filled. Expressed as a counter-clockwise angle starting from the right.
 
-![Properties](images/gui/properties.png){srcset="images/gui-pie/[email protected] 2x"}
+![Properties](images/gui-pie/properties.png){srcset="images/gui-pie/[email protected] 2x"}
 
-If you set a texture on the node, the texture image is applied flat, with the corners of the texture correlating to the corners of the node bounding box. 
+If you set a texture on the node, the texture image is applied flat, with the corners of the texture correlating to the corners of the node bounding box.
 
 ## Modify pie nodes at runtime
 
-Pie nodes respond to any generic node manipulation functions for setting size, pivot, color and so forth. A few text node only functions and properties exist:
+Pie nodes respond to any generic node manipulation functions for setting size, pivot, color and so forth. A few pie node only functions and properties exist:
 
 ```lua
 local pienode = gui.get_node("my_pie_node")

+ 2 - 2
docs/en/manuals/particlefx.md

@@ -192,7 +192,7 @@ There are four types of modifiers available that affect the velocity of particle
 `Vortex`
 : Affects particles in a circular or spiraling direction around its position.
 
-  ![modifiers](images/particlefx/modifier.png){srcset="images/particlefx/[email protected] 2x"}
+  ![modifiers](images/particlefx/modifiers.png){srcset="images/particlefx/[email protected] 2x"}
 
 ## Modifier properties
 
@@ -217,4 +217,4 @@ particlefx.play("#particles")
 particlefx.stop("#particles")
 ```
 
-See the [Particle FX reference documentation](/ref/particlefx) for more information.
+See the [Particle FX reference documentation](/ref/particlefx) for more information.

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

@@ -25,7 +25,7 @@ Triggers
 
 ## Adding a collision object component
 
-A collision object component has a set of *Properties* that sets its type and physics properties. It also contains one or more *Shapes* that define the
+A collision object component has a set of *Properties* that sets its type and physics properties. It also contains one or more *Shapes* that define the whole shape of the physics object.
 
 To add a collision object component to a game object:
 

+ 1 - 1
docs/en/shared/platforms.md

@@ -1,3 +1,3 @@
 Supported platforms are `ios`, `android`, `osx`, `win32`, `linux`, `web`.
 
-Supported `arc-platform` pairs are `armv7-ios`, `arm64-ios`, `armv7-android`, `x86-osx`, `x86_64-osx`, `x86-win32`, `x86_64-win32`, `x86-linux`, `x86_64-linux`, `js-web` and `wasm-web`.
+Supported `arc-platform` pairs are `armv7-ios`, `arm64-ios`, `armv7-android`, `x86-osx`, `x86_64-osx`, `x86-win32`, `x86_64-win32`, `x86_64-linux`, `js-web` and `wasm-web`.

+ 2 - 2
docs/en/tutorials/car.md

@@ -90,9 +90,9 @@ Select the "car" game object, right-click and select <kbd>Add Component</kbd>, t
 Image
 : This requires an image source for the sprite. Create an atlas image file by marking "main" in the *Project Explorer* view, right-clicking and selecting <kbd>New ▸ Atlas File</kbd>. Name the new atlas file *sprites.atlas* and double click it to open it in the atlas editor. Save the following two image files to your computer and drag them into *main* in the *Project Explorer* view. Now you can mark the Atlas root node in the atlas editor, right click and select <kbd>Add Images</kbd>. Add the car and the tire image to the atlas and save. Now you can select *sprites.atlas* as the image source for the sprite component in the "car" game object in the "car" collection.
 
-![Car image](images/car/start_car.png)
+![Car image](images/car/start_car.png) [Car image](images/car/start_car.png)
 
-![Tire image](images/car/start_tire.png)
+![Tire image](images/car/start_tire.png) [Tire image](images/car/start_tire.png)
 
 ![Sprites atlas](images/car/start_sprites_atlas.png)
 

+ 1 - 1
docs/en/tutorials/magic-link.md

@@ -86,7 +86,7 @@ The difficulty level govern the number of magic blocks that are put on the board
 
 ## Overview
 
-As with all projects, we need to device a plan how to approach the implementation in broad strokes.There are many ways the game could be structured and built. We could, technically, implement the whole game in the GUI system if we wanted. However, building the game with game objects and sprites and using the GUI APIs for on-screen GUI and heads-up display elements is most often the natural way to build a game so we're gonna take that path.
+As with all projects, we need to devise a plan how to approach the implementation in broad strokes.There are many ways the game could be structured and built. We could, technically, implement the whole game in the GUI system if we wanted. However, building the game with game objects and sprites and using the GUI APIs for on-screen GUI and heads-up display elements is most often the natural way to build a game so we're gonna take that path.
 
 Since we're expecting the number of files to stay fairly low, we're gonna keep the project folder structure very simple: