ソースを参照

Fixed a number of doc issues.

Mikael Säker 8 年 前
コミット
b365572d2c

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

@@ -198,7 +198,7 @@ platforms:
 The native extension feature is in an alpha state, meaning that that the APIs can still change. Furthermore, not all features are in place yet.
 
 Platforms
-: We currently only support building extensions for: macOS, iOS and Android. Android lacks support for *.java* and *.jar* archives
+: We currently only support building extensions for: macOS, iOS and Android. Android lacks support for *.aar* archives
 
 Editor
 : The editor integration. There is no build process indication. Error reporting is rudimentary.

+ 10 - 7
docs/en/manuals/gui.md

@@ -416,9 +416,10 @@ The default render script is a Lua script that handles all rendering of your gam
 ```lua
 ...
 render.set_view(vmath.matrix4())
-render.set_projection(vmath.matrix4_orthographic(0,
-render.get_window_width(), 0,
-render.get_window_height(), -1, 1))
+local w = render.get_window_width()
+local h = render.get_window_height()
+local proj = vmath.matrix4_orthographic(0, w, 0, h, -1, 1)
+render.set_projection(proj)
 render.draw(self.gui_pred)
 render.draw(self.text_pred)
 ...
@@ -432,12 +433,14 @@ To illustrate, you can render all GUI components with a 3D "camera" view and per
 -- Set up a view to get a 3D positioned camera.
 local w = render.get_window_width() * 0.5
 local h = render.get_window_height() * 0.5
-local view = vmath.matrix4_look_at(vmath.vector3(w-25, h-10, 70),
-vmath.vector3(w, h, -250),
-vmath.vector3(0, 1.0, 0))
+local eye = vmath.vector3(w-25, h-10, 70)
+local look_at = vmath.vector3(w, h, -250)
+local up = vmath.vector3(0, 1.0, 0)
+local view = vmath.matrix4_look_at(eye, look_at, up)
 render.set_view(view)
 -- Perspective projection
-render.set_projection(vmath.matrix4_perspective(2.5, 4/3, 0.1, 1000))
+local proj = vmath.matrix4_perspective(2.5, 4/3, 0.1, 1000)
+render.set_projection(proj)
 
 render.draw(self.gui_pred)
 render.draw(self.text_pred)

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

@@ -67,13 +67,13 @@ In addition to collaborating through project branches, Defold allows you to shar
 This is a list of all the available building blocks for creating apps and games. They are listed together with the icon used for the type of building block in the Defold editor.
 
 Game object
-: ![Game object](images/icons/brick.png){.left} See above for a description of game objects.
+: ![Game object](images/icons/brick.png){.left} See [the Building blocks manual](/manuals/building-blocks) for a description of game objects.
 
 Collection
-: ![Collection](images/icons/bricks.png){.left} See above for a description of collections.
+: ![Collection](images/icons/bricks.png){.left} See [the Building blocks manual](/manuals/building-blocks) for a description of collections.
 
 Script
-: ![Script](images/icons/cog.png){.left} See above for a description of scripts.
+: ![Script](images/icons/cog.png){.left} [See above](#_scripts) for a description of script components.
 
 Sound
 : ![Sound](images/icons/sound.png){.left} The sound component is responsible for playing a specific sound. Currently, Defold supports sound files in the WAV and Ogg Vorbis formats.
@@ -82,7 +82,7 @@ Collision object
 : ![Collision object](images/icons/weight.png){.left} Collision objects are components that extend game objects with physical properties (like spatial shape, weight, friction and restitution). These properties govern how the collision object should collide with other collision objects. The most common types of collision objects are kinematic objects, dynamic objects and triggers. A kinematic object gives detailed collision information that you have to manually respond to, a dynamic object is automatically simulated by the physics engine to obey Newtonian laws of physics. Triggers are simple shapes that detect if other shapes have entered or exited the trigger.
 
 Factory
-: ![Factory](images/icons/factory.png){.left} See above for a description of factories.
+: ![Factory](images/icons/factory.png){.left} [See above](#_factories) for a description of factories.
 
 Sprite
 : ![Sprite](images/icons/pictures.png){.left} A sprite is a component that extends game objects with graphics. It displays an image either from a Tile source or from an Atlas. Sprites have built-in support for flip-book and bone animation. Sprites are usually used for characters and items. See the [2D graphics documentation](/manuals/2dgraphics) for more information.

+ 1 - 0
docs/en/manuals/lua.md

@@ -582,6 +582,7 @@ function update(self, dt)
     if self.counter >= 2.0 and self.state == "first" then
         -- send message after 2 seconds
         msg.post("some_object", "some_message")
+        self.state = "waiting"
     end
     if self.counter >= 5.0 and self.state == "second" then
         -- send message 5 seconds after we received "response"

+ 1 - 1
docs/en/manuals/project-settings.md

@@ -365,7 +365,7 @@ splash_image
 : If set, use the specified splash image on startup when bundling.
 
 archive_location_prefix
-: Game content are be split up into archive data files that are be requested by the engine at boot. Use this setting to specify the location of the data, `archive` by default.
+: When bundling for HTML5 game data is split up into one or more archive data files. When the engine starts the game, these archive files are read into memory. Use this setting to specify the location of the data, `archive` by default.
 
 archive_location_suffix
 : Suffix to be appended to the archive files. Useful to, for instance, force non-cached content from a CDN (`?version2` for example).

+ 5 - 1
docs/en/manuals/test.md

@@ -17,7 +17,11 @@ Generally, when using quotes you can type straight quotes (`""`) and they get au
 
 Keystrokes, like the combination <kbd>⌘ + T</kbd> are written surrounded by `<kbd>` tags, as are any references to menu options, like <kbd>File ▸ Save As...</kbd>. Note the small right-pointing triangle that makes menu options stand out a little.
 
-For subscript and superscript you type `~subscript~` and `^superscript^`. For example: <code>X~N~ = y^N^ + O~N~</code> where `N` is a variable. For clarity, maths formulas can be put inside `<code>` tags.
+For subscript and superscript you type `~subscript~` and `^superscript^`. For example: <code>X~N~ = y^N^ + O~N~</code> where `N` is a variable. For clarity, maths formulas can be put inside `<code>` tags, or even better---use the LaTeX math extension. Inline math is written surrounded by \$ signs. For instance, $\int\frac {d\theta}{1+\theta^2} = \tan^{-1} \theta+ C$. Separate math blocks are delimited by $$ pairs:
+
+$$
+\int\frac {d\theta}{1+\theta^2} = \tan^{-1} \theta+ C
+$$
 
 For things that the user will type, like function names, message names, string values and similar, use the `code marker`. For instance, `go.some_function()` or a `variable` name, a `message_name` or a `"string value"`. For larger chunks of code or configuration text, use the code fences with language specification to enable syntax highlighting: