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A bunch of minor doc and tutorial fixes.

Mikael Säker 8 years ago
parent
commit
c0b2e2d4f8
3 changed files with 3 additions and 5 deletions
  1. 0 2
      docs/en/manuals/camera.md
  2. 1 1
      docs/en/manuals/spine.md
  3. 2 2
      docs/en/tutorials/magic-link.md

+ 0 - 2
docs/en/manuals/camera.md

@@ -92,8 +92,6 @@ function init(self)
     -- Track current position and where someone told us to look at.
     -- Track current position and where someone told us to look at.
 	self.pos = go.get_world_position()
 	self.pos = go.get_world_position()
 	self.look_at = self.pos
 	self.look_at = self.pos
-    -- Store measured speed
-	self.speed = 0
 end
 end
 
 
 function update(self, dt)
 function update(self, dt)

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

@@ -21,7 +21,7 @@ Currently, Defold does not support animation keys that flip bones over the X or
 : This data file contains the skeleton, all the image slot names, skins and the actual animation data. No images are embedded in this file though. Create this file from your animation software of choice.
 : This data file contains the skeleton, all the image slot names, skins and the actual animation data. No images are embedded in this file though. Create this file from your animation software of choice.
 
 
 *Spine scene*
 *Spine scene*
-: The Defold resource tying together the Spine JSON data file and the image atlas that is used to fill bone slots with graphics.
+: The Defold resource tying together the Spine JSON data file and the Defold image atlas file that is used to fill bone slots with graphics.
 
 
 *Spine model*
 *Spine model*
 : The _SpineModel_ component is put in a game object to bring the graphics and animation to the screen. The component contains the skeleton game object hierarchy, which animation to play, what skin to use and it also specifies the material used for rendering the model. See [SpineModel documentation](/manuals/spinemodel) for details.
 : The _SpineModel_ component is put in a game object to bring the graphics and animation to the screen. The component contains the skeleton game object hierarchy, which animation to play, what skin to use and it also specifies the material used for rendering the model. See [SpineModel documentation](/manuals/spinemodel) for details.

+ 2 - 2
docs/en/tutorials/magic-link.md

@@ -294,7 +294,7 @@ function on_input(self, action_id, action)
     if action_id == hash("touch") and action.value == 1 then
     if action_id == hash("touch") and action.value == 1 then
         -- What block was touched or dragged over?
         -- What block was touched or dragged over?
         local x = math.floor((action.x - edge) / blocksize)
         local x = math.floor((action.x - edge) / blocksize)
-        local y = math.floor((action.y - edge) / blocksize)
+        local y = math.floor((action.y - bottom_edge) / blocksize)
 
 
         if x < 0 or x >= boardwidth or y < 0 or y >= boardheight or self.board[x][y] == nil then
         if x < 0 or x >= boardwidth or y < 0 or y >= boardheight or self.board[x][y] == nil then
             -- outside board.
             -- outside board.
@@ -469,7 +469,7 @@ local function remove_chain(self)
 end
 end
 ```
 ```
 
 
-We'll also need a function to actually remove (set to `nil`) the positions on the board that has been set to `hash("removed")`:
+We'll also need a function to actually remove (set to `nil`) the positions on the board that has been set to `hash("removing")`:
 
 
 ```lua
 ```lua
 -- board.script
 -- board.script