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Added link to tilemap collision example

Björn Ritzl há 5 anos atrás
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docs/en/manuals/physics.md

@@ -101,7 +101,7 @@ The *Mask* field can contain multiple group names, allowing for complex interact
 
 ## Tilemap collision shapes
 
-Defold includes a feature allowing you to easily generate physics shapes for a tile map. The [Tilemap manual](/manuals/tilemap/) explains how to add collision groups to a tile source and assign tiles to collision groups.
+Defold includes a feature allowing you to easily generate physics shapes for a tile map. The [Tilemap manual](/manuals/tilemap/) explains how to add collision groups to a tile source and assign tiles to collision groups ([example](/examples/tilemap/collisions/)).
 
 To add collision to a tile map:
 

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docs/en/manuals/tilemap.md

@@ -5,7 +5,7 @@ brief: This manual details Defold's support for tile maps.
 
 # Tile map
 
-A *Tile Map* is a component that allows you to assemble, or paint, tiles from a *Tile Source* onto a large grid area. Tile maps are commonly used to build game level environments. You can also use the *Collision Shapes* from the tile source in your maps for collision detection and physics simulation.
+A *Tile Map* is a component that allows you to assemble, or paint, tiles from a *Tile Source* onto a large grid area. Tile maps are commonly used to build game level environments. You can also use the *Collision Shapes* from the tile source in your maps for collision detection and physics simulation ([example](/examples/tilemap/collisions/)).
 
 Before you can create a tile map you need to create a Tile Source. Refer to the [Tile Source manual](/manuals/tilesource) to learn how to create a Tile Source.
 

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docs/en/manuals/tilesource.md

@@ -5,7 +5,7 @@ brief: This describes how to use and create a tile source.
 
 # Tile source
 
-A *Tile Source* can be used by a [Tilemap component](/manuals/tilemap) to paint tiles onto a grid area or it can be used as the graphics source for a [Sprite](/manuals/sprite) or [Particle Effect component](/manuals/particlefx). You can also use the *Collision Shapes* from the tile source in a Tilemap for [collision detection and physics simulation](/manuals/physics).
+A *Tile Source* can be used by a [Tilemap component](/manuals/tilemap) to paint tiles onto a grid area or it can be used as the graphics source for a [Sprite](/manuals/sprite) or [Particle Effect component](/manuals/particlefx). You can also use the *Collision Shapes* from the tile source in a Tilemap for [collision detection and physics simulation](/manuals/physics) ([example](/examples/tilemap/collisions/)).
 
 ## Creating a tile source