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change to xref

mitm001 há 5 anos atrás
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460ff3e095

+ 6 - 8
docs/modules/tutorials/pages/beginner/hello_input_system.adoc

@@ -257,7 +257,7 @@ Mappings registered to the *AnalogListener* are triggered repeatedly and gradual
 
 *  Parameters:
 ..  JME gives you access to the name of the triggered action.
-..  JME gives you access to a gradual value showing the strength of that input. In the case of a keypress that will be the tpf value for which it was pressed since the last frame. For other inputs such as a joystick which give analogue control though then the value will also indicate the strength of the input premultiplied by tpf. For an example on this go to <<jme3/beginner/hello_input_system/timekeypressed#,jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed>>
+..  JME gives you access to a gradual value showing the strength of that input. In the case of a keypress that will be the tpf value for which it was pressed since the last frame. For other inputs such as a joystick which give analogue control though then the value will also indicate the strength of the input premultiplied by tpf. For an example on this go to xref:beginner/hello_input_system/timekeypressed.adoc[jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed].
 
 
 In order to see the total time that a key has been pressed for then the incoming value can be accumulated. The analogue listener may also need to be combined with an action listener so that you are notified when the key is released.
@@ -352,11 +352,11 @@ inputManager.addJoystickConnectionListener(new JoystickConnectionListener() {
 == Exercises
 
 .  Add mappings for moving the player (box) up and down with the H and L keys!
-.  Switch off the flyCam and override the WASD keys.
-**  Tip: Use <<jme3/faq#how-do-i-switch-between-third-person-and-first-person-view,flyCam.setEnabled(false);>>
+.  Switch off the flyCam and override the WASD keys. +
+TIP: Use xref:ROOT:jme3/faq.adoc#how-do-i-switch-between-third-person-and-first-person-view[flyCam.setEnabled(false);]
 
-.  Modify the mappings so that you can also trigger the up an down motion with the mouse scroll wheel!
-**  Tip: Use `new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)`
+.  Modify the mappings so that you can also trigger the up an down motion with the mouse scroll wheel! +
+TIP: Use `new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true)`
 
 .  In which situation would it be better to use variables instead of literals for the MouseInput/KeyInput definitions?
 [source,java]
@@ -371,7 +371,7 @@ inputManager.addMapping("Pause",  new KeyTrigger(usersPauseKey));
 
 [IMPORTANT]
 ====
-Link to user-proposed solutions: <<jme3/beginner/solutions#,Some proposed solutions>> +
+Link to user-proposed solutions: xref:beginner/solutions.adoc[Some proposed solutions] +
 +++<u>Be sure to try to solve them for yourself first!</u>+++
 ====
 
@@ -380,5 +380,3 @@ Link to user-proposed solutions: <<jme3/beginner/solutions#,Some proposed soluti
 == Conclusion
 
 You are now able to add custom interactions to your game: You know that you first have to define the key mappings, and then the actions for each mapping. You have learned to respond to mouse events and to the keyboard. You understand the difference between "`analog`" (gradually repeated) and "`digital`" (on/off) inputs.
-
-Now you can already write a little interactive game! But wouldn't it be cooler if these old boxes were a bit more fancy? Let's continue with learning about <<jme3/beginner/hello_material#,materials>>.