From 228c44724bca054266d83dd10baee62281c6e09b Mon Sep 17 00:00:00 2001 From: David Thompson Date: Wed, 5 Jun 2019 07:49:07 -0400 Subject: Update chickadee manual to fix a few errors. --- manuals/chickadee/Fonts.html | 2 +- manuals/chickadee/Index.html | 2 +- manuals/chickadee/Kernel.html | 6 +++--- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'manuals/chickadee') diff --git a/manuals/chickadee/Fonts.html b/manuals/chickadee/Fonts.html index d65d67c..4227f0b 100644 --- a/manuals/chickadee/Fonts.html +++ b/manuals/chickadee/Fonts.html @@ -158,7 +158,7 @@ and return a new font object. built-in font is used.

-
(draw-text font "Hello, world!" (vec2 128.0 128.0))
+
(draw-text "Hello, world!" (vec2 128.0 128.0))
 

To render a substring of text, use the start and end diff --git a/manuals/chickadee/Index.html b/manuals/chickadee/Index.html index b11086b..86f08d9 100644 --- a/manuals/chickadee/Index.html +++ b/manuals/chickadee/Index.html @@ -385,7 +385,7 @@ Previous: rect?Rectangles remove-particle-emitterParticles run-gameKernel -run-gameKernel +run-game*Kernel


S schedule-afterAgendas diff --git a/manuals/chickadee/Kernel.html b/manuals/chickadee/Kernel.html index f6bfa9c..01685d8 100644 --- a/manuals/chickadee/Kernel.html +++ b/manuals/chickadee/Kernel.html @@ -111,7 +111,7 @@ and exit points to the Chickadee game loop kernel.

On its own, the kernel does not do very much at all. In order to actually respond to input events, update game state, or render output, -the programmer must provide an engine. But don’t worry, you don’t +the programmer must provide an engine. But don’t worry, you don’t have to start from scratch! Chickadee comes with a simple engine that uses SDL to create a graphical window and handle input devices, and OpenGL to handle rendering. This default engine is enough for most @@ -122,7 +122,7 @@ and writes to a terminal instead of a graphical window. The game loop kernel makes no assumptions.

-
Procedure: run-game [#:update] [#:render] [#:time] [#:error] [#:update-hz 60]
+
Procedure: run-game* [#:update] [#:render] [#:time] [#:error] [#:update-hz 60]

Start the game loop. This procedure will not return until abort-game is called. @@ -169,7 +169,7 @@ game controller, Chickadee comes with an easy to use engine just for this purpose in the (chickadee) module: run-game.

-
Procedure: run-game [#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] [#:update-hz 60] [#:load] [#:update] [#:draw] [#:quit] [#:key-press] [#:key-release] [#:text-input] [#:mouse-press] [#:mouse-release] [#:mouse-move] [#:controller-add] [#:controller-remove] [#:controller-press] [#:controller-release] [#:controller-move] [#:error]
+
Procedure: run-game [#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? #f] [#:update-hz 60] [#:load] [#:update] [#:draw] [#:quit] [#:key-press] [#:key-release] [#:text-input] [#:mouse-press] [#:mouse-release] [#:mouse-move] [#:controller-add] [#:controller-remove] [#:controller-press] [#:controller-release] [#:controller-move] [#:error]

Run the Chickadee game loop using the SDL engine in OpenGL mode.

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