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authorDavid Thompson <dthompson2@worcester.edu>2019-06-05 07:47:44 -0400
committerDavid Thompson <dthompson2@worcester.edu>2019-06-05 07:47:44 -0400
commit4255809ae989ff008af51662ff94bec1828e7662 (patch)
tree1ae31fb7a7decd626ceba7a139d27b24e9b7d9b9
parent286d44a4560f50cb8775569715fec4c77881dac7 (diff)
Fix a few errors in the manual.
-rw-r--r--doc/api.texi6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/api.texi b/doc/api.texi
index 5d7623b..ebac327 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -21,7 +21,7 @@ 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
@@ -31,7 +31,7 @@ Perhaps you are writing a text adventure or roguelike that reads from
and writes to a terminal instead of a graphical window. The game loop
kernel makes no assumptions.
-@deffn {Procedure} run-game [#:update] [#:render] [#:time] [#:error] @
+@deffn {Procedure} run-game* [#:update] [#:render] [#:time] [#:error] @
[#:update-hz 60]
Start the game loop. This procedure will not return until
@@ -1889,7 +1889,7 @@ Draw the string @var{text} with the first character starting at
built-in font is used.
@example
-(draw-text font "Hello, world!" (vec2 128.0 128.0))
+(draw-text "Hello, world!" (vec2 128.0 128.0))
@end example
To render a substring of @var{text}, use the @var{start} and @var{end}