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author | David Thompson <dthompson2@worcester.edu> | 2019-06-05 07:47:44 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2019-06-05 07:47:44 -0400 |
commit | 4255809ae989ff008af51662ff94bec1828e7662 (patch) | |
tree | 1ae31fb7a7decd626ceba7a139d27b24e9b7d9b9 | |
parent | 286d44a4560f50cb8775569715fec4c77881dac7 (diff) |
Fix a few errors in the manual.
-rw-r--r-- | doc/api.texi | 6 |
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} |