Fix typos, change phrasing

This commit is contained in:
Matthias Richter 2011-01-21 14:05:00 +01:00
parent d78af2e09d
commit 16e68c4ba6
2 changed files with 9 additions and 9 deletions

View File

@ -954,7 +954,7 @@ spawner.direction:rotate_inplace(dt)</code></pre>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">parallelogram_are = a:cross(b)</code></pre>
<pre><code class="lua">parallelogram_area = a:cross(b)</code></pre>
</div>
</div>
@ -1160,13 +1160,13 @@ result:foo() -- error: method does not exist</code></pre>
<div class="preamble">
<pre><code class="lua">require "hump.camera"</code></pre>
<p class="warning">Depends on <a href="#vector">vector</a></p>
<p>Camera abstraction for L&Ouml;VE. A camera &quot;looks&quot; at a position, can be moved,
<p>Camera abstraction for L&Ouml;VE. A camera &quot;looks&quot; at a position and can be moved,
zoomed and rotated.</p>
<p>A camera defines it's own coordinate system, meaning that an object shown on
the screen likely has different coordinates in the game world than it has on the screen.</p>
<p>For example, the mouse position could be <code>400,400</code>, but since the camera
looks at the point <code>100,100</code> and is rotated by 90&deg;, the world coordinates are
<code>200,100</code>.</p>
<p>For example, the mouse position could be at pixel <code>400,400</code> on the screen
(= camera coordinates), but the camera looks at the point <code>100,100</code> and
is rotated by <code>90&deg;</code>. The world coordinates of the mouse cursor are <code>200,100</code>.</p>
<p>The camera class defines methods to convert between both coordinate systems.</p>
</div>
@ -1359,8 +1359,8 @@ end</code></pre>
</dl>
</div>
<div class="example">Example:
<pre><code class="lua">screen_coords = cam:toCameraCoords( player.pos )
love.graphics.line(love.mouse.getX(), love.mouse.getY(), screen_coords:unpack()</code></pre>
<pre><code class="lua">screen_pos = cam:toCameraCoords( player.pos )
love.graphics.line(love.mouse.getX(), love.mouse.getY(), screen_pos:unpack()</code></pre>
</div>
</div>
@ -1415,7 +1415,7 @@ unit:plotPathTo(target)</code></pre>
<div class="preamble">
<pre><code class="lua">require "hump.ringbuffer"</code></pre>
<p>A ring-buffer is a circular array. That means it does not have a first nor a
last element.</p>
last, but only a <em>selected/current</em> element.</p>
<p>You can use this to implement <em>Tomb Raider</em> style inventories, looping
playlists, recurring dialogs (like a unit's answers when selecting it multiple times in <em>Warcraft</em>)
and generally everything that has a circular or looping structure.</p>

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@ -2,7 +2,7 @@ body {
font-family: "Bitstream Vera sans",sans-serif;
font-size: 12pt;
color: #334;
background: #f7fcfc url('pattern.png');
background: #f7fcfc;
}
a { color: #203050; font-weight: bold;}
a:hover { color: #506080; text-decoration: none; font-weight: bold;}