Fix documentation errors found by z0rg

This commit is contained in:
Matthias Richter 2015-11-08 23:02:46 +01:00
parent acbd215840
commit 2cf3f19ff0
2 changed files with 5 additions and 11 deletions

View File

@ -143,13 +143,7 @@ function camera:mousePosition()
return self:worldCoords(love.mouse.getPosition())
end
-- camera scrolling utilities - adapted from
--- Lock camera's x coordinate.
-- @param x X coordinate (in world coordinates) to lock to.
-- @param smoother Overriding smoothing function (optional).
-- @param ... Additional parameters to the smoothing function (optional).
-- @return The camera.
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx

View File

@ -89,7 +89,7 @@ This function is shortcut to ``camera.x,camera.y = x, y``.
::
function love.update(dt)
camera:lookAt(player.pos:unpack()):rotation(player.rot)
camera:lookAt(player.pos:unpack()):rotate(player.rot)
end
.. function:: camera:position()
@ -333,7 +333,7 @@ You can specify a default movement smoother by assigning the variable
:param mixed ...: Additional parameters to the smoothing function. (optional)
Horizontal camera locking: Keep the camera locked on the defined ``x``-position
(in *world coordinates*). They ``y``-position is not affected.
(in *world coordinates*). The ``y``-position is not affected.
You can define an off-center locking position by "aiming" the camera left or
right of your actual target. For example, to center the player 20 pixels to the
@ -363,7 +363,7 @@ right of your actual target. For example, to center the player 20 pixels to the
:param mixed ...: Additional parameters to the smoothing function. (optional)
Vertical camera locking: Keep the camera locked on the defined ``y``-position
(in *world coordinates*). They ``x``-position is not affected.
(in *world coordinates*). The ``x``-position is not affected.
You can define an off-center locking position by "aiming" the camera above or
below your actual target. For example, to center the player 20 pixels *below* the
@ -430,7 +430,7 @@ camera if the position would be out of the screen-rectangle defined by ``x_min``
The locking window is defined in camera coordinates, whereas the position to
lock to is defined in world coordinates!
All of the other locking methods can be implemted by window locking. For
All of the other locking methods can be implemented by window locking. For
position locking, set ``x_min = x_max`` and ``y_min = y_max``.
Off-center locking can be done by defining the locking window accordingly.