Fixed a typo in the gamestate docs

Sorry about Atom doing its thing with empty lines...
This commit is contained in:
tesselode 2015-10-19 09:47:54 -04:00
parent 5e02dcdba2
commit 7713d054b3

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@ -13,30 +13,30 @@ A typical game could consist of a menu-state, a level-state and a game-over-stat
local menu = {} -- previously: Gamestate.new() local menu = {} -- previously: Gamestate.new()
local game = {} local game = {}
function menu:draw() function menu:draw()
love.graphics.print("Press Enter to continue", 10, 10) love.graphics.print("Press Enter to continue", 10, 10)
end end
function menu:keyreleased(key, code) function menu:keyreleased(key, code)
if key == 'enter' then if key == 'enter' then
Gamestate.switch(game) Gamestate.switch(game)
end end
end end
function game:enter() function game:enter()
Entities.clear() Entities.clear()
-- setup entities here -- setup entities here
end end
function game:update(dt) function game:update(dt)
Entities.update(dt) Entities.update(dt)
end end
function game:draw() function game:draw()
Entities.draw() Entities.draw()
end end
function love.load() function love.load()
Gamestate.registerEvents() Gamestate.registerEvents()
Gamestate.switch(menu) Gamestate.switch(menu)
@ -101,6 +101,8 @@ corresponding LÖVE callbacks and receive receive the same arguments (e.g.
**Example**:: **Example**::
menu = {} -- previously: Gamestate.new() menu = {} -- previously: Gamestate.new()
function menu:init()
self.background = love.graphics.newImage('bg.jpg') self.background = love.graphics.newImage('bg.jpg')
Buttons.initialize() Buttons.initialize()
end end
@ -295,11 +297,11 @@ to be one of the :ref:`callbacks`. Mostly useful when not using
function love.draw() function love.draw()
Gamestate.draw() -- <callback> is `draw' Gamestate.draw() -- <callback> is `draw'
end end
function love.update(dt) function love.update(dt)
Gamestate.update(dt) -- pass dt to currentState:update(dt) Gamestate.update(dt) -- pass dt to currentState:update(dt)
end end
function love.keypressed(key, code) function love.keypressed(key, code)
Gamestate.keypressed(key, code) -- pass multiple arguments Gamestate.keypressed(key, code) -- pass multiple arguments
end end
@ -332,7 +334,7 @@ This is by done by overwriting the love callbacks, e.g.::
Gamestate.registerEvents() Gamestate.registerEvents()
Gamestate.switch(menu) Gamestate.switch(menu)
end end
-- love callback will still be invoked -- love callback will still be invoked
function love.update(dt) function love.update(dt)
Timer.update(dt) Timer.update(dt)
@ -346,4 +348,3 @@ This is by done by overwriting the love callbacks, e.g.::
Gamestate.registerEvents{'draw', 'update', 'quit'} Gamestate.registerEvents{'draw', 'update', 'quit'}
Gamestate.switch(menu) Gamestate.switch(menu)
end end