From c7fa7794b5c40f67a044f78c03e6b3d8685d66b1 Mon Sep 17 00:00:00 2001 From: "Tobias V. Langhoff" Date: Tue, 9 Oct 2018 20:12:25 +0200 Subject: [PATCH 1/3] Fix typo in gamestate docs "an" -> "and" --- docs/gamestate.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/gamestate.rst b/docs/gamestate.rst index d309612..039569b 100644 --- a/docs/gamestate.rst +++ b/docs/gamestate.rst @@ -5,7 +5,7 @@ hump.gamestate Gamestate = require "hump.gamestate" -A gamestate encapsulates independent data an behaviour in a single table. +A gamestate encapsulates independent data and behaviour in a single table. A typical game could consist of a menu-state, a level-state and a game-over-state. From 51caee1430e6cb7e5864f2eec3359139046119fb Mon Sep 17 00:00:00 2001 From: "Tobias V. Langhoff" Date: Tue, 9 Oct 2018 20:19:41 +0200 Subject: [PATCH 2/3] Fix typo in gamestate docs "looses" -> "loses" --- docs/gamestate.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/gamestate.rst b/docs/gamestate.rst index 039569b..442a51b 100644 --- a/docs/gamestate.rst +++ b/docs/gamestate.rst @@ -82,7 +82,7 @@ callbacks for initalizing, entering and leaving a state: Draw on the screen. Called every frame. ``focus()`` - Called if the window gets or looses focus. + Called if the window gets or loses focus. ``keypressed()`` Triggered when a key is pressed. From 70d2a20dbaa3cf3431238f4de54899ded0757f11 Mon Sep 17 00:00:00 2001 From: "Tobias V. Langhoff" Date: Tue, 9 Oct 2018 20:20:10 +0200 Subject: [PATCH 3/3] Remove superfluous word in gamestate docs Remove extra "receive" --- docs/gamestate.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/gamestate.rst b/docs/gamestate.rst index 442a51b..417bb92 100644 --- a/docs/gamestate.rst +++ b/docs/gamestate.rst @@ -106,7 +106,7 @@ callbacks for initalizing, entering and leaving a state: Called on quitting the game. Only called on the active gamestate. When using :func:`Gamestate.registerEvents`, all these callbacks will be called by the -corresponding LÖVE callbacks and receive receive the same arguments (e.g. +corresponding LÖVE callbacks and receive the same arguments (e.g. ``state:update(dt)`` will be called by ``love.update(dt)``). **Example**::