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Merge pull request #550 from excaliburjs/release-prep
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docs updates
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eonarheim committed Dec 30, 2015
2 parents 5688992 + 9dc86af commit 4d4d34c
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2 changes: 1 addition & 1 deletion src/engine/Actor.ts
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Expand Up @@ -276,7 +276,7 @@ module ex {
*
* ## Known Issues
*
* **Actor bounding boxes do not rotate, part of the 0.7.0 milestone**
* **Actor bounding boxes do not rotate**
* [Issue #68](https://github.com/excaliburjs/Excalibur/issues/68)
*
*/
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4 changes: 2 additions & 2 deletions src/engine/Engine.ts
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Expand Up @@ -41,7 +41,7 @@
*
* ## Where to Start
*
* These are the core concepts of Excalibur that you should be
* These are the core concepts of Excalibur that you should become
* familiar with.
*
* - [[Engine|Intro to the Engine]]
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*
* The Excalibur engine uses a simple main loop. The engine updates and renders
* the "scene graph" which is the [[Scene|scenes]] and the tree of [[Actor|actors]] within that
* scene. Only one [[Scene]] can be active at once, the engine does not update/draw any other
* scene. Only one [[Scene]] can be active at a time. The engine does not update/draw any other
* scene, which means any actors will not be updated/drawn if they are part of a deactivated scene.
*
* ![Engine Lifecycle](/assets/images/docs/EngineLifecycle.png)
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6 changes: 3 additions & 3 deletions src/engine/EventDispatcher.ts
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Expand Up @@ -5,8 +5,8 @@ module ex {
/**
* Excalibur's internal event dispatcher implementation.
* Callbacks are fired immediately after an event is published.
* Typically you'd use [[Class.eventDispatcher]] since most classes in
* Excalibur inherit from [[Class]]. You'd rarely create an `EventDispatcher`
* Typically you will use [[Class.eventDispatcher]] since most classes in
* Excalibur inherit from [[Class]]. You will rarely create an `EventDispatcher`
* yourself.
*
* When working with events, be sure to keep in mind the order of subscriptions
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* ## Example: Pub/Sub with Excalibur
*
* You can also create an EventDispatcher for any arbitrary object, for example
* a global game event aggregator (`vent`). Anything in your game can subscribe to
* a global game event aggregator (shown below as `vent`). Anything in your game can subscribe to
* it, if the event aggregator is in the global scope.
*
* *Warning:* This can easily get out of hand. Avoid this usage, it just serves as
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6 changes: 3 additions & 3 deletions src/engine/Input/Pointer.ts
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Expand Up @@ -109,7 +109,7 @@ module ex.Input {
* complex input and having control over every interaction.
*
* You can also use [[PointerScope.Canvas]] to only scope event handling to the game
* canvas. This is useful if you don't care about events that occur outside.
* canvas. This is useful if you don't care about events that occur outside the game.
*
* One real-world example is dragging and gestures. Sometimes a player will drag their
* finger outside your game and then into it, expecting it to work. If [[PointerScope]]
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*
* ## Responding to input
*
* The primary pointer can be a mouse, stylus, or 1 finger touch event. You
* can inspect what it is from the [[PointerEvent]] handled.
* The primary pointer can be a mouse, stylus, or single finger touch event. You
* can inspect what type of pointer it is from the [[PointerEvent]] handled.
*
* ```js
* engine.input.pointers.primary.on("down", function (pe) {
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