From 9dc86afabf246ccdc6954e393443c61840a8ec0e Mon Sep 17 00:00:00 2001 From: Josh Edeen Date: Tue, 29 Dec 2015 17:38:00 -0600 Subject: [PATCH] docs updates --- src/engine/Actor.ts | 2 +- src/engine/Engine.ts | 4 ++-- src/engine/EventDispatcher.ts | 6 +++--- src/engine/Input/Pointer.ts | 6 +++--- 4 files changed, 9 insertions(+), 9 deletions(-) diff --git a/src/engine/Actor.ts b/src/engine/Actor.ts index e85f916ce..2b7f8d8f7 100644 --- a/src/engine/Actor.ts +++ b/src/engine/Actor.ts @@ -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) * */ diff --git a/src/engine/Engine.ts b/src/engine/Engine.ts index 32de3131c..f181c1b15 100644 --- a/src/engine/Engine.ts +++ b/src/engine/Engine.ts @@ -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]] @@ -174,7 +174,7 @@ module ex { * * 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) diff --git a/src/engine/EventDispatcher.ts b/src/engine/EventDispatcher.ts index ceaf22bfe..fa9784383 100644 --- a/src/engine/EventDispatcher.ts +++ b/src/engine/EventDispatcher.ts @@ -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 @@ -50,7 +50,7 @@ module ex { * ## 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 diff --git a/src/engine/Input/Pointer.ts b/src/engine/Input/Pointer.ts index 6862f306f..2696c1deb 100644 --- a/src/engine/Input/Pointer.ts +++ b/src/engine/Input/Pointer.ts @@ -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]] @@ -118,8 +118,8 @@ module ex.Input { * * ## 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) {