fix some broken links on the docs

This commit is contained in:
Luan Nico
2019-09-21 10:41:38 -04:00
parent 969465b323
commit 1e3deb901b
9 changed files with 11 additions and 11 deletions

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@ -166,7 +166,7 @@ Once you are done with setting the parameters to your needs, render the Parallax
Like the AnimationComponent, even if your parallax is static, you must call update on this component, so it runs its animation.
Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found.
An example implementation can be found in the [examples directory](https://github.com/flame-engine/flame/tree/master/doc/examples/parallax).
An example implementation can be found in the [examples directory](doc/examples/parallax).
## Box2D Component
@ -182,4 +182,4 @@ You can see a more complete example of box2d usage on [this WIP game](https://gi
Currently we have a very basic implementation of a Tiled component. This API uses the lib [Tiled](https://github.com/feroult/tiled.dart) to parse map files and render visible layers.
A example of how to use the API can be found [here](https://github.com/luanpotter/flame/tree/master/examples/tiled).
A example of how to use the API can be found [here](doc/examples/tiled).

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@ -4,4 +4,4 @@ Flame provides some features for debugging, these features are enabled when the
BaseGame will also start record the fps when in debug mode, you can access the current fps by using the method `fps`.
To see an working example of the debugging features, [check this example](examples/debug).
To see an working example of the debugging features, [check this example](doc/examples/debug).

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@ -1,6 +1,6 @@
# Game Loop
The Game Loop module is a simple abstraction over the game loop concept. Basically most games are built upon two methods:
The Game Loop module is a simple abstraction over the game loop concept. Basically most games are built upon two methods:
* The render method takes the canvas ready for drawing the current state of the game.
* The update method receives the delta time in seconds since last update and allows you to move the next state.

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@ -1,3 +1,3 @@
# Gamepad
Flame has a separated plugin for gamepad support, please checkout the plugin [github project](https://github.com/fireslime/flame_gamepad) for more information
Flame has a separated plugin for gamepad support, please checkout the plugin [github project](https://github.com/fireslime/flame_gamepad) for more information.

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@ -160,7 +160,7 @@ Animations are normally used inside `AnimationComponent`s, but custom components
Animations can also be used as widgets, to do so, just use `Flame.util.animationAsWidget`
A complete example of using animations as widegets can be found [here](examples/animation_widget).
A complete example of using animations as widegets can be found [here](doc/examples/animation_widget).
## FlareAnimation

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@ -57,4 +57,4 @@ class Palette {
An `PaletteEntry` is a const class that can hold information of a color, and has two attributes:
* `color`: returns the `Color` specified
* `paint`: creates a new `Paint` with the color specified. `Paint` is a non-const class, so this attribute actually creates a brand new instance every time it's called. It's safe to cascade mutations to this.
* `paint`: creates a new `Paint` with the color specified. `Paint` is a non-const class, so this attribute actually creates a brand new instance every time it's called. It's safe to cascade mutations to this.

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@ -16,7 +16,7 @@ const TextConfig config = TextConfig(fontSize: 48.0, fontFamily: 'Awesome Font',
* fontSize : font size, in pts (default `24.0`)
* color : the color, as a `ui.Color` (default black)
For more information regarding colors and how to create then, see the [Colors and the Palette](palette.md) guide.
For more information regarding colors and how to create then, see the [Colors and the Palette](doc/palette.md) guide.
After the creation of the config you can use its `render` method to draw some string on a canvas:

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@ -4,4 +4,4 @@
Right now Tiled support on Flame is quite simple and it only renders the map on the screen, other advanced features are not yet supported.
You can check a working example [here](examples/tiled).
You can check a working example [here](doc/examples/tiled).

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@ -15,8 +15,8 @@ It also differs from the default implementations provided (math.Point and ui.Off
This class, accessible via `Flame.util`, has some sparse functions that are independent and good to have. They are:
* fullScreen : call once in the main method, makes your app full screen (no top nor bottom bars)
* addGestureRecognizer discussed [here](#Input)
* text : discussed [here](#Text)
* addGestureRecognizer discussed [here](doc/input.md#Input)
* text : discussed [here](doc/text.md#Text)
* initialDimensions : returns a Future with the dimension (Size) of the screen. This has to be done in a hacky way because of the reasons described in the code. If you are using `BaseGame`, you probably won't need to use these, as very `Component` will receive this information
* drawWhere : a very simple function that manually applies an offset to a canvas, render stuff given via a function and then reset the canvas, without using the canvas built-in save/restore functionality. This might be useful because `BaseGame` uses the state of the canvas, and you should not mess with it.