diff --git a/doc/components.md b/doc/components.md index 644d666d5..636cacac5 100644 --- a/doc/components.md +++ b/doc/components.md @@ -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). diff --git a/doc/debug.md b/doc/debug.md index 9b0871ed1..a55e9c022 100644 --- a/doc/debug.md +++ b/doc/debug.md @@ -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). diff --git a/doc/game.md b/doc/game.md index 96f68d570..75f760095 100644 --- a/doc/game.md +++ b/doc/game.md @@ -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. diff --git a/doc/gamepad.md b/doc/gamepad.md index 4c478abd7..a73e2ab94 100644 --- a/doc/gamepad.md +++ b/doc/gamepad.md @@ -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. diff --git a/doc/images.md b/doc/images.md index a39c7fab8..480ca98ba 100644 --- a/doc/images.md +++ b/doc/images.md @@ -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 diff --git a/doc/palette.md b/doc/palette.md index c3284c75a..df0f82713 100644 --- a/doc/palette.md +++ b/doc/palette.md @@ -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. \ No newline at end of file + * `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. diff --git a/doc/text.md b/doc/text.md index 6badac9e6..105bf4eda 100644 --- a/doc/text.md +++ b/doc/text.md @@ -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: diff --git a/doc/tiled.md b/doc/tiled.md index 28648f7db..875592fd4 100644 --- a/doc/tiled.md +++ b/doc/tiled.md @@ -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). diff --git a/doc/util.md b/doc/util.md index 9a5b9d9bf..cd0ff253b 100644 --- a/doc/util.md +++ b/doc/util.md @@ -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.