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	fix some broken links on the docs
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		@ -166,7 +166,7 @@ Once you are done with setting the parameters to your needs, render the Parallax
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Like the AnimationComponent, even if your parallax is static, you must call update on this component, so it runs its animation.
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					Like the AnimationComponent, even if your parallax is static, you must call update on this component, so it runs its animation.
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Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found.
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					Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found.
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An example implementation can be found in the [examples directory](https://github.com/flame-engine/flame/tree/master/doc/examples/parallax).
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					An example implementation can be found in the [examples directory](doc/examples/parallax).
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## Box2D Component
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					## Box2D Component
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@ -182,4 +182,4 @@ You can see a more complete example of box2d usage on [this WIP game](https://gi
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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.
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					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.
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A example of how to use the API can be found [here](https://github.com/luanpotter/flame/tree/master/examples/tiled). 
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					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
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BaseGame will also start record the fps when in debug mode, you can access the current fps by using the method `fps`.
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					BaseGame will also start record the fps when in debug mode, you can access the current fps by using the method `fps`.
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To see an working example of the debugging features, [check this example](examples/debug).
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					To see an working example of the debugging features, [check this example](doc/examples/debug).
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@ -1,3 +1,3 @@
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# Gamepad
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					# Gamepad
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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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					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
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Animations can also be used as widgets, to do so, just use `Flame.util.animationAsWidget`
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					Animations can also be used as widgets, to do so, just use `Flame.util.animationAsWidget`
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A complete example of using animations as widegets can be found [here](examples/animation_widget).
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					A complete example of using animations as widegets can be found [here](doc/examples/animation_widget).
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## FlareAnimation
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					## FlareAnimation
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@ -16,7 +16,7 @@ const TextConfig config = TextConfig(fontSize: 48.0, fontFamily: 'Awesome Font',
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* fontSize : font size, in pts (default `24.0`)
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					* fontSize : font size, in pts (default `24.0`)
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* color : the color, as a `ui.Color` (default black)
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					* color : the color, as a `ui.Color` (default black)
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For more information regarding colors and how to create then, see the [Colors and the Palette](palette.md) guide.
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					For more information regarding colors and how to create then, see the [Colors and the Palette](doc/palette.md) guide.
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After the creation of the config you can use its `render` method to draw some string on a canvas:
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					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 @@
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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.
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					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.
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You can check a working example [here](examples/tiled).
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					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
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This class, accessible via `Flame.util`, has some sparse functions that are independent and good to have. They are:
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					This class, accessible via `Flame.util`, has some sparse functions that are independent and good to have. They are:
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 * fullScreen : call once in the main method, makes your app full screen (no top nor bottom bars)
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					 * fullScreen : call once in the main method, makes your app full screen (no top nor bottom bars)
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 * addGestureRecognizer discussed [here](#Input)
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					 * addGestureRecognizer discussed [here](doc/input.md#Input)
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 * text : discussed [here](#Text)
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					 * text : discussed [here](doc/text.md#Text)
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 * 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
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					 * 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
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 * 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.
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					 * 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.
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