Reverting doc rename

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Erick Zanardo
2020-05-18 15:13:22 -03:00
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# CHANGELOG
## [next]
- Updated the doc structure and minor language fixes
## 0.21.0
- Adding AssetsCache.readBinaryFile
- Splitting debugMode from recordFps mode
- Adding support for multi touch tap and drag events

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@ -61,9 +61,9 @@ We also offer a curated list of Games, Libraries and Articles over at [awesome-f
## Documentation
The complete documentation can be found [here](docs/README.md).
The complete documentation can be found [here](doc/README.md).
A lot of examples of different features can be found [here](docs/examples) and a good starting example can be found [here](./example).
A lot of examples of different features can be found [here](doc/examples) and a good starting example can be found [here](./example).
A very cool docs site can be found [here](https://flame-engine.org/).

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@ -18,7 +18,7 @@ Put the pub package as your dependency by dropping the following in your `pubspe
```yaml
dependencies:
flame: ^0.20.2
flame: ^0.21.0
```
And start using it!

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@ -132,7 +132,7 @@ In our case, we only need to set the `textureWidth` to 96.0, as the original wid
Now, just run your app, and, hurray!, we get a slick animation!
<p align="center">
<p align="center">
<img width="30%" src="result.gif" />
<br />
<small>The final result, as recorded in the emulator!</small>
@ -144,4 +144,4 @@ Already thinking about the neat graphics you'll add to your apps? Be sure to che
This whole example is inside the examples folder for flame, and you can see [the source code](https://github.com/luanpotter/flame/tree/master/doc/examples/animation_widget), if you have any doubts or wanna test or run yourself. Also, the article is [committed as well](https://github.com/luanpotter/flame/tree/master/doc/animation_widget_article).
If you liked Flame, leave your clap, star on GitHub, and please check out our [repository](https://github.com/luanpotter/flame) with full docs, examples, and issues you can ask. Also, for more in-depth questions, be sure to check our [Discord channel](https://discord.gg/pxrBmy4), where we try to answer questions and solve problems.
If you liked Flame, leave your clap, star on GitHub, and please check out our [repository](https://github.com/luanpotter/flame) with full doc, examples, and issues you can ask. Also, for more in-depth questions, be sure to check our [Discord channel](https://discord.gg/pxrBmy4), where we try to answer questions and solve problems.

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@ -6,15 +6,15 @@ The source of the bundled box2d on Flame can be found [here](https://github.com/
There is a simple example game [here](https://github.com/feroult/haunt) that can be used as reference of how to use box2d on Flame, although it is a little bit outdated and doesn't use `Box2DGame`.
There are some updated examples of how to use it [here](/docs/examples/box2d), but they are not full game implementations.
There are some updated examples of how to use it [here](/doc/examples/box2d), but they are not full game implementations.
## BaseGame extension
If you are going to use Box2D in your project it can be a good idea to use the Box2D specific extension of the `BaseGame` class.
If you are going to use Box2D in your project it can be a good idea to use the Box2D specific extension of the `BaseGame` class.
It is called `Box2DGame` and it will control the adding and removal of Box2D's BodyComponents from your root `Box2DComponent`.
A simple `Box2DGame` implementation example can be seen in the [examples folder](/docs/examples/box2d/simple).
A simple `Box2DGame` implementation example can be seen in the [examples folder](/doc/examples/box2d/simple).
## Contact callbacks
@ -61,4 +61,4 @@ If you want an object to interact with all other bodies, put `BodyComponent` as
`class BallAnythingCallback implements ContactCallback<Ball, BodyComponent> ...`
An implementation example can be seen in the [examples folder](/docs/examples/box2d/contact_callbacks).
An implementation example can be seen in the [examples folder](/doc/examples/box2d/contact_callbacks).

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@ -25,7 +25,7 @@ The most commonly used implementation, `SpriteComponent`, can be created with a
```
In the event that you want to easily change the direction of your components rendering, you can also use
`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`.
`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`.
This is available on all `PositionComponent` objects, and is especially useful on `SpriteComponent` and
`AnimationComponent`. Simply set `component.renderFlipX = true` for example reverse the horizontal rendering.
@ -43,14 +43,14 @@ The `onDestroy` method can be overridden to run code before the component is rem
There are also other implementations:
* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/docs/images.md#Animation))
* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/doc/images.md#Animation))
* The `SvgComponent` takes an `Svg` object and renders the SVG on the game
* The `ParallaxComponent` can render a parallax background with several frames
* The `Box2DComponent`, that has a physics engine built-in (using the [Box2D](https://github.com/google/box2d.dart) port for Dart)
## Animation Component
This component uses an instance of the [Animation](/docs/images.md#Animation) class to represent a Component that has a sprite that runs a single cyclic animation.
This component uses an instance of the [Animation](/doc/images.md#Animation) class to represent a Component that has a sprite that runs a single cyclic animation.
This will create a simple three frame animation
@ -59,7 +59,7 @@ This will create a simple three frame animation
this.player = AnimationComponent(64.0, 64.0, new Animation.spriteList(sprites, stepTime: 0.01));
```
If you have a sprite sheet, you can use the `sequenced` constructor, identical to the one provided by the `Animation` class (check more details in [the appropriate section](/docs/images.md#Animation)):
If you have a sprite sheet, you can use the `sequenced` constructor, identical to the one provided by the `Animation` class (check more details in [the appropriate section](/doc/images.md#Animation)):
```dart
this.player = AnimationComponent.sequenced(64.0, 64.0, 'player.png', 2);
@ -80,7 +80,7 @@ This component uses an instance of `Svg` class to represent a Component that has
## FlareAnimation Component
This component wraps an instance of the [FlareAnimation](/docs/images.md#FlareAnimation), it receives the filename of the Flare animation file, which animation from that file you want to use, and the `width` and `height` of the rendered animation.
This component wraps an instance of the [FlareAnimation](/doc/images.md#FlareAnimation), it receives the filename of the Flare animation file, which animation from that file you want to use, and the `width` and `height` of the rendered animation.
```dart
final fileName = "assets/Bob_Minion.flr";
@ -96,7 +96,7 @@ This component wraps an instance of the [FlareAnimation](/docs/images.md#FlareAn
You can also change the current playing animation using the `updateAnimation` method.
For a working example, check this [source file](/docs/examples/flare/lib/main_component.dart).
For a working example, check this [source file](/doc/examples/flare/lib/main_component.dart).
## Composed component
@ -179,7 +179,7 @@ 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](/docs/examples/parallax).
An example implementation can be found in the [examples directory](/doc/examples/parallax).
## Box2D Component
@ -191,13 +191,13 @@ So you can have HUD and other non-physics-related components in your game list,
You can see a more complete example of box2d usage on [this WIP game](https://github.com/feroult/haunt) made by @feroult (beware, though, it uses 0.6.x version of flame, but the Box2D related apis are unchanged).
More information about Box2D can be found [here](/docs/box2d.md).
More information about Box2D can be found [here](/doc/box2d.md).
## Tiled Component
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.
An example of how to use the API can be found [here](/docs/examples/tiled).
An example of how to use the API can be found [here](/doc/examples/tiled).
# Nine Tile Box Component
@ -213,6 +213,6 @@ Check the example app `nine_tile_box` details on how to use it.
## Effects
Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects [here](/docs/effects.md)
Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects [here](/doc/effects.md)
Examples of the running effects can be found [here](/docs/examples/effects.md);
Examples of the running effects can be found [here](/doc/examples/effects.md);

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@ -4,4 +4,4 @@ Flame provides some features for debugging, these features are enabled when the
In addition to the debugMode, you can also ask BaseGame to record the fps, that is enabled by overriding the `recordFps` method to return `true`, by doing so, you can access the current fps by using the method `fps`.
To see a working example of the debugging features, [check this example](/docs/examples/debug).
To see a working example of the debugging features, [check this example](/doc/examples/debug).

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@ -48,4 +48,4 @@ square.addEffect(ScaleEffect(
# Examples
Full examples can be found [here](/docs/examples/effects/simple) and [here](/docs/examples/effects/infinite_effects).
Full examples can be found [here](/doc/examples/effects/simple) and [here](/doc/examples/effects/infinite_effects).

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