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authorColin Okay <colin@cicadas.surf>2022-07-10 06:46:47 -0500
committerColin Okay <colin@cicadas.surf>2022-07-10 06:46:47 -0500
commit92fb3d680f11f53b0db1952faa6730f776c39cbb (patch)
tree80eea389f9dd80a7c6938e637fda46eaed6dc12c
parent979ae9de1d0b47ceba368aa472f565b7d22866e9 (diff)
[doc] spelling
-rw-r--r--README.org12
1 files changed, 6 insertions, 6 deletions
diff --git a/README.org b/README.org
index e001033..bda7515 100644
--- a/README.org
+++ b/README.org
@@ -44,7 +44,7 @@ Then load one of the example files and call its "start" function:
** Basic Use
- The best introduction to wheelwork comes through looking at and playing with the examples. IN addition to playing with examples, consider what follows as a suppliment that helps explain how some of the pieces fit together.
+ The best introduction to wheelwork comes through looking at and playing with the examples. IN addition to playing with examples, consider what follows as a supplement that helps explain how some of the pieces fit together.
*** The Application
@@ -59,18 +59,18 @@ For example, from the pong example in =examples/08-pong.lisp=, the application c
/note: I'm using defclass-std:defclass/std to define the above, see [[https://quickdocs.org/defclass-std][here]] for more./
-This defines a subclass of appliation along with some state needed for the pong game.
+This defines a subclass of application along with some state needed for the pong game.
**** The Window & Scale & Coordinates
-Wheelwork uses SDL2 to create windows and generate events. The application includes a global scale factor that affects how the game interperets coordinates inside the window. A window, for example, can be 800x600 pixels on your computer monitor, but if the application's scale factor is 2.0, then it will only have a 400x300 logical space of coordinates. If you add a sprite that is 30x30 pixels big, it will appear twice as large, but it will occupy 30x30 "locial pixels".
+Wheelwork uses SDL2 to create windows and generate events. The application includes a global scale factor that affects how the game interprets coordinates inside the window. A window, for example, can be 800x600 pixels on your computer monitor, but if the application's scale factor is 2.0, then it will only have a 400x300 logical space of coordinates. If you add a sprite that is 30x30 pixels big, it will appear twice as large, but it will occupy 30x30 "logical pixels".
-The =0,0= coordinate is the bottom left corner fo the game window, and the top right corner is =w,h=, the width and height of the scaled screen, respectively.
+The =0,0= coordinate is the bottom left corner of the game window, and the top right corner is =w,h=, the width and height of the scaled screen, respectively.
**** The Boot Method
-It isn't enough to define a subclass, you must also implement a ~ww:boot~ method for your application class. The boot method is called right after the opengl context becomes available. Inside boot, you are expected to do everything necessary to start your game: load assets, create some display units, add them to the scene, and add event handlers. Here is what the boot method looks like for the pong game.
+It isn't enough to define a subclass, you must also implement a ~ww:boot~ method for your application class. The boot method is called right after the OpenGL context becomes available. Inside boot, you are expected to do everything necessary to start your game: load assets, create some display units, add them to the scene, and add event handlers. Here is what the boot method looks like for the pong game.
#+begin_src lisp
@@ -229,7 +229,7 @@ For example, ~on-mousedown~ is a macro. The above could have been written
(format t "~a was clicked at ~a,~a!~%" target x y)))
#+end_src
-Or it could hav been written
+Or it could have been written
#+begin_src lisp
(ww::defhandler thing-clicked