From 92fb3d680f11f53b0db1952faa6730f776c39cbb Mon Sep 17 00:00:00 2001 From: Colin Okay Date: Sun, 10 Jul 2022 06:46:47 -0500 Subject: [doc] spelling --- README.org | 12 ++++++------ 1 file 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 -- cgit v1.2.3