doc: fix typos and clarify some phrases
Co-authored-by: Cirnos <cirnos@tuta.io> Co-authored-by: Intel A80486DX2-66 <larry.holst@disroot.org>
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4 changed files with 22 additions and 23 deletions
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@ -8,8 +8,8 @@ The .ani file needs to specify the number of sprites using the ``@sprite_count``
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attribute. Then different animation sequences can be defined.
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Animation sequences are chains of sprites that can be replayed in-game. For
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example Cirno can either fly normally or flex while flying. In order for the
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game to understand which sprites need to be shown in what order and time delay
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example, Cirno can either fly normally or flex while flying. In order for the
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game to understand which sprites need to be shown in what order and time delay,
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you need to define a sequence for every action.
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To define the action *right* of the player flying to the left for example,
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@ -32,7 +32,8 @@ number like d5 in the example is a parameter:
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**m0,m1**
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set the absolute mirroring of the following frames.
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All parameters are persistent within one sequence spec until you change them.
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All parameters are persistent within one sequence specification until you change
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them.
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More examples:
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@ -155,7 +155,7 @@ fundamental things like
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You can use ``llvm-mingw`` too, or you can check if your distro has any
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``mingw64`` cross-compiler toolchains available as well. That's is just the one
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``mingw64`` cross-compiler toolchains available as well. That's just the one
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that works for us.
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Additionally, you can install `nsis <https://nsis.sourceforge.io/Main_Page>`__
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@ -166,9 +166,8 @@ On macOS, you're probably better off using Docker and the
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`Docker container <https://hub.docker.com/r/mstorsjo/llvm-mingw/>`__ that
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``llvm-mingw`` provides, and installing ``nsis`` on top of it.
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Another options for Windows-based computers is leveraging Windows
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10's
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`Windows For Linux (WSL) Subsystem <https://docs.microsoft.com/en-us/windows/wsl/install-win10>`__
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Another option for Windows-based computers is leveraging Windows 10's
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`Windows Subsystem For Linux (WSL) Subsystem <https://docs.microsoft.com/en-us/windows/wsl/install-win10>`__
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to cross-compile to Windows using their Ubuntu image. You can also potentially
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use a ``mingw64`` toolchain directly on Windows, however that isn't supported
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or recommended, as it's generally more trouble than its worth.
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@ -176,7 +175,7 @@ or recommended, as it's generally more trouble than its worth.
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Build Options
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-------------
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This is *not* an exhaustive list. You can see the full list of option using
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This is *not* an exhaustive list. You can see the full list of options using
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``meson`` in the ``taisei`` directory.
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.. code:: sh
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@ -295,10 +294,10 @@ Requires ``vfs_zip`` to be enabled as well.
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ZIP Package Loading (``-Dvfs_zip``)
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"""""""""""""""""""""""""""""""""""""
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* Default: ``auto```
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* Default: ``auto``
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* Options: ``auto``, ``enabled``, ``disabled``
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Controls whether or not Taisei can load game data (textures, shaders, etc) from
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Controls whether Taisei can load game data (textures, shaders, etc.) from
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``.zip`` files. Requires ``libzip``.
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.. code:: sh
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@ -343,7 +342,7 @@ The name of this flag is opposite of what you'd expect. Think of it as "Not
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Debugging". It controls the ``NDEBUG`` declaration which is responsible for
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deactivating ``assert()`` macros.
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Setting to ``false`` will *enable* assertions (i.e: good for debugging).
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Setting to ``false`` will *enable* assertions (good for debugging).
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Keep ``true`` during release.
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@ -363,10 +362,10 @@ Strict Compiler Warnings (``-Dwerror``)
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This option forces stricter checks against Taisei's codebase to ensure code
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health, treating all ``Warnings`` as ``Errors`` in the code.
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It's highly recommended to **enable** (i.e: ``true``) this whenever developing
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for the engine. Sometimes, it's overly-pedantic, but much of the time, it
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provides useful advice. (For example, it can detect potential null-pointer
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exceptions that may not be obvious to the human eye.)
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It's highly recommended to **enable** this (i.e. set to ``true``) whenever
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developing for the engine. Sometimes it's overly pedantic, but much of the
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time it provides useful advice. For example, it can detect potential
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pointer exceptions that may not be obvious to the human eye.
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This is a Meson built-in option; see `Meson Manual <https://mesonbuild.com/Builtin-options.html>`__
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for more information.
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@ -519,8 +518,8 @@ The chosen backend must not be disabled.
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# for GL ES 2.0 (not recommended)
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meson configure build/ -Dr_default=gles20
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You can switch the renderer using the ``--renderer`` flag on the ``taisei``
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binary. (i.e: ``taisei --renderer gles30``).
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You can switch the renderer using the ``--renderer`` flag with the ``taisei``
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binary, like this: ``taisei --renderer gles30``.
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Shader Transpiler (``-Dshader_transpiler``)
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'''''''''''''''''''''''''''''''''''''''''''
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@ -546,10 +545,9 @@ ANGLE
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Building ANGLE (Optional)
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'''''''''''''''''''''''''
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`ANGLE <https://github.com/google/angle>`__ is Google's graphics translation
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layer, intended for for Chromium. Taisei packages it with Windows builds to
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layer, intended for Chromium. Taisei packages it with Windows builds to
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workaround some bugs and performance issues with many Windows OpenGL drivers,
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and it can be optionally packaged as as an experimental Metal renderer for
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macOS.
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and it can be optionally packaged as an experimental Metal renderer for macOS.
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You need to read
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`this guide <https://github.com/google/angle/blob/master/doc/DevSetup.md>`__ and
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@ -65,5 +65,5 @@ and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
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that other people can benefit from your work.
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Also note that we currently only handle input from analog axes and
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analog/digital buttons. Anything more exotic, such as hats, probably wont work
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analog/digital buttons. Anything more exotic, such as hats, probably won't work
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out of the box.
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@ -75,8 +75,8 @@ involved to use but providing a few worthwhile advantages.
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Simple Movement
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^^^^^^^^^^^^^^^
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Let's take a few concrete examples within Taisei's code. For let's look at a
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piece of movement code for a fairy:
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There are a few concrete examples within Taisei's code, so let's take a look at
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one: a piece of movement code for a fairy.
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.. code-block:: c
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