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docs: Fix symbol linking + Pointer docs improvements (excaliburjs#2928)
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## Changes:

- fix: symbol link handling namespaces/fully qualified symbols
- docs: Better Mouse and Touch (formerly, "Pointers") docs using Twoslash snippets and updated for new API
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kamranayub authored and eonarheim committed Feb 16, 2024
1 parent 413d34d commit e708ad6
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2 changes: 1 addition & 1 deletion site/docs/02-fundamentals/04-cameras.mdx
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Expand Up @@ -95,7 +95,7 @@ in-game effects.

"Lerp" is short for [Linear Interpolation](http://en.wikipedia.org/wiki/Linear_interpolation)
and it enables the camera focus to move smoothly between two points using timing functions.
Use [[Camera.move]] to ease to a specific point using a provided [[EasingFunction]].
Use [[Camera.move]] to ease to a specific point using a provided [[Util.EasingFunction|EasingFunction]].

```typescript
export interface EasingFunction {
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Expand Up @@ -26,7 +26,7 @@ pieces live and can interact together. Each [[Scene]] in Excalibur contains an E

Inside an ECS [[World]] there is an [[EntityManager]], [[QueryManager]], and [[SystemManager]] that handle all the details.

- [[EntityManager]] - Manages all the entities known by the world, it is an [[Observer]] of entity component changes over time.
- [[EntityManager]] - Manages all the entities known by the world, it is an [[Util.Observer|Observer]] of entity component changes over time.
- [[QueryManager]] - Manages all the entity queries, a [[Query]] allows a search of all known entities by a set of component types.
- [[SystemManager]] - Manages all the systems known by the world, it updates a [[System]] in priority order (low to high) and gives them a set of entities that match types.

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2 changes: 1 addition & 1 deletion site/docs/10-physics/08-colliders.mdx
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Expand Up @@ -7,7 +7,7 @@ section: Physics
Colliders are abstractions over geometry in Excalibur, they implement the [[Collider]] interface and know how
to detect intersecions with other colliders, test ray casts, check point containment, etc. Related but not the same are [bodies](/docs/bodies) which are abstractions over the collision response

Colliders attached to an [[Entity]] will have a [[Entity.owner]] populated.
Colliders attached to an [[Entity]] will have a [[Component.owner|owner]] populated.

:::note

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