docs: fix README.md formatting and improve documentation clarity
- Fix markdown formatting issues and inconsistencies - Correct code block syntax and indentation - Improve build instructions with clearer steps - Update API documentation examples for better readability - Fix typos and grammatical errors - Add missing documentation for recent features
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14
README.md
14
README.md
@@ -31,8 +31,8 @@ This enhanced version is built upon:
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- Created by Ramon Santamaria ([@raysan5](https://github.com/raysan5))
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- Created by Ramon Santamaria ([@raysan5](https://github.com/raysan5))
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- Licensed under the zlib/libpng license
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- Licensed under the zlib/libpng license
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- **[ReiLua](https://github.com/Gamerfiend/ReiLua)** - The original Lua bindings for Raylib
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- **[ReiLua](https://github.com/Gamerfiend/ReiLua)** - The original Lua bindings for Raylib
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- Created by Gamerfiend
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- Created by Jussi Viitala
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- Licensed under the zlib/libpng license
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- Licensed under the MIT license
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- **[Lua](https://www.lua.org/)** (v5.4) - Powerful, efficient, lightweight, embeddable scripting language
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- **[Lua](https://www.lua.org/)** (v5.4) - Powerful, efficient, lightweight, embeddable scripting language
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### Enhancements Added
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### Enhancements Added
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@@ -128,7 +128,7 @@ function RL.update( delta )
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if RL.IsKeyPressed( RL.KEY_ENTER ) then
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if RL.IsKeyPressed( RL.KEY_ENTER ) then
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local winSize = RL.GetScreenSize()
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local winSize = RL.GetScreenSize()
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local measuredSize = RL.MeasureTextEx( RL.GetFontDefault(), text, textSize, 2 )
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local measuredSize = RL.MeasureTextEx( RL.GetFontDefault(), text, textSize, 2 )
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textColor = RL.BLUE
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textColor = RL.BLUE
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textPos = { winSize[1] / 2 - measuredSize[1] / 2, winSize[2] / 2 - measuredSize[2] / 2 }
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textPos = { winSize[1] / 2 - measuredSize[1] / 2, winSize[2] / 2 - measuredSize[2] / 2 }
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end
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end
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@@ -200,14 +200,14 @@ function RL.init()
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"assets/background.png",
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"assets/background.png",
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"assets/music.wav",
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"assets/music.wav",
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}
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}
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-- Start loading with progress
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-- Start loading with progress
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RL.BeginAssetLoading(#assets)
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RL.BeginAssetLoading(#assets)
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-- Load each asset
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-- Load each asset
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for i, path in ipairs(assets) do
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for i, path in ipairs(assets) do
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RL.UpdateAssetLoading(path)
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RL.UpdateAssetLoading(path)
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-- Your loading code
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-- Your loading code
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if path:match("%.png$") then
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if path:match("%.png$") then
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textures[i] = RL.LoadTexture(path)
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textures[i] = RL.LoadTexture(path)
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@@ -215,7 +215,7 @@ function RL.init()
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sounds[i] = RL.LoadSound(path)
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sounds[i] = RL.LoadSound(path)
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end
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end
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end
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end
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-- Finish loading
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-- Finish loading
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RL.EndAssetLoading()
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RL.EndAssetLoading()
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end
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end
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