diff --git a/docs/src/gamelib/index.md b/docs/src/gamelib/index.md index 26ff6ea..46ae491 100644 --- a/docs/src/gamelib/index.md +++ b/docs/src/gamelib/index.md @@ -162,7 +162,9 @@ lib.startGameFunction(loopFunction); ### `println` -`lib.println(msg: string) -> void` +```ts +lib.println(msg: string) -> void +``` Print a message the debug console. @@ -181,7 +183,9 @@ It is a thursday. ### `startGameLoop` -`lib.startGameLoop(loopFunction: LoopFunc) -> void` +```ts +lib.startGameLoop(loopFunction: LoopFunc) -> void +``` Registers a gameloop function, that is called on every tick. @@ -189,7 +193,9 @@ See also: [`Models.LoopFunc`](#Models-LoopFunc) ### `isPressed` -`lib.isPressed(key: Key) -> bool` +```ts +lib.isPressed(key: Key) -> bool +``` Returns whether or not `key` is currently pressed. @@ -211,7 +217,9 @@ lib.startGameLoop(function (deltaT) { ### `onPress` -`lib.onPress(key: Key, handlerFunction: KeyEventFunc) -> void` +```ts +lib.onPress(key: Key, handlerFunction: KeyEventFunc) -> void +``` Calls `handlerFunction` whenever `key` is pressed. @@ -233,13 +241,17 @@ lib.onRelease(" ", function () { ### `onRelease` -`lib.onRelease(key: Key, handlerFunction: KeyEventFunc) -> void` +```ts +lib.onRelease(key: Key, handlerFunction: KeyEventFunc) -> void +``` The opposite of [`lib.onPress`](#Lib-onPress) ### `rgb` -`lib.rgb(red: number, green: number, blue: number) -> Color` +```ts +lib.rgb(red: number, green: number, blue: number) -> Color +``` Generates a correctly formatted [`Color`](#Models-Color) value based on `red`, `green` and `blue` @@ -253,7 +265,9 @@ lib.drawRect(100, 0, 100, 100, lib.rgb(192, 127, 172)); ### `clear` -`lib.clear(color: Color) -> void` +```ts +lib.clear(color: Color) -> void +``` Paints the entire screen `color`. @@ -274,7 +288,9 @@ lib.startGameLoop(function () { ### `drawSprite` -`lib.drawSprite(x: number, y: number, width: number, height: number, name: string) -> void` +```ts +lib.drawSprite(x: number, y: number, width: number, height: number, name: string) -> void +``` Draws a sprite imported in the asset editor. @@ -291,7 +307,9 @@ lib.startGameLoop(function () { ### `drawRect` -`lib.drawRect(x: number, y: number, width: number, height: number, color: Color) -> void` +```ts +lib.drawRect(x: number, y: number, width: number, height: number, color: Color) -> void +``` Fills a rect with [`Color`](#Models-Color). @@ -313,7 +331,9 @@ lib.startGameLoop(function () { ### `onMouseMove` -`lib.onMouseMove(handlerFunction: MouseMoveEventFunc) -> void` +```ts +lib.onMouseMove(handlerFunction: MouseMoveEventFunc) -> void +``` Calls `handlerFunction` whenever mouse is moved. @@ -357,7 +377,9 @@ lib.onMouseMove(mouseMoved); ### `isClicking` -`lib.isClicking(button: MouseButton) -> bool` +```ts +lib.isClicking(button: MouseButton) -> bool +``` Returns whether or not `key` is currently pressed. @@ -379,7 +401,12 @@ lib.startGameLoop(function (deltaT) { ### `onClick` -`lib.onClick(handlerFunction: MouseButtonEventFunc, button: MouseButton = lib.MouseButton.Left) -> void` +```ts +lib.onClick( + handlerFunction: MouseButtonEventFunc, + button: MouseButton = lib.MouseButton.Left +) -> void +``` Calls `handlerFunction` whenever `button` is pressed. @@ -393,26 +420,32 @@ Example: ```ts let isJumping = false; -lib.onClick(function () { - isJumping = true; -}, lib.MouseButton.Left); - /* here we take advantage of MouseButton.Left being the default argument, so we don't have to specify it. */ lib.onClickRelease(function () { isJumping = false; }); + +/* here we decide to be explicit */ +lib.onClick(function () { + isJumping = true; +}, lib.MouseButton.Left); ``` ### `onClickRelease` -`lib.onClickRelease(handlerFunction: MouseButtonEventFunc, button: MouseButton = lib.MouseButton.Left) -> void` +```ts +lib.onClickRelease( + handlerFunction: MouseButtonEventFunc, + button: MouseButton = lib.MouseButton.Left +) -> void` +``` The opposite of [`lib.onClick`](#Lib-onClick) ### `MouseButton` -`lib.MouseButton.Left, lib.MouseButton.Right, lib.MouseButton.Middle` +`lib.MouseButton.Left`, `lib.MouseButton.Right`, `lib.MouseButton.Middle` A method of accessing [`Model.MouseButton`](#Model-MouseButton)