Skip to content

Commit c82d58f

Browse files
Merge branch 'feature/proof-run' of https://github.com/SimonDarksideJ/docs.monogame.github.io into feature/proof-run
2 parents 40d0f80 + 947123f commit c82d58f

File tree

5 files changed

+70
-51
lines changed

5 files changed

+70
-51
lines changed

articles/tutorials/building_2d_games/03_the_game1_file/index.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -108,7 +108,7 @@ In the next chapter, you will start working with sprites and learn how to load a
108108
1. Can the `Game1` class be renamed or is it required to be called `Game1`
109109

110110
:::question-answer
111-
It is not a requirement that it be called `Game1`. This is just the default name given to it by the templates when creating a new MonoGame game project. However, you cannot change the name of the Base class `Game`, as this is a MonoGame construct.
111+
It is not a requirement that it be called `Game1`. This is just the default name given to it by the templates when creating a new MonoGame game project. However, you cannot change the name of the *BASE* class `Game`, as this is a MonoGame construct.
112112
:::
113113

114114
2. What is the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch) used for?

articles/tutorials/building_2d_games/16_working_with_spritefonts/index.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -65,7 +65,7 @@ Alternatively, for better portability across development environments, it is rec
6565
2. Place it in the **same folder** as the `.spritefont` file.
6666

6767
> [!IMPORTANT]
68-
> You place the font file in the **same folder** as the *.spritefont* file directly, not through the MGCB Editor.
68+
> You place the font file in the **same folder** as the `.spritefont` file directly, not through the MGCB Editor.
6969
7070
3. Update the `<FontName>` element to include the exact filename with extension.
7171

articles/tutorials/building_2d_games/17_scenes/index.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -27,7 +27,7 @@ We will being by first defining the lifecycle of a scene that will be followed.
2727
In Chapter 03, you learned the basic [lifecycle of the `Game` class](../03_the_game1_file/index.md#exploring-the-game1-class). To be consistent, we can borrow from this lifecycle and adapt it for our scenes. The order of operations for this lifecycle will be:
2828

2929
1. A scene is created and set as the active scene.
30-
2. The initial active scene is initialized and content loaded.
30+
2. The first screen is made active and is initialized and content loaded.
3131
3. The active scene is updated and drawn each cycle.
3232
4. When transitioning to a new scene, or when the scene ends:
3333
1. The current scene is unloaded and disposed of.

articles/tutorials/building_2d_games/19_user_interface_fundamentals/index.md

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,7 @@ Anchoring allows you to position UI elements relative to specific reference poin
6262
| :--------------------------------------------------------------------------------------: |
6363
| **Figure 19-1: Diagram showing common anchor points** |
6464

65-
When you set an anchor point, the elements' position coordinates become relative to that anchor point. For example with a "Right" anchor and an X value of -5, you element would position itself 5 pixels to the left of the parent's right edge, creating a consistent margin regardless of the parent's size, as demonstrated in the following diagram:
65+
When you set an anchor point, the elements' position coordinates become relative to that anchor point. For example with a "Right" anchor and an X value of *-5*, you element would position itself *5 pixels* to the left of the parent's right edge, creating a consistent margin regardless of the parent's size, as demonstrated in the following diagram:
6666

6767
| ![Figure 19-2: Diagram showing anchored element positioning relative to anchor regardless of parent size](./images/user_interface_anchor_positioning.svg) |
6868
| :-------------------------------------------------------------------------------------------------------------------------------------------------------: |
@@ -84,7 +84,7 @@ Creating accessible user interfaces is an essential aspect of inclusive game des
8484

8585
### Visual Accessibility
8686

87-
- **Color contrast**: Ensure sufficient contrast between text and backgrounds
87+
- **Color contrast**: Ensure sufficient contrast between text and backgrounds.
8888
- **Use shapes**: Do not rely solely on color to convey important information; add shapes, patterns, or text labels as well. For example, if displaying warning text, also use something such as the common warning sign ⚠️.
8989
- **Text size and scaling**: Allow players to adjust text size or implement a UI scaling option.
9090
- **Internationalization (i18n)**: Consider how your UI might be interpreted across different cultures and regions. Number formatting can vary significantly - some regions use periods for thousands separators (1.000.000) while others use commas (1,000,000). Control symbolism also differs culturally; for example, on console controllers, the Cross button typically means "Select" in Western regions but "Cancel" in Japan, with Circle having the opposite meaning.

0 commit comments

Comments
 (0)