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update docs
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greggman committed Jun 4, 2015
1 parent fa296c2 commit 695dd64
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6 changes: 3 additions & 3 deletions docs/api-versions.html
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Expand Up @@ -87,14 +87,14 @@ <h1>API Versions</h1>
<li><p>v1.2.0</p>
<ul>
<li><p>Supports es6 features. This feature is not extensively
tested but, if you name a file ending in <code>.es6</code> happyFunTimes
tested but, if you name a file ending in <code>.js6</code> happyFunTimes
will automatically transpile it into es5 at runtime</p>
<p>So for example to use you might do</p>
<pre><code>requirejs([
&#39;./some-es5-file.js`,
&#39;./some-es6.file.js6`,
], function(
SomeES6File,
SomeES5File,
SomeES6File) {
..
});
Expand Down Expand Up @@ -144,7 +144,7 @@ <h1>API Versions</h1>
the second one will disconnect the first one and become the <strong>one</strong> GameServer
running the game.</p>
<p>The thinking there was if there is already a game running and HappyFunTimes
see another try to start it probably means you left a window open somewhere
sees another try to start it probably means you left a window open somewhere
or some how the old game didn&#39;t get disconnected from HappyFunTimes so
you probably want the new one to take charge.</p>
<p>Now though, in your options to <code>GameServer</code> you can pass in <code>allowMutlipleGames: true</code>
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6 changes: 3 additions & 3 deletions docs/api-versions.md
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Expand Up @@ -24,7 +24,7 @@ the correct version
* v1.2.0

* Supports es6 features. This feature is not extensively
tested but, if you name a file ending in `.es6` happyFunTimes
tested but, if you name a file ending in `.js6` happyFunTimes
will automatically transpile it into es5 at runtime

So for example to use you might do
Expand All @@ -33,7 +33,7 @@ the correct version
'./some-es5-file.js`,
'./some-es6.file.js6`,
], function(
SomeES6File,
SomeES5File,
SomeES6File) {
..
});
Expand Down Expand Up @@ -88,7 +88,7 @@ the correct version
running the game.

The thinking there was if there is already a game running and HappyFunTimes
see another try to start it probably means you left a window open somewhere
sees another try to start it probably means you left a window open somewhere
or some how the old game didn't get disconnected from HappyFunTimes so
you probably want the new one to take charge.

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2 changes: 1 addition & 1 deletion docs/unity/getting-started.html
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Expand Up @@ -66,7 +66,7 @@ <h1>Getting Starting with HappyFunTimes and Unity</h1>
</div>
<div class="row">
<div class="col-sm-8 lesson-main">
<iframe width="853" height="480" src="https://www.youtube.com/embed/XUzExLoxTQA?rel=0" frameborder="0" allowfullscreen></iframe>
<iframe width="853" height="480" src="https://www.youtube.com/embed/vG4Bs3XOAxI?rel=0" frameborder="0" allowfullscreen></iframe>

<ol>
<li>Open Unity and create a new project</li>
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2 changes: 1 addition & 1 deletion docs/unity/getting-started.md
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@@ -1,7 +1,7 @@
Title: Getting Starting with HappyFunTimes and Unity
Description: Step by step instructions on how to get HappyFunTimes running with Unity

<iframe width="853" height="480" src="https://www.youtube.com/embed/XUzExLoxTQA?rel=0" frameborder="0" allowfullscreen></iframe>
<iframe width="853" height="480" src="https://www.youtube.com/embed/vG4Bs3XOAxI?rel=0" frameborder="0" allowfullscreen></iframe>

1. Open Unity and create a new project
2. From the Asset store install the HappyFunTimes plugin
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3 changes: 3 additions & 0 deletions todo.md
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@@ -1,6 +1,9 @@
To Do
=====

* provide screenshot and icon if missing (use logo)
* remove all offsetX and offsetY from sample controllers
* Update all samples to api 1.12.0
* make --minify minify the main script for controller
* make LR
* make LR + 1
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