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Fixed spellings and typos
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ben_pollard committed Jan 28, 2024
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8 changes: 4 additions & 4 deletions docs/docfx/docs/commands.md
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Expand Up @@ -60,13 +60,13 @@ take all
### Talk
Talk allows the player to start a conversation with a NonPlayableCharacter. **L** can be used as a shortcut.

If only a single NonPlayableCharacter is in the current Room no argurment needs to be specified.
If only a single NonPlayableCharacter is in the current Room no argument needs to be specified.

```
talk
```

However if the current Room contains two or more NonPlayableCharacters then **to** and the NonPlayableCharacters name must be specified.
However, if the current Room contains two or more NonPlayableCharacters then **to** and the NonPlayableCharacters name must be specified.

```
talk to dave
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## Global Commands

### About
Displays the a screen containing information about the game.
Displays a screen containing information about the game.

```
about
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```

## Custom Commands
Custom commands can be added to many of the assets, including Room, PlayableCharacter, NonPlayableCharacter, Item and Exit. For more informations see their pages.
Custom commands can be added to many of the assets, including Room, PlayableCharacter, NonPlayableCharacter, Item and Exit.
2 changes: 1 addition & 1 deletion docs/docfx/docs/conditional-descriptions.md
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Expand Up @@ -9,7 +9,7 @@ Descriptions are usually specified as a string.
var item = new Item("The items name", "The items description.");
```

They can also be specified as a **Desciption**.
They can also be specified as a **Description**.

```csharp
var item = new Item(new Identifier("The items name"), new Description("The items description."));
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2 changes: 1 addition & 1 deletion docs/docfx/docs/exit.md
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## Overview

An Exit is essentially a connector bewtween to adjoining rooms.
An Exit is essentially a connector between to adjoining rooms.

## Use

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2 changes: 1 addition & 1 deletion docs/docfx/docs/frame-builders.md
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# Overview
In BP.AdventureFramework output is handled using the **FrameBuilders**. A FrameBuilder is essentially a class that builds a **Frame** that can render a specific state in the game. This **Frame** can the be rendered on a **TextWriter** by calling its **Render** method. Think of the **FrameBuilder** as the instructions that build the output display and the **Frame** as the output itself.
In BP.AdventureFramework output is handled using the **FrameBuilders**. A FrameBuilder is essentially a class that builds a **Frame** that can render a specific state in the game. This **Frame** can then be rendered on a **TextWriter** by calling its **Render** method. Think of the **FrameBuilder** as the instructions that build the output display and the **Frame** as the output itself.

There are a few types of **FrameBuilder**, each responsible for rendering a specific game state.
* **SceneFrameBuilder** is responsible for building frames that render the scenes in a game.
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6 changes: 3 additions & 3 deletions docs/docfx/docs/getting-started.md
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# Getting Started

## Adding the NuGet pacakge to your project
## Adding the NuGet package to your project
You need to pull BP.AdventureFramework into your project. The easiest way to do this is to add the NuGet package. The latest package and installation instructions are available [here](https://github.com/benpollarduk/BP.AdventureFramework/pkgs/nuget/BP.AdventureFramework).

## First Game
Expand Down Expand Up @@ -35,7 +35,7 @@ private static PlayableCharacter CreatePlayer()
In this example whenever **CreatePlayer** is called a new **PlayableCharacter** will be created. The character is called "Dave" and has a description that describes him as "A young boy on a quest to find the meaning of life.".

### Creating the game world
The game world consists of a heirachy of three tiers: **Overworld**, **Region** and **Room**. We will create a simple **Region** with two **Rooms**. We can do this directly in the **Main** function for simplicity. To start with lets make the **Rooms**:
The game world consists of a hierarchy of three tiers: **Overworld**, **Region** and **Room**. We will create a simple **Region** with two **Rooms**. We can do this directly in the **Main** function for simplicity. To start with lets make the **Rooms**:

```csharp
private static void Main(string[] args)
Expand Down Expand Up @@ -128,7 +128,7 @@ private static EndCheckResult IsGameOver(Game game)
```

### Creating the game
The game now has all of the required assets and logic it just needs some boiler plate to tie everything together before it is ready to play.
The game now has all the required assets and logic it just needs some boilerplate to tie everything together before it is ready to play.

A **GameCreationCallback** is required to instantiate an instance of a **Game**. This is so that new instances of the **Game** can be created as required.

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2 changes: 0 additions & 2 deletions docs/docfx/docs/introduction.md

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2 changes: 1 addition & 1 deletion docs/docfx/docs/items.md
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Expand Up @@ -12,7 +12,7 @@ An Item can be simply instantiated with a name and description.
var sword = new Item("Sword", "A heroes sword.");
```

By default an Item is not takeable and is tied to a Room. If it is takeable this can be specified in the constructor.
By default, an Item is not takeable and is tied to a Room. If it is takeable this can be specified in the constructor.

```csharp
var sword = new Item("Sword", "A heroes sword.", true);
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4 changes: 2 additions & 2 deletions docs/docfx/docs/non-playable-character.md
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Expand Up @@ -19,7 +19,7 @@ var daisy = new Item("Daisy", "A beautiful daisy that is sure to cheer up even t
npc.Give(daisy, goblin);
```

NonPlayableCharacters can contains custom commands that allow the user to directly interact with the character or other assets.
NonPlayableCharacters can contain custom commands that allow the user to directly interact with the character or other assets.

```csharp
goblin.Commands =
Expand All @@ -36,7 +36,7 @@ goblin.Commands =
A NonPlayableCharacter can hold a conversation with the player.
* A Conversation contains **Paragraphs**.
* A Paragraph can contain one or more **Responses**.
* A **Response** can contain a delta to shift the conversation by, which will cause the conversation to jump parargraphs by the specified value.
* A **Response** can contain a delta to shift the conversation by, which will cause the conversation to jump paragraphs by the specified value.
* A **Response** can also contain a callback to perform some action when the player selects that option.

```csharp
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4 changes: 2 additions & 2 deletions docs/docfx/docs/playable-character.md
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Expand Up @@ -28,7 +28,7 @@ A PlayableCharacter can be given items with the **AcquireItem** method.
player.AcquireItem(new Item("Mallet", "A large mallet."));
```

A PlayableCharactr can loose an item with the **DequireItem** method.
A PlayableCharacter can lose an item with the **DequireItem** method.

```chsarp
player.DequireItem(mallet);
Expand All @@ -50,7 +50,7 @@ var daisy = new Item("Daisy", "A beautiful daisy that is sure to cheer up even t
player.Give(daisy, goblin);
```

PlayableCharacters can contains custom commands that allow the user to directly interact with the character or other assets.
PlayableCharacters can contain custom commands that allow the user to directly interact with the character or other assets.

```csharp
player.Commands =
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2 changes: 1 addition & 1 deletion docs/docfx/docs/room.md
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Expand Up @@ -61,7 +61,7 @@ Characters can be removed from a Room with the **RemoveCharacter** method.
region.RemoveCharacter(character);
```

Rooms can contains custom commands that allow the user to directly interact with the Room.
Rooms can contain custom commands that allow the user to directly interact with the Room.

```csharp
room.Commands =
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