From ac027eb197327a9eb8b0b848af131c96ab3b91a0 Mon Sep 17 00:00:00 2001 From: String Date: Sun, 8 Mar 2026 15:55:56 -0500 Subject: [PATCH] Fix typos --- README.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 1736431..9d5b527 100644 --- a/README.md +++ b/README.md @@ -119,6 +119,7 @@ public class Custom3DCamera extends FlixelCamera { - **Tweening**: Built-in tweening system for smooth animations and transitions, with property-based tweens that work naturally with getters/setters. - **Input Handling**: Simplified keyboard and touch/mouse input. - **Logging & Debugging**: Integrated logging system with stack trace support. +- **...and much more!** ### Entity & Sprite Basics @@ -177,7 +178,7 @@ States give you a high-level way to structure screens (menus, loading, gameplay, **How it works.** -- **`FlixelState`** extends `FlixelGroup` and implements libGDX’s `Screen`. When the game switches to a state, `create()` is called once; then each frame the state’s `update(delta)` and `draw(batch)` run, which in turn update and draw all members you added. Use `Flixel.switchState(newState)` to transition; the old state is disposed automatically. +- **`FlixelState`** extends `FlixelGroup` and implements libGDX’s `Screen`. When the game switches to a state, `create()` is called once; then each frame the state’s `update(elapsed)` and `draw(batch)` run, which in turn update and draw all members you added. Use `Flixel.switchState(newState)` to transition; the old state is disposed automatically. - **`FlixelSubState`** is a state that is opened *on top of* another state. By default the parent state stops updating (`persistentUpdate = false`) but keeps drawing (`persistentDraw = true`), so you get a classic “pause overlay” or modal dialog. The substate has `openCallback` and `closeCallback`; call `close()` from inside the substate to remove it and resume the parent. - **Outros.** Override `startOutro(onOutroComplete)` on a state to run an exit animation or transition before the switch; when done, call the callback so the framework proceeds with the state change. @@ -190,7 +191,7 @@ public class MenuState extends FlixelState { } @Override - public void update(float delta) { + public void update(float elapsed) { super.update(delta); if (Flixel.keyJustPressed(FlixelKey.ENTER)) { @@ -214,7 +215,7 @@ public class PauseSubState extends FlixelSubState { } @Override - public void update(float delta) { + public void update(float elapsed) { super.update(delta); if (Flixel.keyJustPressed(FlixelKey.ESCAPE)) { close(); // returns to parent state