From 2f611cdac5816ccb7c72ce5a199202f2afb7cb99 Mon Sep 17 00:00:00 2001 From: Mark LaCroix Date: Sun, 28 Apr 2024 16:37:15 -0500 Subject: [PATCH] NobleSprite: Minor docs spelling fixes. --- modules/NobleSprite.lua | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modules/NobleSprite.lua b/modules/NobleSprite.lua index 929514e..de3227b 100644 --- a/modules/NobleSprite.lua +++ b/modules/NobleSprite.lua @@ -1,5 +1,5 @@ --- --- An extention of Playdate's sprite object, incorporating `Noble.Animation` and other Noble Engine features. +-- An extension of Playdate's sprite object, incorporating `Noble.Animation` and other Noble Engine features. -- Use this in place of `playdate.graphics.sprite` in most cases. -- -- `NobleSprite` is a child class of `playdate.graphics.sprite`, so see the Playdate SDK documentation for additional methods and properties. @@ -13,7 +13,7 @@ class("NobleSprite").extends(Graphics.sprite) --- Do not call an "init" method directly. Use `NobleSprite()` (see usage examples). -- @string[opt] __view This can be: the path to an image or spritesheet image file, an image object (`Graphics.image`) or an animation object (`Noble.Animation`) -- @bool[opt=false] __viewIsSpritesheet Set this to `true` to indicate that `__view` is a spritesheet. Will only be considered if `__view` is a string path to an image. --- @bool[opt=false] __singleState If this sprite has just one animation, set this to true. It saves you from having to use Noble.Anmiation.addState() +-- @bool[opt=false] __singleState If this sprite has just one animation, set this to true. It saves you from having to use Noble.Animation.addState() -- @bool[opt=true] __singleStateLoop If using a single state animation, should it loop? -- -- @usage