diff --git a/Your-first-game-in-Ebiten!.md b/Your-first-game-in-Ebiten!.md index 852005e..e1a57d6 100644 --- a/Your-first-game-in-Ebiten!.md +++ b/Your-first-game-in-Ebiten!.md @@ -41,9 +41,9 @@ import ( Anything in the game is **always being updating** (or refreshing), sometimes you can heard people talked about FPS, it means **frames per second**, we would have to **clean the previous screen** and **refresh the screen** each time **we move an element**, so **the element won't leave a long track** on the screen like a snake 🐍. -If we want to display a text on the screen, **it will be disappeared before we see it**, Why? Because we didn't **keep it on the screen**, to do this, we'll need to call a `update()` function **per frame**, then put our code inside of the function, so the text will keep on the screen. +If we want to display a text on the screen, **it will be disappeared before we see it**, Why? Because we didn't **keep it on the screen** to do this, we'll need to call a `update()` function **per frame**, then put our code inside of the function, so the text will keep on the screen. -To display a text, we can use `ebitenutil.DebugPrint(image, text)`, it's a function for **displaying a debug information**, but we can use it to display a text also. +To display a text, we can use `ebitenutil.DebugPrint(image, text)`, which is a function for **displaying a debug information**, but we can use it to display a text also. ```go func update(screen *ebiten.Image) error { @@ -53,15 +53,15 @@ func update(screen *ebiten.Image) error { } ``` -`screen *ebiten.Image` is **the main canvas in Ebiten** (You can think it as the **main layer of the screen**), and we are going to use `ebitenutil.DebugPrint` to print a `Our first game in Ebiten!` text on our screen. +`screen *ebiten.Image` is **the main canvas in Ebiten** (you can think it as the **main layer of the screen**), and we are going to use `ebitenutil.DebugPrint` to print a `Our first game in Ebiten!` text on our screen. -But hey! it's not done yet, because **you'll need to tell Ebiten to run your `update()` function per frame**. +But hey! It's not done yet, because **you'll need to tell Ebiten to run your `update()` function per frame**. ## Initialize Ebiten -It's time to configure Ebiten thoguh `ebiten.Run(update, width, height, scale, title)`, it tells **what function to loop**, what title should our game be, and the size of the window. +It's time to configure Ebiten through `ebiten.Run(update, width, height, scale, title)`. This tells **what function to loop**, what title should our game be, and the size of the window. -* `update` Is the parameter that you would need to pass a function which will **always be called at the each of the frame**, and yes! **We will pass our `update()` function though here**. +* `update` is the parameter that you would need to pass a function which will **always be called at the each of the frame**, and yes! **We will pass our `update()` function though here**. * `width` and `height` are the **width** and the **height** of the game window. * `scale` is the value that will scale your game window, for example if you set it as `2` and draw a `16x16` canvas on the screen it'll be rendered as 32x32 (twice larger). * `title` is the title of the game window. @@ -74,7 +74,7 @@ func main() { } ``` -This will generate a **320x240 game window** and **it will be scaled twice larger** (so it's acutally a 640x480 window), and the window **will be titled as `Hello world!`**. +This will generate a **320x240 game window** and **it will be scaled twice larger** (so it's actually a 640x480 window), and the window **will be titled as `Hello world!`**. # Review @@ -100,7 +100,7 @@ func main() { # Run -Your first game with Ebiten written in Golang is quietly done! Now execute it though the following command in **your terminal**. +Your first game with Ebiten written in Go is quietly done! Now execute it though the following command in **your terminal**. ```go go run ./main.go