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4 changes: 2 additions & 2 deletions amethyst_assets/README.md
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Expand Up @@ -8,8 +8,8 @@ as to attract more developers to it and to promote collaboration
## Contribution

Contribution is highly welcome! If you'd like another
feature, just create an issue. You can also help
out if you want to; just pick a "help wanted" issue.
feature, create an issue. You can also help
out if you want to; pick a "help wanted" issue.
If you need any help, feel free to ask!

All contributions are assumed to be dual-licensed under
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4 changes: 2 additions & 2 deletions amethyst_error/README.md
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Expand Up @@ -5,8 +5,8 @@ This crate contains types used internally and externally to handle and communica
## Contribution

Contribution is highly welcome! If you'd like another
feature, just create an issue. You can also help
out if you want to; just pick a "help wanted" issue.
feature, create an issue. You can also help
out if you want to; pick a "help wanted" issue.
If you need any help, feel free to ask!

All contributions are assumed to be dual-licensed under
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4 changes: 2 additions & 2 deletions amethyst_locale/README.md
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Expand Up @@ -6,8 +6,8 @@ In this case, said library is `Fluent`.
## Contribution

Contribution is highly welcome! If you'd like another
feature, just create an issue. You can also help
out if you want to; just pick a "help wanted" issue.
feature, create an issue. You can also help
out if you want to; pick a "help wanted" issue.
If you need any help, feel free to ask!

All contributions are assumed to be dual-licensed under
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2 changes: 1 addition & 1 deletion book/src/appendices/a_config_files/ball_config.md
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Expand Up @@ -286,7 +286,7 @@ to
## Adding the BallConfig to `config.ron`

Now we need to modify our configuration file to allow multiple structures to be included. This is
easy with RON; we just add an additional level of nesting.
easy with RON; we add an additional level of nesting.

```ron
(
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Expand Up @@ -15,7 +15,7 @@ The text is designed to be searchable, so if you are looking for a specific type

## Type Changes

Many types retain the same type name, just under the `nalgebra` namespace:
Many types retain the same type name, under the `nalgebra` namespace:

```patch
-use amethyst::core::cgmath::{Vector2, Vector3, Matrix4};
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4 changes: 2 additions & 2 deletions book/src/assets/how_to_define_custom_assets.md
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@@ -1,6 +1,6 @@
# How to Define Custom Assets

This guide explains how to define a new asset type to be used in an Amethyst application. If you are defining a new asset type that may be useful to others, [please send us a PR!][gh_contributing]
This guide explains how to define a new asset type to use in an Amethyst application. If you are defining a new asset type that may be useful to others, [please send us a PR!][gh_contributing]

1. Define the type and handle for your asset.

Expand All @@ -17,7 +17,7 @@ This guide explains how to define a new asset type to be used in an Amethyst app

The serialized type can be one of:

- The asset type itself, in which case you simply derive `Serialize` and `Deserialize` on the type:
- The asset type itself, in which case you derive `Serialize` and `Deserialize` on the type:

```rust
use serde::{Deserialize, Serialize};
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2 changes: 1 addition & 1 deletion book/src/concepts/dispatcher.md
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Expand Up @@ -8,7 +8,7 @@ When a dispatcher is created, it is associated with the systems that it will exe

## Respecting mutability rules

When a system wants to access a component or a resource, they can do so either mutably or immutably. This works just like in Rust: either only one system can request something mutably and no other system can access it, or multiple systems can request something but only immutably.
When a system wants to access a component or a resource, they can do so either mutably or immutably. This works like in Rust: either only one system can request something mutably and no other system can access it, or multiple systems can request something but only immutably.

The dispatcher builds execution stages based on which components, resources and queries are specified for a system.

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4 changes: 2 additions & 2 deletions book/src/concepts/entity_and_component.md
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Expand Up @@ -7,7 +7,7 @@ An `Entity` represents a single object in your world. `Component` represents one
## Entity and Component in Amethyst

In an inheritance design, an entity usually contains components. All the data and methods related to an entity are stored within.
However, in ECS design, an entity is just a general purpose identifier. In fact, the implementation of `Entity` in Amethyst is simply:
However, in ECS design, an entity is a general purpose identifier. In fact, the implementation of `Entity` in Amethyst is simply:

```rust
struct Entity(u64);
Expand Down Expand Up @@ -35,7 +35,7 @@ Querying is covered in the systems chapter.

## Declaring a component and creating an Archetype

To declare a component, you just declare the relevant underlying data. Legion ECS will create archetypes that correspond to the different combinations of this data.:
To declare a component, you declare the relevant underlying data. Legion ECS will create archetypes that correspond to the different combinations of this data.:

```rust
# use amethyst::{
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2 changes: 1 addition & 1 deletion book/src/concepts/state.md
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Expand Up @@ -91,7 +91,7 @@ When calling your `State`'s methods, the engine will pass a `StateData` struct w

Yes! It's finally time to get some code in here!

Here will just be a small code snippet that shows the basics of `State`'s usage.
Here will be a small code snippet that shows the basics of `State`'s usage.
For more advanced examples, see the following pong tutorial.

### Creating a State
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2 changes: 1 addition & 1 deletion book/src/concepts/system.md
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Expand Up @@ -280,7 +280,7 @@ to push a state that shows a "You Died" screen.
So how can we affect states from systems?
There are a couple of ways, but this section will detail the easiest one: using a [`Resource`][r].

Before that, let's just quickly remind ourselves what a resource is:
Before that, let's quickly remind ourselves what a resource is:

> A [`Resource`][r] is any type that stores data that you might need for your game AND that is not
> specific to an entity.
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2 changes: 1 addition & 1 deletion book/src/input/handling_input.md
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Expand Up @@ -61,7 +61,7 @@ impl<'s> System<'s> for ExampleSystem {

You can find all the methods from `InputHandler` [here][input_ha].

Now you have to add the `System` to the game data, just like you would do with any other `System`. A `System` that uses an `InputHandler` needs `"input_system"` inside its dependencies.
Now you have to add the `System` to the game data, like you would do with any other `System`. A `System` that uses an `InputHandler` needs `"input_system"` inside its dependencies.

```rust
# use amethyst::{core::SystemDesc, derive::SystemDesc, ecs::*, prelude::*};
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2 changes: 1 addition & 1 deletion book/src/pong-tutorial/contribution.md
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Expand Up @@ -4,7 +4,7 @@ And... that's where the pong chapter ends. We hope you found it useful!

You can find the entire code with balls, score and music on the example pages available [here][src_code].

Next up in this book we will explain how Amethyst does Math, Input, Assets and so on. Whenever you have a need for more learning-by-example materials just come back to this page for an overview of available resources.
Next up in this book we will explain how Amethyst does Math, Input, Assets and so on. Whenever you have a need for more learning-by-example materials come back to this page for an overview of available resources.

## Other tutorials or examples

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4 changes: 2 additions & 2 deletions book/src/pong-tutorial/pong-tutorial-01.md
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Expand Up @@ -91,8 +91,8 @@ fn main() -> amethyst::Result<()> {
> **Note:** The [SimpleState] is just a simplified version of [State] trait.
> It already implements a bunch of stuff for us, like the `State`'s `update`
> and `handle_event` methods that you would have to implement yourself were you
> using just a regular `State`. Its behavior mostly cares about handling the exit signal cleanly,
> by just quitting the application directly from the current state.
> using a regular `State`. Its behavior mostly cares about handling the exit signal cleanly,
> by quitting the application directly from the current state.
## Setting up the logger

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4 changes: 2 additions & 2 deletions book/src/pong-tutorial/pong-tutorial-02.md
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Expand Up @@ -67,7 +67,7 @@ The `World` structure stores all of the game's runtime data -- entities and comp
## Rendering the game using the Camera

The first thing we will need in our game is a `Camera`. This is the component that
will determine what is rendered on screen. It behaves just like a real-life
will determine what is rendered on screen. It behaves like a real-life
camera: it looks at a specific part of the world and can be moved around at
will.

Expand Down Expand Up @@ -564,7 +564,7 @@ Next we simply add the components to the paddle entities:
# }
```

We're nearly there, we just have to wire up the sprite to the paddles. We put it
We're nearly there, we have to wire up the sprite to the paddles. We put it
all together in the `on_start()` method:

```rust
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10 changes: 5 additions & 5 deletions book/src/pong-tutorial/pong-tutorial-05.md
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Expand Up @@ -84,7 +84,7 @@ and a `Transform` component, and then checking each ball to see if it has
reached either the left or right boundary of the arena. If so, we reverse
its direction and put it back in the middle of the screen.

Now, we just need to add our new system to `main.rs`, and we should be able to
Now, we need to add our new system to `main.rs`, and we should be able to
keep playing after someone scores and log who got the point.

```rust
Expand Down Expand Up @@ -152,7 +152,7 @@ keep playing after someone scores and log who got the point.
## Adding a Scoreboard

We have a pretty functional Pong game now! At this point, the least fun thing
about the game is just that players have to keep track of the score themselves.
about the game is that players have to keep track of the score themselves.
Our game should be able to do that for us.

In this section, we'll set up UI rendering for our game and create a scoreboard
Expand Down Expand Up @@ -207,7 +207,7 @@ sprites.

> **Note:** We're using a `UiBundle` with type `StringBindings` here because the
> `UiBundle` needs to know what types our `InputHandler` is using to map `actions`
> and `axes`. So just know that your `UiBundle` type should match your
> and `axes`. So know that your `UiBundle` type should match your
> `InputHandler` type. You can read more about those here: [UiBundle][ui-bundle],
> [InputHandler][input-handler].
Expand All @@ -231,7 +231,7 @@ pub struct ScoreText {

> Don't glimpse over the `#[derive(Default)]` annotation for the `ScoreBoard` struct!
`ScoreBoard` is just a container that will allow us to keep track of each
`ScoreBoard` is a container that will allow us to keep track of each
player's score. We'll use this in another module later in this chapter, so we've
gone ahead and marked it as public (same with `ScoreText`). `ScoreText` is also
a container, but this one holds handles to the UI `Entity`s that will be
Expand Down Expand Up @@ -459,7 +459,7 @@ use `Option<Write<'s, ScoreBoard>>` instead.
We also use `ReadExpect` to access the `ScoreText` resource immutably. Again,
`ScoreText` is a single resource item rather than a collection of components.
With `ReadExpect`, we are asserting that `ScoreText` must already exist and will
panic if it does not. We do this instead of just using `Read` because we are
panic if it does not. We do this instead of using `Read` because we are
manually adding the `ScoreText` resource to the game in
`pong.rs > initialize_scoreboard` instead of having the system create this
resource for us automatically.
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2 changes: 1 addition & 1 deletion book/src/pong-tutorial/pong-tutorial-06.md
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Expand Up @@ -36,7 +36,7 @@ fn load_audio_track(loader: &Loader, world: &World, file: &str) -> SourceHandle

/// initialize audio in the world. This will eventually include
/// the background tracks as well as the sound effects, but for now
/// we'll just work on sound effects.
/// we'll work on sound effects.
pub fn initialize_audio(world: &mut World) {
let sound_effects = {
let loader = resources.get::<DefaultLoader>();
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2 changes: 1 addition & 1 deletion examples/debug_lines/README.md
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Expand Up @@ -2,7 +2,7 @@

Renders debug lines with a 3D perspective via two separate methods: The
[`DebugLines`] [resource] and the [`DebugLinesComponent`] [component].
Internally, `DebugLines` is just a wrapper around a `DebugLinesComponent`, but
Internally, `DebugLines` is a wrapper around a `DebugLinesComponent`, but
they each have their separate, specific use cases.

The resource method is useful for rendering moving lines such as the purple ones
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