From 9038d1ff357c54cd275969750a92264af24f874d Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Fri, 6 Jan 2023 16:19:40 -0500 Subject: [PATCH] Fix Markdown formatting for current version of pandoc. --- CONTRIBUTING.md | 8 +-- README.md | 28 ++++---- RELEASING.md | 66 +++++++++---------- third_party/SDL_GameControllerDB/COPYRIGHT.md | 6 +- 4 files changed, 54 insertions(+), 54 deletions(-) diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index bc700d2bf..b5ca6df59 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -13,7 +13,7 @@ information on using pull requests. ## Translating Go to to translate AAAAXY to -your language\! You can always copy the translation files from Transifex +your language! You can always copy the translation files from Transifex to `assets/locales//` to try them out locally. Some automated verification of translation files is done at startup to @@ -43,9 +43,9 @@ This can be achieved using [Go's reordering syntax](https://pkg.go.dev/fmt#hdr-Explicit_argument_indexes). In particular, the following things can be done: - - `%s walks towards %s` - - `%[1]s walks towards %[2]s` - same but with explicit indexes - - `%[2]s is where %[1]s walks towards` - reordered +- `%s walks towards %s` +- `%[1]s walks towards %[2]s` - same but with explicit indexes +- `%[2]s is where %[1]s walks towards` - reordered ## Community Guidelines diff --git a/README.md b/README.md index 4c0b0c129..5fe295364 100644 --- a/README.md +++ b/README.md @@ -5,7 +5,7 @@ spaces. Although your general goal is reaching the surprising end of the game, you are encouraged to set your own goals while playing. Exploration will -be rewarded, and secrets await you\! +be rewarded, and secrets await you! So jump and run around, and enjoy losing your sense of orientation in this World of Wicked Weirdness. Find out what Van Vlijmen will make you @@ -48,10 +48,10 @@ website](https://divverent.github.io/aaaaxy/). This game is based on the following libraries: - - [Ebitengine](https://github.com/hajimehoshi/ebiten) for low level +- [Ebitengine](https://github.com/hajimehoshi/ebiten) for low level graphics and input - - [Oto](https://github.com/hajimehoshi/oto) for sound. - - [tmx](https://github.com/fardog/tmx) for parsing +- [Oto](https://github.com/hajimehoshi/oto) for sound. +- [tmx](https://github.com/fardog/tmx) for parsing [Tiled](https://www.mapeditor.org/) tile maps. ## Compiling @@ -151,29 +151,29 @@ geometry may need to be rendered to the screen at the same time. There are however two approaches to solve this: - - Design levels so that conflicting geometry is never on screen. - - In other words, when transparently teleporting in order to move +- Design levels so that conflicting geometry is never on screen. + - In other words, when transparently teleporting in order to move the player past a portal, a screen-sized environment of the source position must always match a screen-sized environment of the destination position. - - This approach is simple and very immersive and has already been + - This approach is simple and very immersive and has already been used in the original Super Mario Bros. game on the NES. - - It however is not very flexible as any impossible geometry has + - It however is not very flexible as any impossible geometry has to be rather large and behave fully Euclidean on every screen-sized environment around positions the player can visit. - - Hide anything that has no line of sight to the player. - - This actually matches the approach used in first person 3D games - - With this approach, the game needs to be consistent with +- Hide anything that has no line of sight to the player. + - This actually matches the approach used in first person 3D games + - With this approach, the game needs to be consistent with Euclidean geometry only in small environments around each object. - - In this implementation, the consistency requirement is that + - In this implementation, the consistency requirement is that an 1-tile environment around every portal must match, and that the same "screen tile" cannot be reached by a 1-tile environment around a line of sight through two different sets of portals at the same time. - - As this game demonstrates, this can yield rather interesting + - As this game demonstrates, this can yield rather interesting while still obvious non-Euclidean topologic properties. - - This is the approach has been explored in this game as well - + - This is the approach has been explored in this game as well - but very likely for the first time in a two dimensional game. ## License diff --git a/RELEASING.md b/RELEASING.md index 8c17a821f..39084fe50 100644 --- a/RELEASING.md +++ b/RELEASING.md @@ -2,24 +2,24 @@ AAAAXY releases are published in the following places: - - [GitHub Releases](https://github.com/divVerent/aaaaxy/releases) - - [Analytics](https://github.com/divVerent/aaaaxy/graphs/traffic) - - AppImage - - Primary copy on GitHub Releases; seems mirrored in lots of +- [GitHub Releases](https://github.com/divVerent/aaaaxy/releases) + - [Analytics](https://github.com/divVerent/aaaaxy/graphs/traffic) +- AppImage + - Primary copy on GitHub Releases; seems mirrored in lots of places. - - [Snap](https://snapcraft.io/aaaaxy) - - [Analytics](https://snapcraft.io/aaaaxy/metrics) - - [Flathub](https://flathub.org/apps/details/io.github.divverent.aaaaxy) - - [Analytics](https://klausenbusk.github.io/flathub-stats/#ref=io.github.divverent.aaaaxy&interval=infinity&downloadType=installs%2Bupdates) - - To see active users per release, run `sh - scripts/flathub-stats.sh`. - - [Itch](https://divverent.itch.io/aaaaxy) - - [Analytics](https://itch.io/game/summary/1199736) +- [Snap](https://snapcraft.io/aaaaxy) + - [Analytics](https://snapcraft.io/aaaaxy/metrics) +- [Flathub](https://flathub.org/apps/details/io.github.divverent.aaaaxy) + - [Analytics](https://klausenbusk.github.io/flathub-stats/#ref=io.github.divverent.aaaaxy&interval=infinity&downloadType=installs%2Bupdates) + - To see active users per release, run + `sh scripts/flathub-stats.sh`. +- [Itch](https://divverent.itch.io/aaaaxy) + - [Analytics](https://itch.io/game/summary/1199736) # Binaries -The official binary release is built using `sh -scripts/binary-release.sh`. This will also print instructions about +The official binary release is built using +`sh scripts/binary-release.sh`. This will also print instructions about releasing to AppImage, Snap, Flathub and Itch. # Versioning @@ -29,35 +29,35 @@ speedrunning leaderboards. Thus, the version components are incremented as follows: - - Level version must be incremented on changes that break most save +- Level version must be incremented on changes that break most save games in ways that are not easy to "repair". - - In particular removing or renaming checkpoint internal names + - In particular removing or renaming checkpoint internal names causes this; the game will not start if the current checkpoint is not on the map. - - However, changing a checkpoint's "text" property is OK and does + - However, changing a checkpoint's "text" property is OK and does not require a level version bump. - - Generally such changes are strongly discouraged. - - This also requires bumping the major version. Set the level + - Generally such changes are strongly discouraged. + - This also requires bumping the major version. Set the level version to the new major version then. - - Major version must be incremented on changes that likely break +- Major version must be incremented on changes that likely break existing speedruns. - - In particular, slowing down a section required for any speedrun + - In particular, slowing down a section required for any speedrun categories, including 100%, requires a major version bump. - - Exception: when some major cheese (grossly unintended skip) is + - Exception: when some major cheese (grossly unintended skip) is fixed, a minor version bump is sufficient. - - Exception: slowing down "All Secrets" speedruns only requires a + - Exception: slowing down "All Secrets" speedruns only requires a minor version bump. - - Minor version must be incremented on changes that likely add faster +- Minor version must be incremented on changes that likely add faster speedruns. - - In particular, simplifying a section or making it optional + - In particular, simplifying a section or making it optional requires a minor version bump. - - Incrementing is also permissible for other "interesting" + - Incrementing is also permissible for other "interesting" changes. - - Patch level must be incremented in any other case. - - We use `*-alpha.*` pre-release sub-versions whenever major or minor +- Patch level must be incremented in any other case. +- We use `*-alpha.*` pre-release sub-versions whenever major or minor have been bumped; this only gets turned into a real new `..0` version when actually releasing. - - When patch level is bumped, switching to a pre-release version + - When patch level is bumped, switching to a pre-release version is not necessary. Note that I say “likely”; if a section is not required for @@ -79,9 +79,9 @@ needs not be released as a binary. The Windows scheme differs a little from semantic versioning by using a `major.minor.revision.buildnumber` scheme. We convert as follows: - - `major` maps to `major`. - - `minor` maps to `minor`. - - `patch` maps to `revision+N` where N is `0` for alpha, `10000` for +- `major` maps to `major`. +- `minor` maps to `minor`. +- `patch` maps to `revision+N` where N is `0` for alpha, `10000` for beta, `20000` for rc and `30000` for finished versions. - - `buildnumber` is always the total number of commits in the +- `buildnumber` is always the total number of commits in the repository. diff --git a/third_party/SDL_GameControllerDB/COPYRIGHT.md b/third_party/SDL_GameControllerDB/COPYRIGHT.md index aca716ee3..4ea4c01c0 100644 --- a/third_party/SDL_GameControllerDB/COPYRIGHT.md +++ b/third_party/SDL_GameControllerDB/COPYRIGHT.md @@ -1,6 +1,6 @@ Copyright information: - - Origin: - - Author: gabomdq and the SDL community - - License: zlib +- Origin: +- Author: gabomdq and the SDL community +- License: zlib ()