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update version linked to in docs
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mockersf committed Oct 29, 2024
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2 changes: 1 addition & 1 deletion bevy-workshop/src/basics/exercises1.md
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Expand Up @@ -17,7 +17,7 @@ It should be flipped when changing direction.
There are two sprites available in the spritesheet to display an animation when walking.

Tips:
* The [`Sprite` component](https://docs.rs/bevy/0.15.0-rc.1/bevy/prelude/struct.Sprite.html) has a `flip_x` field
* The [`Sprite` component](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/struct.Sprite.html) has a `flip_x` field
* You can use a local step counter (adding a parameter `mut steps: Local<u32>`) in system `control_player` and changing every 10 steps if the player is moving
* The `Sprite` component has a `texture_atlas` field that can be used to change the index

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12 changes: 6 additions & 6 deletions bevy-workshop/src/basics/progress.md
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Expand Up @@ -3,14 +3,14 @@
## What You've learned

* Loading sprites and displaying them
* [the `AssetServer::load` function](https://docs.rs/bevy/0.15.0-rc.1/bevy/asset/struct.AssetServer.html#method.load)
* [the `Sprite` component](https://docs.rs/bevy/0.15.0-rc.1/bevy/prelude/struct.Sprite.html)
* [the `AssetServer::load` function](https://docs.rs/bevy/0.15.0-rc.2/bevy/asset/struct.AssetServer.html#method.load)
* [the `Sprite` component](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/struct.Sprite.html)
* Handling user input
* [`ButtonInput<T>`](https://docs.rs/bevy/0.15.0-rc.1/bevy/input/struct.ButtonInput.html)
* [`KeyCode`](https://docs.rs/bevy/0.15.0-rc.1/bevy/input/keyboard/enum.KeyCode.html)
* [`ButtonInput<T>`](https://docs.rs/bevy/0.15.0-rc.2/bevy/input/struct.ButtonInput.html)
* [`KeyCode`](https://docs.rs/bevy/0.15.0-rc.2/bevy/input/keyboard/enum.KeyCode.html)
* Writing more complex queries, and updating components
* [`With` query filter](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/struct.With.html)
* [`&mut` to query data mutably](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/change_detection/struct.Mut.html)
* [`With` query filter](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.With.html)
* [`&mut` to query data mutably](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/change_detection/struct.Mut.html)

## Going Further

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24 changes: 12 additions & 12 deletions bevy-workshop/src/intro/progress.md
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Expand Up @@ -3,19 +3,19 @@
## What You've learned

* Application creation and adding Bevy default plugins
* [the `App` struct](https://docs.rs/bevy/0.15.0-rc.1/bevy/app/struct.App.html)
* [the `DefaultPlugins`](https://docs.rs/bevy/0.15.0-rc.1/bevy/struct.DefaultPlugins.html)
* [the `App` struct](https://docs.rs/bevy/0.15.0-rc.2/bevy/app/struct.App.html)
* [the `DefaultPlugins`](https://docs.rs/bevy/0.15.0-rc.2/bevy/struct.DefaultPlugins.html)
* Schedules and adding systems
* [`Schedule`](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/struct.Schedule.html)
* [List of schedules](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/schedule/trait.ScheduleLabel.html#implementors)
* [`App::add_systems`](https://docs.rs/bevy/0.15.0-rc.1/bevy/app/struct.App.html#method.add_systems)
* [`Schedule`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.Schedule.html)
* [List of schedules](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/schedule/trait.ScheduleLabel.html#implementors)
* [`App::add_systems`](https://docs.rs/bevy/0.15.0-rc.2/bevy/app/struct.App.html#method.add_systems)
* Basic use of commands and queries
* [the `Commands` queue](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/struct.Commands.html)
* [List of commands](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/trait.Command.html#implementors)
* [`Query`](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/struct.Query.html)
* [the `Commands` queue](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.Commands.html)
* [List of commands](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/trait.Command.html#implementors)
* [`Query`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.Query.html)
* States, and running system only on a state or during state transition
* [the `States` trait](https://docs.rs/bevy/0.15.0-rc.1/bevy/prelude/trait.States.html)
* [`OnEnter` state transition](https://docs.rs/bevy/0.15.0-rc.1/bevy/state/prelude/struct.OnEnter.html)
* [`NextState` resource](https://docs.rs/bevy/0.15.0-rc.1/bevy/prelude/enum.NextState.html)
* [the `States` trait](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/trait.States.html)
* [`OnEnter` state transition](https://docs.rs/bevy/0.15.0-rc.2/bevy/state/prelude/struct.OnEnter.html)
* [`NextState` resource](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/enum.NextState.html)
* Code organization with plugins
* [the `Plugin` trait](https://docs.rs/bevy/0.15.0-rc.1/bevy/app/trait.Plugin.html)
* [the `Plugin` trait](https://docs.rs/bevy/0.15.0-rc.2/bevy/app/trait.Plugin.html)
2 changes: 1 addition & 1 deletion bevy-workshop/src/intro/systems.md
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Expand Up @@ -57,7 +57,7 @@ Systems in the `Update` schedule are executed every frame. When using vsync, thi

## Systems

Systems are any function that takes (up to 16) parameters that are [`SystemParam`](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/system/trait.SystemParam.html). They are provided at runtime through dependency injection based on their type.
Systems are any function that takes (up to 16) parameters that are [`SystemParam`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/system/trait.SystemParam.html). They are provided at runtime through dependency injection based on their type.

If you want more details on how this works, you can find them here: [Dependency Injection like Bevy Engine from Scratch](https://promethia-27.github.io/dependency_injection_like_bevy_from_scratch/introductions.html)

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4 changes: 2 additions & 2 deletions bevy-workshop/src/intro/updating.md
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Expand Up @@ -66,11 +66,11 @@ fn remove_title(

## Resources

Used to store singleton in the world, based on their type. See [`Resource`](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/trait.Resource.html).
Used to store singleton in the world, based on their type. See [`Resource`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/trait.Resource.html).

## Queries

Used to access entities and their components in the world. Can be filtered. See [`Query`](https://docs.rs/bevy/0.15.0-rc.1/bevy/ecs/prelude/struct.Query.html).
Used to access entities and their components in the world. Can be filtered. See [`Query`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.Query.html).

## Mutable VS Immutable Access

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