diff --git a/bevy-workshop/src/basics/display.md b/bevy-workshop/src/basics/display.md
index 1b12a6c..4d8ddd1 100644
--- a/bevy-workshop/src/basics/display.md
+++ b/bevy-workshop/src/basics/display.md
@@ -35,9 +35,12 @@ fn display_level(mut commands: Commands) {
));
}
```
+
Don't forget to add the new `GamePlugin` to the app in the `main.rs` file.
+
+
## Tag Components
Helper component to query for specific entities.
diff --git a/bevy-workshop/src/basics/progress.md b/bevy-workshop/src/basics/progress.md
index 829e00d..22365e7 100644
--- a/bevy-workshop/src/basics/progress.md
+++ b/bevy-workshop/src/basics/progress.md
@@ -9,7 +9,7 @@
* reading the [`ButtonInput`](https://docs.rs/bevy/0.15.0-rc.2/bevy/input/struct.ButtonInput.html) resource
* for the input [`KeyCode`](https://docs.rs/bevy/0.15.0-rc.2/bevy/input/keyboard/enum.KeyCode.html)
* Writing more complex queries, and updating components
- * the [`With`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.With.html) query filter
+ * the [`With`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.With.html) and [`Without`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/prelude/struct.Without.html) query filters
* and using [`&mut`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/change_detection/struct.Mut.html) to query data mutably
## Going Further
diff --git a/bevy-workshop/src/intro/plugins.md b/bevy-workshop/src/intro/plugins.md
index acbe4e2..4a36c39 100644
--- a/bevy-workshop/src/intro/plugins.md
+++ b/bevy-workshop/src/intro/plugins.md
@@ -17,7 +17,7 @@ fn main() {
}))
.init_state::()
.enable_state_scoped_entities::()
- .add_plugins(splash::SplashPlugin)
+ .add_plugins(splash::SplashPlugin) // adding our new plugin
.run();
}
diff --git a/bevy-workshop/src/intro/systems.md b/bevy-workshop/src/intro/systems.md
index 1ffd0d8..4adefa8 100644
--- a/bevy-workshop/src/intro/systems.md
+++ b/bevy-workshop/src/intro/systems.md
@@ -15,6 +15,7 @@ fn main() {
}),
..default()
}))
+ // adding a system executed once on startup
.add_systems(Startup, display_title)
.run();
}
diff --git a/bevy-workshop/src/intro/updating.md b/bevy-workshop/src/intro/updating.md
index bd85478..a3c1242 100644
--- a/bevy-workshop/src/intro/updating.md
+++ b/bevy-workshop/src/intro/updating.md
@@ -68,12 +68,18 @@ fn remove_title(
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).
+Here we're adding a resource `SplashScreenTimer` that will just hold a `Timer`.
+
## Queries
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).
+In the `remove_title` system, we're using a `Query` that only request access to the [`Entity`](https://docs.rs/bevy/0.15.0-rc.2/bevy/ecs/entity/struct.Entity.html), filtering on the component [`Node`](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/struct.Node.html) which is a basic component shared between all elements in the UI.
+
## Mutable VS Immutable Access
-The `remove_title` example access two resources, `Time` in a non mutable way, and `SplashScreenTimer` in a mutable way.
+The `remove_title` system accesses two resources:
+* [`Time`](https://docs.rs/bevy/0.15.0-rc.2/bevy/prelude/struct.Time.html), provided by Bevy, in a immutable way
+* `SplashScreenTimer`, our custom resource, in a mutable way; The timer in this resource will be ticked, so we need to be able to modify it
As the world continue to hold ownership of data, systems have access to references. Only one system accessing a given part of the world mutably can run at a single time. Systems that access different part mutable, or the same part immutably can run in parallel.