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update link to use latest on docs.rs
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@ -69,7 +69,7 @@ const BALL: &Tag = GRAPHICS.tags().get("Ball");
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This uses the `include_aseprite` macro to include the sprites in the given aseprite file.
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This uses the `include_aseprite` macro to include the sprites in the given aseprite file.
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Now, let's put this on screen by firstly creating the object manager and then creating an object, this will also involve the creation of the main entry function using the `entry` macro.
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Now, let's put this on screen by firstly creating the object manager and then creating an object, this will also involve the creation of the main entry function using the `entry` macro.
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The signature of this function takes the `Gba` struct and has the never return type, this means Rust will enforce that this function never returns, for now we will achieve this using a busy loop.
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The signature of this function takes the `Gba` struct and has the never return type, this means Rust will enforce that this function never returns, for now we will achieve this using a busy loop.
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Using the `Gba` struct we get the [`ObjectController` struct](https://docs.rs/agb/0.10.0/agb/display/object/struct.ObjectController.html) which manages loading and unloading sprites and objects.
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Using the `Gba` struct we get the [`ObjectController` struct](https://docs.rs/agb/latest/agb/display/object/struct.ObjectController.html) which manages loading and unloading sprites and objects.
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```rust
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```rust
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#[agb::entry]
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#[agb::entry]
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