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Addressed feedback from AristurtleDev
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articles/tutorials/building_2d_games/20_implementing_ui_with_gum/index.md

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@@ -400,7 +400,7 @@ The following is a breakdown of this initialization process:
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1. **Basic Initialization**: `GumService.Default.Initialize(this, DefaultVisualsVersion.V2)` sets up the Gum system with our game instance. This is required for any gum project. The second parameter specifies the default visual styling. V2 is the latest version which makes it easy to style the default controls.
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> [!NOTE]
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> We only need to pass our [**Game**](xref:Microsoft.Xna.Framework.Game) instance and the visuals version since we are using Gum as a code-first approach. Gum also offers a visual editor that creates Gum project files. When using the editor, you will need to also pass the Gum Project file to `Initialize`.
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> We only need to pass our [**Game**](xref:Microsoft.Xna.Framework.Game) instance and the visuals version since we are using Gum as a code-first approach. Gum also offers a visual editor that creates Gum project files. When using the editor, you will need to also pass the Gum Project file to `Initialize`. For more information on how to use the Gum visual editor, see the [Gum Project Forms Tutorial](https://docs.flatredball.com/gum/code/monogame/tutorials/gum-project-forms-tutorial).
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2. **Content Loading**: Gum needs to be made aware of which content manager to use to load assets through the content pipeline. By setting `GumService.Default.ContentLoader.XnaContentManager = Core.Content`, we tell Gum to use our game's content manager when loading assets. By using the game's existing content manager, Gum also gets the benefit of the caching that the content manager performs when loading assets.
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3. **Input Configuration**:

articles/tutorials/building_2d_games/21_customizing_gum_ui/index.md

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Our first custom component is an `AnimatedButton` that inherits from Gum's base `Button` class. This button uses the game's existing texture atlas for its visual appearance and animates when focused.
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By default all Gum components provide a Visual property which can be casted to a type specific to the particular control. By convention the visual type is named the same as the component with the word `Visual` appened. For example, we will be casting the AnimatedButton's Visual property to `ButtonVisual` to access button-specific properties.
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By default all Gum components provide a Visual property which can be cast to a type specific to the particular control. By convention the visual type is named the same as the component with the word `Visual` appened. For example, we will be casting the AnimatedButton's Visual property to `ButtonVisual` to access button-specific properties.
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This new `AnimatedButton` class casts the Visual property to `ButtonVisual` and modifies the button-specific properties such as background and text.
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#### ButtonVisual
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As mentioned earlier, we first access the Visual object and cast it to a ButtonVisual. Doing so gives us access to button-specific proerpties including individual elements (such as the text and background visuals) as well as the states that are applied when the button is hovered or pressed.
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As mentioned earlier, we first access the `Visual` object and cast it to a `ButtonVisual`. Doing so gives us access to button-specific properties including individual elements (such as the text and background visuals) as well as the states that are applied when the button is hovered or pressed.
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We can modify the Visual to give it the appropriate size.
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