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authorEskil Abrahamsen Blomfeldt <eblomfel@trolltech.com>2009-05-18 12:24:58 (GMT)
committerEskil Abrahamsen Blomfeldt <eblomfel@trolltech.com>2009-05-18 12:24:58 (GMT)
commit3d99537a86144b8f22ef10891ba6cc55820b987a (patch)
tree05a6152955ea92f3c8226958f5ac66f52f0313d1 /doc/src/examples/stickman.qdoc
parentc11b50366069b9c5a0daa74dc3511d91ceafe564 (diff)
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doc: Minor fixes + update UML diagrams for stick man example
Using StarUML this time, since there were "unregistered version" watermarks on the Enterprise Architect ones. Not as nice, but it's impossible to find a free UML tool which produces nice diagrams.
Diffstat (limited to 'doc/src/examples/stickman.qdoc')
-rw-r--r--doc/src/examples/stickman.qdoc8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/src/examples/stickman.qdoc b/doc/src/examples/stickman.qdoc
index 0313c81..49f4953 100644
--- a/doc/src/examples/stickman.qdoc
+++ b/doc/src/examples/stickman.qdoc
@@ -56,7 +56,7 @@
represents a frame in the animation by setting the position of each joint in the stickman's
skeleton to the positions defined for the particular frame. The frames are then bound together
with animated transitions that trigger on the source state's polished() signal. Thus, the
- machine will enter the state representing the next state in the animation immediately after it
+ machine will enter the state representing the next frame in the animation immediately after it
has finished animating into the previous frame.
\image stickman-example1.png
@@ -74,7 +74,7 @@
The last frame state is given a transition to the first one, so that the animation will loop
until it is interrupted when a transition out from the animation state is taken. To get smooth
animations between the different key frames, we set a default animation on the state machine.
- This is a parallel animation group which contain animations for all the "position" properties
+ This is a parallel animation group which contains animations for all the "position" properties
and will be selected by default when taking any transition that leads into a state that assigns
values to these properties.
@@ -91,12 +91,12 @@
applying the default animation when interrupting one and starting another.
Finally, there is a transition out from the "alive" state and into the "dead" state. This is
- a custom transition type called LightningStrikesTransition which samples every second and
+ a custom transition type called LightningSrikesTransition which samples every second and
triggers at random (one out of fifty times on average.)
\snippet examples/animation/stickman/lifecycle.cpp 4
- When it triggers, the machine will first enter a "lightningStrike" state which uses a timer to
+ When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
pause for a brief period of time while the background color of the scene is white. This gives us
a flash effect when the lightning strikes.