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Clean up cross-referencing links
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arcade/sprite_list/sprite_list.py

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@@ -56,25 +56,27 @@ class SpriteList(Generic[SpriteType]):
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SpriteList supports batch operations on sprites, especially drawing
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:py:meth:`.SpriteList.draw` is the best way to draw sprites. See
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:ref:`pg_spritelists_why` for more information on why.
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:ref:`pg_spritelists_why` for an explanation of why.
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Experienced developers may also want to see :ref:`pg_spritelists_advanced`.
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:param bool use_spatial_hash: Set this to ``True`` for
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:ref:`faster collision checking & slower changes <pg_spritelists_spatial_hashing>`
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:param int spatial_hash_cell_size: The cell size of the spatial hash
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in pixels, if enabled (default: 128).
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:param TextureAtlas atlas: :ref:`Override the default/global atlas <pg_spritelist_lazy_spritelists>`
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:param int spatial_hash_cell_size: The cell size of the internal
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:ref:`spatial hash <pg_spritelists_spatial_hashing>` in
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pixels, if enabled (default: 128).
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:param TextureAtlas atlas: :ref:`Override the default/global atlas <pg_spritelist_texture_atlases>`
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for this SpriteList.
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:param int capacity: The initial capacity of the internal
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buffer. The default of 100 is usually ok, but you can change
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it when you know a list will be much larger or smaller.
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:param bool lazy: Set this to True to delay creating OpenGL
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resources until the 1st draw or :py:meth:`~.SpriteList.initialize`
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is called. See the :ref:`Programming Guide <pg_spritelist_lazy_spritelists>`
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for more information on when & how to use this.
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:param bool visible: When this is False, calling draw on this list
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will do nothing.
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:param bool lazy: Set this to ``True`` to delay creating OpenGL
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resources until forced to. Use :py:meth:`~.SpriteList.initialize`
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to manually create them. See the :ref:`pg_spritelist_lazy_spritelists`
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for more information.
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:param bool visible: When ``False``, calling :py:meth:`.SpriteList.draw`
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on this list will do nothing until :py:attr:`SpriteList.visible`
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is set to ``True``.
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"""
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def __init__(
@@ -1056,12 +1058,12 @@ def draw(self, *, filter: Optional[int] = None, pixelated: bool = False, blend_f
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"""
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Draw this SpriteList into the current OpenGL context.
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By default, SpriteLists draw starting from their lowest index
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toward their highest.
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If :py:attr:`.SpriteList.visible` is ``False``, this method
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has no effect. Otherwise, contained :py:class:`~arcade.Sprite` instances
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will be drawn from the lowest index to the highest.
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For the best results when using pixel art, use
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``pixelated=True`` and follow the advice of the
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:ref:`Programming Guide's article on edge artifacts <edge_artifacts>`.
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When using pixel art, use ``pixelated=True`` and follow the advice of the
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:ref:`guide on eliminating edge artifacts <edge_artifacts>`.
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:param filter: Set a custom OpenGL filter, such as ``gl.GL_NEAREST``
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to avoid smoothing.

doc/programming_guide/spritelists.rst

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@@ -279,8 +279,8 @@ You can delay creating the OpenGL resources for a
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The SpriteList won't create the OpenGL resources until forced to
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by one of the following:
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1. The first :py:meth:`~arcade.SpriteList.draw` call on the SpriteList
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2. Its :py:meth:`~arcade.SpriteList.initialize` method is called
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1. The first :py:meth:`SpriteList.draw() <arcade.SpriteList.draw>` call on it
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2. :py:meth:`SpriteList.draw() <arcade.SpriteList.initialize>`
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3. GPU-backed collisions, if enabled
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This behavior is most useful in the following cases:

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