Fix doc_markdown lints in examples (#3486)

#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `examples` folder.
This commit is contained in:
Michael Dorst 2021-12-29 17:25:34 +00:00
parent 601cc0cbe3
commit e6bce74220
10 changed files with 22 additions and 22 deletions

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@ -10,7 +10,7 @@ use rand::Rng;
const CAMERA_SPEED: f32 = 1000.0;
/// This example is for performance testing purposes.
/// See https://github.com/bevyengine/bevy/pull/1492
/// See <https://github.com/bevyengine/bevy/pull/1492>
fn main() {
App::new()
.add_plugin(LogDiagnosticsPlugin::default())

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@ -6,7 +6,7 @@ use bevy::prelude::*;
/// expensive).
/// Note that WGPU currently only supports 1 or 4 samples.
/// Ultimately we plan on supporting whatever is natively supported on a given device.
/// Check out this issue for more info: https://github.com/gfx-rs/wgpu/issues/1832
/// Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info.
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })

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@ -1,6 +1,6 @@
use bevy::{app::PluginGroupBuilder, prelude::*};
/// PluginGroups are a way to group sets of plugins that should be registered together.
/// [`PluginGroups`] are a way to group sets of plugins that should be registered together.
fn main() {
App::new()
// Two PluginGroups that are included with bevy are DefaultPlugins and MinimalPlugins

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@ -6,7 +6,7 @@ use futures_lite::future;
use rand::Rng;
use std::time::{Duration, Instant};
/// This example shows how to use the ECS and the AsyncComputeTaskPool
/// This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
/// to spawn, poll, and complete tasks across systems and system ticks.
fn main() {
App::new()
@ -43,7 +43,7 @@ fn add_assets(
/// This system generates tasks simulating computationally intensive
/// work that potentially spans multiple frames/ticks. A separate
/// system, handle_tasks, will poll the spawned tasks on subsequent
/// system, `handle_tasks`, will poll the spawned tasks on subsequent
/// frames/ticks, and use the results to spawn cubes
fn spawn_tasks(mut commands: Commands, thread_pool: Res<AsyncComputeTaskPool>) {
for x in 0..NUM_CUBES {
@ -72,7 +72,7 @@ fn spawn_tasks(mut commands: Commands, thread_pool: Res<AsyncComputeTaskPool>) {
/// This system queries for entities that have our Task<Transform> component. It polls the
/// tasks to see if they're complete. If the task is complete it takes the result, adds a
/// new PbrBundle of components to the entity using the result from the task's work, and
/// new [`PbrBundle`] of components to the entity using the result from the task's work, and
/// removes the task component from the entity.
fn handle_tasks(
mut commands: Commands,

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@ -25,10 +25,10 @@ use rand::random;
/// }
/// Resource: a shared global piece of data
/// Examples: asset_storage, events, system state
/// Examples: asset storage, events, system state
///
/// System: runs logic on entities, components, and resources
/// Examples: move_system, damage_system
/// Examples: move system, damage system
///
/// Now that you know a little bit about ECS, lets look at some Bevy code!
/// We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice.

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@ -1,7 +1,7 @@
use bevy::prelude::*;
/// This example illustrates how to use States to control transitioning from a Menu state to an
/// InGame state.
/// This example illustrates how to use [`States`] to control transitioning from a `Menu` state to
/// an `InGame` state.
fn main() {
App::new()
.add_plugins(DefaultPlugins)

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@ -1,6 +1,6 @@
use bevy::{ecs::system::SystemParam, prelude::*};
/// This example creates a SystemParam struct that counts the number of players
/// This example creates a [`SystemParam`] struct that counts the number of players
fn main() {
App::new()
.insert_resource(PlayerCount(0))
@ -14,7 +14,7 @@ pub struct Player;
#[derive(Component)]
pub struct PlayerCount(usize);
/// The SystemParam struct can contain any types that can also be included in a
/// The [`SystemParam`] struct can contain any types that can also be included in a
/// system function signature.
///
/// In this example, it includes a query and a mutable resource.
@ -37,7 +37,7 @@ fn spawn(mut commands: Commands) {
commands.spawn().insert(Player);
}
/// The SystemParam can be used directly in a system argument.
/// The [`SystemParam`] can be used directly in a system argument.
fn count_players(mut counter: PlayerCounter) {
counter.count();

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@ -1,11 +1,11 @@
use bevy::{app::AppExit, ecs::schedule::ShouldRun, prelude::*};
/// A [SystemLabel] can be applied as a label to systems and system sets,
/// A [`SystemLabel`] can be applied as a label to systems and system sets,
/// which can then be referred to from other systems.
/// This is useful in case a user wants to e.g. run _before_ or _after_
/// some label.
/// `Clone`, `Hash`, `Debug`, `PartialEq`, `Eq`, are all required to derive
/// [SystemLabel].
/// [`SystemLabel`].
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
struct Physics;
@ -16,7 +16,7 @@ struct PostPhysics;
#[derive(Default)]
struct Done(bool);
/// This is used to show that within a [SystemSet], individual systems can also
/// This is used to show that within a [`SystemSet`], individual systems can also
/// be labelled, allowing further fine tuning of run ordering.
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
pub enum PhysicsSystem {
@ -36,9 +36,9 @@ pub enum PhysicsSystem {
/// \--> exit
/// ```
///
/// The `Physics` label represents a [SystemSet] containing two systems.
/// The `Physics` label represents a [`SystemSet`] containing two systems.
/// This set's criteria is to stop after a second has elapsed.
/// The two systems (update_velocity, movement) runs in a specified order.
/// The two systems (`update_velocity`, `movement`) run in a specified order.
///
/// Another label `PostPhysics` uses run criteria to only run after `Physics` has finished.
/// This set's criteria is to run only when _not done_, as specified via a resource.
@ -128,7 +128,7 @@ fn is_done(done: Res<Done>) -> ShouldRun {
}
}
/// Used with [RunCritera::pipe], inverts the result of the
/// Used with [`RunCritera::pipe`], inverts the result of the
/// passed system.
fn inverse(input: In<ShouldRun>) -> ShouldRun {
match input.0 {

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@ -41,7 +41,7 @@ pub struct D {
/// By default, deriving with Reflect assumes the type is a "struct". You can tell reflect to treat
/// your type as a "value type" by using the `reflect_value` attribute instead of `reflect`. It is
/// generally a good idea to implement (and reflect) the PartialEq, Serialize, and Deserialize
/// generally a good idea to implement (and reflect) the `PartialEq`, `Serialize`, and `Deserialize`
/// traits on `reflect_value` types to ensure that these values behave as expected when nested
/// underneath Reflect-ed structs.
#[derive(Reflect, Copy, Clone, PartialEq, Serialize, Deserialize)]

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@ -1,8 +1,8 @@
use bevy::{prelude::*, text::FontAtlasSet};
// TODO: This is now broken. See #1243
/// This example illustrates how FontAtlases are populated. Bevy uses FontAtlases under the hood to
/// optimize text rendering.
/// This example illustrates how `FontAtlas`'s are populated. Bevy uses `FontAtlas`'s under the hood
/// to optimize text rendering.
fn main() {
App::new()
.init_resource::<State>()