chore(examples): rename hello_sound to simple_audio and fix the links in the README

This commit is contained in:
lisk77 2025-11-27 11:52:07 +01:00
parent bc9ea50264
commit c0ce4e60ee
2 changed files with 9 additions and 7 deletions

View file

@ -7,9 +7,11 @@ Simply run
cargo run --example <example_name> cargo run --example <example_name>
``` ```
| Example | Description | | Example | Description |
|------------------------------------|----------------------------------------------------------------------------------------| |-------------------------------------------|----------------------------------------------------------------------------------------|
| [hello_world](hello_world) | A simple boilerplate example to show how to properly start creating a Comet App. | | [hello_world](hello_world.rs) | A simple boilerplate example to show how to properly start creating a Comet App. |
| [textured_entity](textured_entity) | This covers the basics on how to create a camera and your first entity with a texture. | | [textured_entity](textured_entity.rs) | This covers the basics on how to create a camera and your first entity with a texture. |
| [simple_move_2d](simple_move_2d) | A simple demonstration of a hypothetical movement system in 2D. | | [simple_move_2d](simple_move_2d.rs) | A simple demonstration of a hypothetical movement system in 2D. |
| [simple_text](simple_text) | A simple demonstration of how to write some text in Comet. | | [simple_text](simple_text.rs) | A simple demonstration of how to write some text in Comet. |
| [simple_audio](simple_audio.rs) | A simple demonstration of how to use the audio system in Comet. |
| [prefabs](prefabs.rs) | Shows how to register and spawn prefabbed entities. |

View file

@ -19,7 +19,7 @@ fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
fn main() { fn main() {
App::new() App::new()
.with_title("Comet Audio Example") .with_title("Comet Sound Example")
// This can be used to add your own sound engine to the engine // This can be used to add your own sound engine to the engine
.with_audio(Box::new(comet_sound::KiraAudio::new())) // to .with_audio(Box::new(comet_sound::KiraAudio::new())) // to
.run::<Renderer2D>(setup, update); .run::<Renderer2D>(setup, update);