From 93eda4eb1c5fcc5e6f2bdb0d1da0b56a0ab4215f Mon Sep 17 00:00:00 2001 From: nodeppo <189591363+nodeppo@users.noreply.github.com> Date: Tue, 14 Jan 2025 18:01:27 +0100 Subject: [PATCH] Games: Be consistent with code highlights (#37637) --- .../index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/files/en-us/games/techniques/tilemaps/square_tilemaps_implementation_colon__scrolling_maps/index.md b/files/en-us/games/techniques/tilemaps/square_tilemaps_implementation_colon__scrolling_maps/index.md index ddbee59cf44ac30..f4e19f9d4010054 100644 --- a/files/en-us/games/techniques/tilemaps/square_tilemaps_implementation_colon__scrolling_maps/index.md +++ b/files/en-us/games/techniques/tilemaps/square_tilemaps_implementation_colon__scrolling_maps/index.md @@ -19,7 +19,7 @@ Regardless of the type of camera, we would always need information regarding its - `x` and `y`: The current position of the camera. In this implementation, we are assuming that `(x,y)` points to the top left corner of visible portion of the map. - `width` and `height`: The size of the camera's viewport. -- `maxX` and `maxY`: The limit for the camera's position — The lower limit will nearly always be (0,0), and in this case the upper limit is equal to the size of the world minus the size of the camera's viewport. +- `maxX` and `maxY`: The limit for the camera's position — The lower limit will nearly always be `(0,0)`, and in this case the upper limit is equal to the size of the world minus the size of the camera's viewport. ## Rendering the map