From a6cd3695313a2cdab304ee996fa9c05a40f6e566 Mon Sep 17 00:00:00 2001 From: Christopher Whitley <103014489+AristurtleDev@users.noreply.github.com> Date: Fri, 11 Jul 2025 13:11:26 -0400 Subject: [PATCH] Fix formatting of Tip Admonition --- .../building_2d_games/12_collision_detection/index.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/articles/tutorials/building_2d_games/12_collision_detection/index.md b/articles/tutorials/building_2d_games/12_collision_detection/index.md index 0b1dfeee..bbb983cb 100644 --- a/articles/tutorials/building_2d_games/12_collision_detection/index.md +++ b/articles/tutorials/building_2d_games/12_collision_detection/index.md @@ -192,7 +192,8 @@ For example, if we had a ball moving around the screen and wanted it to bounce o [!code-csharp[](./snippets/bounce_example.cs)] -> [!TIP] > [**Vector2.UnitX**](xref:Microsoft.Xna.Framework.Vector2.UnitX) is $(1, 0)$ and [**Vector2.UnitY**](xref:Microsoft.Xna.Framework.Vector2.UnitY) is $(0, 1)$. We use these to get the screen edge normal since the edges of the screen are not at an angle. For more complex surfaces, you would need to calculate the appropriate normal vector based on the surface angle. +> [!TIP] +> [**Vector2.UnitX**](xref:Microsoft.Xna.Framework.Vector2.UnitX) is $(1, 0)$ and [**Vector2.UnitY**](xref:Microsoft.Xna.Framework.Vector2.UnitY) is $(0, 1)$. We use these to get the screen edge normal since the edges of the screen are not at an angle. For more complex surfaces, you would need to calculate the appropriate normal vector based on the surface angle. ### Optimizing Collision Performance