fix typos

This commit is contained in:
Liu Peng
2020-03-23 23:51:52 +08:00
parent ecdadeefe6
commit 276c7a19d5
3 changed files with 10 additions and 5 deletions

View File

@ -5,7 +5,7 @@
- Check if chidren are loaded before rendering on ComposedComponent (thanks @wenxiangjiang)
- Amend type for width and height properties on Animation.sequenced (thanks @wenxiangjiang)
- Fixing Tapable position checking
- Support line feed when create animation from a single image source
- Support line feed when create animation from a single image source (thanks @wenxiangjiang)
## 0.18.1
- Expose stepTime paramter from the Animation class to the animation component

View File

@ -22,9 +22,14 @@ class MyGame extends BaseGame {
textureWidth: 48, textureHeight: 48, stepTime: 0.15);
void addAnimation() {
final animationComponent = AnimationComponent.sequenced(291, 178, 'creture.png', 18,
amountPerRow: 10, textureWidth: 291, textureHeight: 178, stepTime: 0.15,
loop: false, destroyOnFinish: true);
final animationComponent = AnimationComponent.sequenced(
291, 178, 'creture.png', 18,
amountPerRow: 10,
textureWidth: 291,
textureHeight: 178,
stepTime: 0.15,
loop: false,
destroyOnFinish: true);
animationComponent.x = (size.width - 291) / 2;
animationComponent.y = 250;

View File

@ -55,7 +55,7 @@ class Animation {
///
/// From a single image source, it creates multiple sprites based on the parameters:
/// [amount]: how many sprites this animation is composed of
/// [amountPerRow]: If the sprites used to create a animation are not on the same row,
/// [amountPerRow]: If the sprites used to create an animation are not on the same row,
/// you can use this parameter to specify how many sprites per row.
/// For detailed, please refer to example at "/doc/examples/animations".
/// [textureX]: x position on the original image to start (defaults to 0)