chore: Fix some spelling errors (#2146)

This commit is contained in:
Pasha Stetsenko
2022-11-05 04:17:48 -07:00
committed by GitHub
parent 2a3b8998bf
commit 4bf9563013
18 changed files with 174 additions and 78 deletions

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@ -1,39 +1,14 @@
backtick Artboard
backticks Aseprite
blockquote Audioplayers
broadphase Dashbook
conformant Fireslime
dartdoc Kinect
dartdocs Klingsbo
dashbook Lukas
discoverability Nakama
fireslime Patreon
flippable Tilemap
hitbox padracing
linkcheck spydon
LTRBR trex
LTWH
markdownlint
platformer
positionable
prerendered
pressable
proxying
pubspec
raycast
raytracing
refactor
refactoring
refactorings
renderable
socio
Strikethrough
stylesheet
sublists
throstle
typedef
typedefs
toctree
toctrees
vsync
WASD

103
.github/.cspell/gamedev_dictionary.txt vendored Normal file
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@ -0,0 +1,103 @@
AHSL
AHSV
ARGB
Bezier
Euclidian
LTRB
LTRBR
LTWH
NPC
NPCs
RGBA
RGBO
WASD
WBMP
WebP
abelian
ambiguate
antialiasing
autofocus
backpressure
backtick
backticks
bitfield
blockquote
bloodlust
broadphase
collidable
composability
conformant
dartdoc
dartdocs
deduplication
deletable
discoverability
draggable
flippable
fullscreen
gamepad
gamepads
gameplay
gapless
glyph
grayscale
highscore
hitbox
hitboxes
hoverable
janky
lexer
microtask
mixin
mixins
monospace
multitap
mutator
mutators
overmind
overridable
pathfinding
performant
platformer
polyline
positionable
postmultiply
preload
preorder
prerendered
pressable
proxying
pubdev
pubspec
queryable
raycast
raytracing
rebalance
refactor
refactoring
refactorings
reimplement
reimplemented
renderable
respawn
respawned
rrect
scos
socio
spritesheet
ssin
strikethrough
stylesheet
subfolder
subfolders
sublists
tappable
toolset
typedef
typedefs
unfollow
unmount
unproject
viewport
viewports
vsync

4
.github/.cspell/sphinx_dictionary.txt vendored Normal file
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@ -0,0 +1,4 @@
linkcheck
markdownlint
toctree
toctrees

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@ -1,6 +1,6 @@
--- ---
name: Bug report. name: Bug report.
about: You are creating a Game with Flame but you are noticing some strange behaviour, that it throws an unexpected exception, or that it is not working according to the specifications. about: You are creating a Game with Flame but you are noticing some strange behavior, that it throws an unexpected exception, or that it is not working according to the specifications.
title: '' title: ''
labels: 'bug' labels: 'bug'
assignees: '' assignees: ''
@ -10,11 +10,11 @@ assignees: ''
<!-- When reporting a bug, please read this complete template and fill all the questions in order to get a better response --> <!-- When reporting a bug, please read this complete template and fill all the questions in order to get a better response -->
# Current bug behaviour # Current bug behavior
<!-- What is the current behaviour that you see? --> <!-- What is the current behavior that you see? -->
# Expected behaviour # Expected behavior
<!-- What behaviour did you expect? --> <!-- What behavior did you expect? -->
# Steps to reproduce # Steps to reproduce
<!-- This one is very important, please be very precise in how we can reproduce this bug --> <!-- This one is very important, please be very precise in how we can reproduce this bug -->

18
.github/cspell.json vendored
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@ -4,7 +4,13 @@
"flagWords": [], "flagWords": [],
"ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"], "ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"],
"ignoreRegExpList": ["@\\w+", "\\$\\w+", "\\{\\w+", "\\`\\w+", "\\:\\w+", "\\/\\w+", "\\#\\w+"], "ignoreRegExpList": ["@\\w+", "\\$\\w+", "\\{\\w+", "\\`\\w+", "\\:\\w+", "\\/\\w+", "\\#\\w+"],
"dictionaries": ["en_US", "softwareTerms","flame_dictionary"], "dictionaries": [
"en_US",
"softwareTerms",
"flame_dictionary",
"gamedev_dictionary",
"sphinx_dictionary"
],
"languageSettings": [ "languageSettings": [
{ {
"languageId": "markdown", "languageId": "markdown",
@ -18,6 +24,16 @@
"name": "flame_dictionary", "name": "flame_dictionary",
"path": "./.cspell/flame_dictionary.txt", "path": "./.cspell/flame_dictionary.txt",
"addWords": true "addWords": true
},
{
"name": "gamedev_dictionary",
"path": "./.cspell/gamedev_dictionary.txt",
"addWords": true
},
{
"name": "sphinx_dictionary",
"path": "./.cspell/sphinx_dictionary.txt",
"addWords": true
} }
] ]
} }

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@ -87,9 +87,8 @@ anywhere they need, and then load it into Flame's classes.
Here are some suggestions for http client packages: Here are some suggestions for http client packages:
- [http](https://pub.dev/packages/http): A simple pacakage for perfoming http requests. - [http](https://pub.dev/packages/http): A simple package for performing http requests.
- [Dio](https://pub.dev/packages/dio): A popular and powerful package for perfoming http requests. - [Dio](https://pub.dev/packages/dio): A popular and powerful package for performing http requests.
[awesome flame [awesome flame
repository](https://github.com/flame-engine/awesome-flame#user-content-articles--tutorials) repository](https://github.com/flame-engine/awesome-flame#user-content-articles--tutorials)

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@ -17,7 +17,7 @@ when for example two `PositionComponent`s have intersecting hitboxes.
Do note that the built-in collision detection system does not take collisions between two hitboxes Do note that the built-in collision detection system does not take collisions between two hitboxes
that overshoot each other into account, this could happen when they either move very fast or that overshoot each other into account, this could happen when they either move very fast or
`update` being called with a large delta time (for example if your app is not in the foreground). `update` being called with a large delta time (for example if your app is not in the foreground).
This behaviour is called tunneling, if you want to read more about it. This behavior is called tunneling, if you want to read more about it.
Also note that the collision detection system has a limitation that makes it not work properly if Also note that the collision detection system has a limitation that makes it not work properly if
you have certain types of combinations of flips and scales of the ancestors of the hitboxes. you have certain types of combinations of flips and scales of the ancestors of the hitboxes.
@ -417,7 +417,7 @@ class MyGame extends FlameGame with HasCollisionDetection {
} }
``` ```
In this example we would send out 100 rays from (200, 200) uniformingly spread in all directions. In this example we would send out 100 rays from (200, 200) uniformly spread in all directions.
If you want to limit the directions you can use the `startAngle` and the `sweepAngle` arguments. If you want to limit the directions you can use the `startAngle` and the `sweepAngle` arguments.
Where the `startAngle` (counting from straight up) is where the rays will start and then the rays Where the `startAngle` (counting from straight up) is where the rays will start and then the rays

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@ -309,8 +309,8 @@ want them to respect the `Camera` and the `Viewport`. But quite often you want f
and text to always show on the screen, no matter if you move the camera, then you want to use and text to always show on the screen, no matter if you move the camera, then you want to use
`PositionType.viewport`. In some rare cases you want to use `PositionType.widget` to position `PositionType.viewport`. In some rare cases you want to use `PositionType.widget` to position
your widgets, when you don't want the component to respect the camera nor the viewport; this could your widgets, when you don't want the component to respect the camera nor the viewport; this could
for example be for controls or joysticks that would be unergonomic to use if they had to stay within for example be for controls or joysticks that would not be ergonomic to use if they had to stay
the viewport. within the viewport.
Do note that this setting is only respected if the component is added directly to the root Do note that this setting is only respected if the component is added directly to the root
`FlameGame` and not as a child component of another component. `FlameGame` and not as a child component of another component.

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@ -140,8 +140,7 @@ On each render loop the `BaseSystem` will prepare your canvas the same way the `
from FCS would (translating, rotating and setting the anchor. After that it will call the from FCS would (translating, rotating and setting the anchor. After that it will call the
`renderEntity` method so you can add your own render logic for that entity on a prepared canvas. `renderEntity` method so you can add your own render logic for that entity on a prepared canvas.
The following components will be checked by `BaseSystem` for the prepartion of the The following components will be checked by `BaseSystem` for the preparation of the canvas:
canvas:
- `PositionComponent` (required) - `PositionComponent` (required)
- `SizeComponent` (required) - `SizeComponent` (required)

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@ -259,19 +259,19 @@ class ParticlesExample extends FlameGame {
} }
/// Particle which is used in example below /// Particle which is used in example below
Particle? reusablePatricle; Particle? reusableParticle;
/// A burst of white circles which actually using a single circle /// A burst of white circles which actually using a single circle
/// as a form of optimization. Look for reusing parts of particle effects /// as a form of optimization. Look for reusing parts of particle effects
/// whenever possible, as there are limits which are relatively easy to reach. /// whenever possible, as there are limits which are relatively easy to reach.
Particle reuseParticles() { Particle reuseParticles() {
reusablePatricle ??= circle(); reusableParticle ??= circle();
return Particle.generate( return Particle.generate(
generator: (i) => MovingParticle( generator: (i) => MovingParticle(
curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1), curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1),
to: randomCellVector2()..scale(.5), to: randomCellVector2()..scale(.5),
child: reusablePatricle!, child: reusableParticle!,
), ),
); );
} }

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@ -552,7 +552,7 @@
- `Camera.apply` is done with matrix transformations - `Camera.apply` is done with matrix transformations
- `Camera` zooming is taking current `relativeOffset` into account - `Camera` zooming is taking current `relativeOffset` into account
- Fix gestures for when `isHud = true` and `Camera` is modified - Fix gestures for when `isHud = true` and `Camera` is modified
- Fix `Camera` zoom behaviour with offset/anchor - Fix `Camera` zoom behavior with offset/anchor
## [1.0.0-releasecandidate.11] ## [1.0.0-releasecandidate.11]
- Replace deprecated analysis option lines-of-executable-code with source-lines-of-code - Replace deprecated analysis option lines-of-executable-code with source-lines-of-code

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@ -13,7 +13,7 @@ import 'package:flame/game.dart';
/// WidgetBindings.instance.window.devicePixelRatio. /// WidgetBindings.instance.window.devicePixelRatio.
class FixedIntegerResolutionViewport extends Viewport { class FixedIntegerResolutionViewport extends Viewport {
/// By default, this viewport will clip anything rendered outside. /// By default, this viewport will clip anything rendered outside.
/// Use this variable to control that behaviour. /// Use this variable to control that behavior.
bool clip; bool clip;
double devicePixelRatio = 1.0; double devicePixelRatio = 1.0;

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@ -1,7 +1,7 @@
import 'package:flame/extensions.dart'; import 'package:flame/extensions.dart';
/// A simple interface to mark a class that can perform projection operations /// A simple interface to mark a class that can perform projection operations
/// from one 2D euclidian coordinate space to another. /// from one 2D Euclidian coordinate space to another.
/// ///
/// This can be a Viewport, a Camera or anything else that exposes such /// This can be a Viewport, a Camera or anything else that exposes such
/// operations to the user. /// operations to the user.

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@ -195,13 +195,13 @@ class ParallaxAnimation extends ParallaxRenderer {
final animation = final animation =
await SpriteAnimation.load(path, animationData, images: images); await SpriteAnimation.load(path, animationData, images: images);
final prerendedFrames = await Future.wait( final prerenderedFrames = await Future.wait(
animation.frames.map((frame) => frame.sprite.toImage()).toList(), animation.frames.map((frame) => frame.sprite.toImage()).toList(),
); );
return ParallaxAnimation( return ParallaxAnimation(
animation, animation,
prerendedFrames, prerenderedFrames,
repeat: repeat, repeat: repeat,
alignment: alignment, alignment: alignment,
fill: fill, fill: fill,

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@ -395,7 +395,7 @@ void main() {
game.projector.unprojectVector(Vector2.all(5)), game.projector.unprojectVector(Vector2.all(5)),
Vector2.all(-100), Vector2.all(-100),
); );
// TODO(luan): we might want to change the behaviour so that the zoom // TODO(luan): we might want to change the behavior so that the zoom
// is applied w.r.t. the relativeOffset and not topLeft // is applied w.r.t. the relativeOffset and not topLeft
// For deltas, we consider only the zoom. // For deltas, we consider only the zoom.

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@ -17,7 +17,7 @@ import 'package:flame_forge2d/flame_forge2d.dart';
/// If the colliding [Fixture] `userData` and [Body] `userData` are `null`, then /// If the colliding [Fixture] `userData` and [Body] `userData` are `null`, then
/// the contact events are not called. /// the contact events are not called.
/// ///
/// The described behaviour is a simple out of the box solution to propagate /// The described behavior is a simple out of the box solution to propagate
/// contact events. If you wish to implement your own logic you can subclass /// contact events. If you wish to implement your own logic you can subclass
/// [ContactListener] and provide it to your [Forge2DGame]. /// [ContactListener] and provide it to your [Forge2DGame].
/// {@endtemplate} /// {@endtemplate}

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@ -12,5 +12,5 @@ Keyboard bindings for the game are:
Thank you Wyrmsun for the wonderful Thank you Wyrmsun for the wonderful
[Germanic Worker](https://opengameart.org/content/germanic-worker) asset. As this asset is licenced [Germanic Worker](https://opengameart.org/content/germanic-worker) asset. As this asset is licensed
under GPLv2, this example project is as well. under GPLv2, this example project is as well.

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@ -13,13 +13,13 @@ Package to bridge the `tiled` library into easy-to-use Flame components.
More [here](https://docs.flame-engine.org/main/tiled.html). More [here](https://docs.flame-engine.org/main/tiled.html).
## Contributors (before the package moved in to the monorepo) ## Contributors (before the package moved into the monorepo)
- [feroult](https://github.com/feroult) - [@feroult](https://github.com/feroult)
- [erickzanardo](https://github.com/erickzanardo) - [@erickzanardo](https://github.com/erickzanardo)
- [Schnurber](https://github.com/schnurber) - [@Schnurber](https://github.com/schnurber)
- [Akida31](https://github.com/akida31) - [@Akida31](https://github.com/akida31)
- [pgainullin](https://github.com/pgainullin) - [@pgainullin](https://github.com/pgainullin)
- [wolfenrain](https://github.com/wolfenrain) - [@wolfenrain](https://github.com/wolfenrain)
- [rc-davis](https://github.com/rc-davis) - [@rc-davis](https://github.com/rc-davis)
- [luanpotter](https://github.com/luanpotter) - [@luanpotter](https://github.com/luanpotter)