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https://github.com/flame-engine/flame.git
synced 2025-10-31 00:48:47 +08:00
chore: Fix some spelling errors (#2146)
This commit is contained in:
53
.github/.cspell/flame_dictionary.txt
vendored
53
.github/.cspell/flame_dictionary.txt
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@ -1,39 +1,14 @@
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backtick
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backticks
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blockquote
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broadphase
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conformant
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dartdoc
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dartdocs
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dashbook
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discoverability
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fireslime
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flippable
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hitbox
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linkcheck
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LTRBR
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LTWH
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markdownlint
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platformer
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positionable
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prerendered
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pressable
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proxying
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pubspec
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raycast
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raytracing
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refactor
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refactoring
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refactorings
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renderable
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socio
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Strikethrough
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stylesheet
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sublists
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throstle
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typedef
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typedefs
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toctree
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toctrees
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vsync
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WASD
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Artboard
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Aseprite
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Audioplayers
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Dashbook
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Fireslime
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Kinect
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Klingsbo
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Lukas
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Nakama
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Patreon
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Tilemap
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padracing
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spydon
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trex
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103
.github/.cspell/gamedev_dictionary.txt
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Normal file
103
.github/.cspell/gamedev_dictionary.txt
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Normal file
@ -0,0 +1,103 @@
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AHSL
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AHSV
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ARGB
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Bezier
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Euclidian
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LTRB
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LTRBR
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LTWH
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NPC
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NPCs
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RGBA
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RGBO
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WASD
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WBMP
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WebP
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abelian
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ambiguate
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antialiasing
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autofocus
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backpressure
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backtick
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backticks
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bitfield
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blockquote
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bloodlust
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broadphase
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collidable
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composability
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conformant
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dartdoc
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dartdocs
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deduplication
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deletable
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discoverability
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draggable
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flippable
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fullscreen
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gamepad
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gamepads
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gameplay
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gapless
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glyph
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grayscale
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highscore
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hitbox
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hitboxes
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hoverable
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janky
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lexer
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microtask
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mixin
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mixins
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monospace
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multitap
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mutator
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mutators
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overmind
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overridable
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pathfinding
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performant
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platformer
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polyline
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positionable
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postmultiply
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preload
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preorder
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prerendered
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pressable
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proxying
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pubdev
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pubspec
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queryable
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raycast
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raytracing
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rebalance
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refactor
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refactoring
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refactorings
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reimplement
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reimplemented
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renderable
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respawn
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respawned
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rrect
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scos
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socio
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spritesheet
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ssin
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strikethrough
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stylesheet
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subfolder
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subfolders
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sublists
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tappable
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toolset
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typedef
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typedefs
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unfollow
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unmount
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unproject
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viewport
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viewports
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vsync
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4
.github/.cspell/sphinx_dictionary.txt
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Normal file
4
.github/.cspell/sphinx_dictionary.txt
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Normal file
@ -0,0 +1,4 @@
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linkcheck
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markdownlint
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toctree
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toctrees
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10
.github/ISSUE_TEMPLATE/1_bug.md
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10
.github/ISSUE_TEMPLATE/1_bug.md
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@ -1,6 +1,6 @@
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---
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name: Bug report.
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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.
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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.
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title: ''
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labels: 'bug'
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assignees: ''
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@ -10,11 +10,11 @@ assignees: ''
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<!-- When reporting a bug, please read this complete template and fill all the questions in order to get a better response -->
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# Current bug behaviour
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<!-- What is the current behaviour that you see? -->
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# Current bug behavior
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<!-- What is the current behavior that you see? -->
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# Expected behaviour
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<!-- What behaviour did you expect? -->
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# Expected behavior
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<!-- What behavior did you expect? -->
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# Steps to reproduce
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<!-- This one is very important, please be very precise in how we can reproduce this bug -->
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18
.github/cspell.json
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18
.github/cspell.json
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@ -4,7 +4,13 @@
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"flagWords": [],
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"ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"],
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"ignoreRegExpList": ["@\\w+", "\\$\\w+", "\\{\\w+", "\\`\\w+", "\\:\\w+", "\\/\\w+", "\\#\\w+"],
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"dictionaries": ["en_US", "softwareTerms","flame_dictionary"],
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"dictionaries": [
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"en_US",
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"softwareTerms",
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"flame_dictionary",
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"gamedev_dictionary",
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"sphinx_dictionary"
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],
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"languageSettings": [
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{
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"languageId": "markdown",
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@ -18,6 +24,16 @@
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"name": "flame_dictionary",
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"path": "./.cspell/flame_dictionary.txt",
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"addWords": true
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},
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{
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"name": "gamedev_dictionary",
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"path": "./.cspell/gamedev_dictionary.txt",
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"addWords": true
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},
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{
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"name": "sphinx_dictionary",
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"path": "./.cspell/sphinx_dictionary.txt",
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"addWords": true
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}
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]
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}
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@ -87,9 +87,8 @@ anywhere they need, and then load it into Flame's classes.
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Here are some suggestions for http client packages:
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- [http](https://pub.dev/packages/http): A simple pacakage for perfoming http requests.
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- [Dio](https://pub.dev/packages/dio): A popular and powerful package for perfoming http requests.
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- [http](https://pub.dev/packages/http): A simple package for performing http requests.
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- [Dio](https://pub.dev/packages/dio): A popular and powerful package for performing http requests.
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[awesome flame
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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.
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Do note that the built-in collision detection system does not take collisions between two hitboxes
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that overshoot each other into account, this could happen when they either move very fast or
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`update` being called with a large delta time (for example if your app is not in the foreground).
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This behaviour is called tunneling, if you want to read more about it.
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This behavior is called tunneling, if you want to read more about it.
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Also note that the collision detection system has a limitation that makes it not work properly if
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you have certain types of combinations of flips and scales of the ancestors of the hitboxes.
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@ -417,7 +417,7 @@ class MyGame extends FlameGame with HasCollisionDetection {
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}
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```
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In this example we would send out 100 rays from (200, 200) uniformingly spread in all directions.
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In this example we would send out 100 rays from (200, 200) uniformly spread in all directions.
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If you want to limit the directions you can use the `startAngle` and the `sweepAngle` arguments.
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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
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and text to always show on the screen, no matter if you move the camera, then you want to use
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`PositionType.viewport`. In some rare cases you want to use `PositionType.widget` to position
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your widgets, when you don't want the component to respect the camera nor the viewport; this could
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for example be for controls or joysticks that would be unergonomic to use if they had to stay within
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the viewport.
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for example be for controls or joysticks that would not be ergonomic to use if they had to stay
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within the viewport.
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Do note that this setting is only respected if the component is added directly to the root
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`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 `
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from FCS would (translating, rotating and setting the anchor. After that it will call the
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`renderEntity` method so you can add your own render logic for that entity on a prepared canvas.
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The following components will be checked by `BaseSystem` for the prepartion of the
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canvas:
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The following components will be checked by `BaseSystem` for the preparation of the canvas:
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- `PositionComponent` (required)
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- `SizeComponent` (required)
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@ -259,19 +259,19 @@ class ParticlesExample extends FlameGame {
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}
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/// Particle which is used in example below
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Particle? reusablePatricle;
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Particle? reusableParticle;
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/// A burst of white circles which actually using a single circle
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/// as a form of optimization. Look for reusing parts of particle effects
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/// whenever possible, as there are limits which are relatively easy to reach.
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Particle reuseParticles() {
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reusablePatricle ??= circle();
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reusableParticle ??= circle();
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return Particle.generate(
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generator: (i) => MovingParticle(
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curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1),
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to: randomCellVector2()..scale(.5),
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child: reusablePatricle!,
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child: reusableParticle!,
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),
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);
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}
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@ -552,7 +552,7 @@
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- `Camera.apply` is done with matrix transformations
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- `Camera` zooming is taking current `relativeOffset` into account
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- Fix gestures for when `isHud = true` and `Camera` is modified
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- Fix `Camera` zoom behaviour with offset/anchor
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- Fix `Camera` zoom behavior with offset/anchor
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## [1.0.0-releasecandidate.11]
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- 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';
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/// WidgetBindings.instance.window.devicePixelRatio.
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class FixedIntegerResolutionViewport extends Viewport {
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/// By default, this viewport will clip anything rendered outside.
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/// Use this variable to control that behaviour.
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/// Use this variable to control that behavior.
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bool clip;
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double devicePixelRatio = 1.0;
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@ -1,7 +1,7 @@
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import 'package:flame/extensions.dart';
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/// A simple interface to mark a class that can perform projection operations
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/// from one 2D euclidian coordinate space to another.
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/// from one 2D Euclidian coordinate space to another.
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///
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/// This can be a Viewport, a Camera or anything else that exposes such
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/// operations to the user.
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@ -195,13 +195,13 @@ class ParallaxAnimation extends ParallaxRenderer {
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final animation =
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await SpriteAnimation.load(path, animationData, images: images);
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final prerendedFrames = await Future.wait(
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final prerenderedFrames = await Future.wait(
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animation.frames.map((frame) => frame.sprite.toImage()).toList(),
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);
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return ParallaxAnimation(
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animation,
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prerendedFrames,
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prerenderedFrames,
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repeat: repeat,
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alignment: alignment,
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fill: fill,
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@ -395,7 +395,7 @@ void main() {
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game.projector.unprojectVector(Vector2.all(5)),
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Vector2.all(-100),
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);
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// TODO(luan): we might want to change the behaviour so that the zoom
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// TODO(luan): we might want to change the behavior so that the zoom
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// is applied w.r.t. the relativeOffset and not topLeft
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// For deltas, we consider only the zoom.
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@ -17,7 +17,7 @@ import 'package:flame_forge2d/flame_forge2d.dart';
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/// If the colliding [Fixture] `userData` and [Body] `userData` are `null`, then
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/// the contact events are not called.
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///
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/// The described behaviour is a simple out of the box solution to propagate
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/// The described behavior is a simple out of the box solution to propagate
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/// contact events. If you wish to implement your own logic you can subclass
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/// [ContactListener] and provide it to your [Forge2DGame].
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/// {@endtemplate}
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@ -12,5 +12,5 @@ Keyboard bindings for the game are:
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Thank you Wyrmsun for the wonderful
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[Germanic Worker](https://opengameart.org/content/germanic-worker) asset. As this asset is licenced
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[Germanic Worker](https://opengameart.org/content/germanic-worker) asset. As this asset is licensed
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under GPLv2, this example project is as well.
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@ -15,11 +15,11 @@ More [here](https://docs.flame-engine.org/main/tiled.html).
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## Contributors (before the package moved into the monorepo)
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- [feroult](https://github.com/feroult)
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- [erickzanardo](https://github.com/erickzanardo)
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- [Schnurber](https://github.com/schnurber)
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- [Akida31](https://github.com/akida31)
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- [pgainullin](https://github.com/pgainullin)
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- [wolfenrain](https://github.com/wolfenrain)
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- [rc-davis](https://github.com/rc-davis)
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- [luanpotter](https://github.com/luanpotter)
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- [@feroult](https://github.com/feroult)
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- [@erickzanardo](https://github.com/erickzanardo)
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- [@Schnurber](https://github.com/schnurber)
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- [@Akida31](https://github.com/akida31)
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- [@pgainullin](https://github.com/pgainullin)
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- [@wolfenrain](https://github.com/wolfenrain)
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- [@rc-davis](https://github.com/rc-davis)
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- [@luanpotter](https://github.com/luanpotter)
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Reference in New Issue
Block a user