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	chore: Fix some spelling errors (#2146)
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							| @ -1,39 +1,14 @@ | ||||
| backtick | ||||
| backticks | ||||
| blockquote | ||||
| broadphase | ||||
| conformant | ||||
| dartdoc | ||||
| dartdocs | ||||
| dashbook | ||||
| discoverability | ||||
| fireslime | ||||
| flippable | ||||
| hitbox | ||||
| linkcheck | ||||
| LTRBR | ||||
| 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 | ||||
| Artboard | ||||
| Aseprite | ||||
| Audioplayers | ||||
| Dashbook | ||||
| Fireslime | ||||
| Kinect | ||||
| Klingsbo | ||||
| Lukas | ||||
| Nakama | ||||
| Patreon | ||||
| Tilemap | ||||
| padracing | ||||
| spydon | ||||
| trex | ||||
|  | ||||
							
								
								
									
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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 | ||||
							
								
								
									
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							| @ -0,0 +1,4 @@ | ||||
| linkcheck | ||||
| markdownlint | ||||
| toctree | ||||
| toctrees | ||||
							
								
								
									
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							| @ -1,6 +1,6 @@ | ||||
| --- | ||||
| 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: '' | ||||
| labels: 'bug' | ||||
| 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 --> | ||||
|  | ||||
| # Current bug behaviour | ||||
| <!-- What is the current behaviour that you see? --> | ||||
| # Current bug behavior | ||||
| <!-- What is the current behavior that you see? --> | ||||
|  | ||||
| # Expected behaviour | ||||
| <!-- What behaviour did you expect? --> | ||||
| # Expected behavior | ||||
| <!-- What behavior did you expect? --> | ||||
|  | ||||
| # Steps to reproduce | ||||
| <!-- This one is very important, please be very precise in how we can reproduce this bug --> | ||||
|  | ||||
							
								
								
									
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							| @ -4,7 +4,13 @@ | ||||
|   "flagWords": [], | ||||
|   "ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"], | ||||
|   "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": [ | ||||
|       { | ||||
|           "languageId": "markdown", | ||||
| @ -18,6 +24,16 @@ | ||||
|           "name": "flame_dictionary", | ||||
|           "path": "./.cspell/flame_dictionary.txt", | ||||
|           "addWords": true | ||||
|       }, | ||||
|       { | ||||
|         "name": "gamedev_dictionary", | ||||
|         "path": "./.cspell/gamedev_dictionary.txt", | ||||
|         "addWords": true | ||||
|       }, | ||||
|       { | ||||
|         "name": "sphinx_dictionary", | ||||
|         "path": "./.cspell/sphinx_dictionary.txt", | ||||
|         "addWords": true | ||||
|       } | ||||
|   ] | ||||
| } | ||||
|  | ||||
| @ -87,9 +87,8 @@ anywhere they need, and then load it into Flame's classes. | ||||
|  | ||||
| Here are some suggestions for http client packages: | ||||
|  | ||||
| - [http](https://pub.dev/packages/http): A simple pacakage for perfoming http requests. | ||||
| - [Dio](https://pub.dev/packages/dio): A popular and powerful package 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 performing http requests. | ||||
|  | ||||
| [awesome flame | ||||
| repository](https://github.com/flame-engine/awesome-flame#user-content-articles--tutorials) | ||||
|  | ||||
|  | ||||
| @ -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 | ||||
| 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). | ||||
| 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 | ||||
| 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. | ||||
| Where the `startAngle` (counting from straight up) is where the rays will start and then the rays | ||||
|  | ||||
| @ -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 | ||||
| `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 | ||||
| for example be for controls or joysticks that would be unergonomic to use if they had to stay within | ||||
| the viewport. | ||||
| for example be for controls or joysticks that would not be ergonomic to use if they had to stay | ||||
| within the viewport. | ||||
|  | ||||
| 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. | ||||
|  | ||||
| @ -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 | ||||
| `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 | ||||
| canvas: | ||||
| The following components will be checked by `BaseSystem` for the preparation of the canvas: | ||||
|  | ||||
| - `PositionComponent` (required) | ||||
| - `SizeComponent` (required) | ||||
|  | ||||
| @ -259,19 +259,19 @@ class ParticlesExample extends FlameGame { | ||||
|   } | ||||
|  | ||||
|   /// Particle which is used in example below | ||||
|   Particle? reusablePatricle; | ||||
|   Particle? reusableParticle; | ||||
|  | ||||
|   /// A burst of white circles which actually using a single circle | ||||
|   /// as a form of optimization. Look for reusing parts of particle effects | ||||
|   /// whenever possible, as there are limits which are relatively easy to reach. | ||||
|   Particle reuseParticles() { | ||||
|     reusablePatricle ??= circle(); | ||||
|     reusableParticle ??= circle(); | ||||
|  | ||||
|     return Particle.generate( | ||||
|       generator: (i) => MovingParticle( | ||||
|         curve: Interval(rnd.nextDouble() * .1, rnd.nextDouble() * .8 + .1), | ||||
|         to: randomCellVector2()..scale(.5), | ||||
|         child: reusablePatricle!, | ||||
|         child: reusableParticle!, | ||||
|       ), | ||||
|     ); | ||||
|   } | ||||
|  | ||||
| @ -552,7 +552,7 @@ | ||||
|  - `Camera.apply` is done with matrix transformations | ||||
|  - `Camera` zooming is taking current `relativeOffset` into account | ||||
|  - 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] | ||||
|  - Replace deprecated analysis option lines-of-executable-code with source-lines-of-code | ||||
|  | ||||
| @ -13,7 +13,7 @@ import 'package:flame/game.dart'; | ||||
| /// WidgetBindings.instance.window.devicePixelRatio. | ||||
| class FixedIntegerResolutionViewport extends Viewport { | ||||
|   /// 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; | ||||
|   double devicePixelRatio = 1.0; | ||||
|  | ||||
|  | ||||
| @ -1,7 +1,7 @@ | ||||
| import 'package:flame/extensions.dart'; | ||||
|  | ||||
| /// 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 | ||||
| /// operations to the user. | ||||
|  | ||||
| @ -195,13 +195,13 @@ class ParallaxAnimation extends ParallaxRenderer { | ||||
|  | ||||
|     final animation = | ||||
|         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(), | ||||
|     ); | ||||
|  | ||||
|     return ParallaxAnimation( | ||||
|       animation, | ||||
|       prerendedFrames, | ||||
|       prerenderedFrames, | ||||
|       repeat: repeat, | ||||
|       alignment: alignment, | ||||
|       fill: fill, | ||||
|  | ||||
| @ -395,7 +395,7 @@ void main() { | ||||
|             game.projector.unprojectVector(Vector2.all(5)), | ||||
|             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 | ||||
|  | ||||
|           // For deltas, we consider only the zoom. | ||||
|  | ||||
| @ -17,7 +17,7 @@ import 'package:flame_forge2d/flame_forge2d.dart'; | ||||
| /// If the colliding [Fixture] `userData` and [Body] `userData` are `null`, then | ||||
| /// 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 | ||||
| /// [ContactListener] and provide it to your [Forge2DGame]. | ||||
| /// {@endtemplate} | ||||
|  | ||||
| @ -12,5 +12,5 @@ Keyboard bindings for the game are: | ||||
|  | ||||
|  | ||||
| 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. | ||||
|  | ||||
| @ -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). | ||||
|  | ||||
|  | ||||
| ## Contributors (before the package moved in to the monorepo) | ||||
| ## Contributors (before the package moved into the monorepo) | ||||
|  | ||||
| - [feroult](https://github.com/feroult) | ||||
| - [erickzanardo](https://github.com/erickzanardo) | ||||
| - [Schnurber](https://github.com/schnurber) | ||||
| - [Akida31](https://github.com/akida31) | ||||
| - [pgainullin](https://github.com/pgainullin) | ||||
| - [wolfenrain](https://github.com/wolfenrain) | ||||
| - [rc-davis](https://github.com/rc-davis) | ||||
| - [luanpotter](https://github.com/luanpotter) | ||||
| - [@feroult](https://github.com/feroult) | ||||
| - [@erickzanardo](https://github.com/erickzanardo) | ||||
| - [@Schnurber](https://github.com/schnurber) | ||||
| - [@Akida31](https://github.com/akida31) | ||||
| - [@pgainullin](https://github.com/pgainullin) | ||||
| - [@wolfenrain](https://github.com/wolfenrain) | ||||
| - [@rc-davis](https://github.com/rc-davis) | ||||
| - [@luanpotter](https://github.com/luanpotter) | ||||
|  | ||||
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	 Pasha Stetsenko
					Pasha Stetsenko