Typos in documentation and comments (#71)

This commit is contained in:
Lukas Klingsbo
2019-04-04 16:57:38 +00:00
committed by Erick
parent fe0f1e0391
commit 580ccdecfc
13 changed files with 29 additions and 29 deletions

View File

@ -58,7 +58,7 @@ class Animation {
/// [textureWidth]: width of each frame (defaults to null, that is, full width of the sprite sheet)
/// [textureHeight]: height of each frame (defaults to null, that is, full height of the sprite sheet)
///
/// For example, if you have a spritesheet where each row is an animation, and each frame is 32x32
/// For example, if you have a sprite sheet where each row is an animation, and each frame is 32x32
/// Animation.sequenced('sheet.png', 8, textureY: 32.0 * i, textureWidth: 32.0, textureHeight: 32.0);
/// This will create the i-th animation on the 'sheet.png', given it has 8 frames.
Animation.sequenced(
@ -109,7 +109,7 @@ class Animation {
/// Automatically creates an Animation Object using animation data provided by the json file
/// provided by Aseprite
///
/// [imagePath]: Source of the spritesheet animation
/// [imagePath]: Source of the sprite sheet animation
/// [dataPath]: Animation's exported data in json format
static Future<Animation> fromAsepriteData(
String imagePath, String dataPath) async {
@ -160,14 +160,14 @@ class Animation {
frames.forEach((frame) => frame.stepTime = stepTime);
}
/// Resets the animation, like it'd just been created.
/// Resets the animation, like it would just have been created.
void reset() {
clock = 0.0;
elapsed = 0.0;
currentIndex = 0;
}
/// Gets tha current [Sprite] that should be shown.
/// Gets the current [Sprite] that should be shown.
///
/// In case it reaches the end:
/// * If [loop] is true, it will return the last sprite. Otherwise, it will go back to the first.
@ -175,7 +175,7 @@ class Animation {
return currentFrame.sprite;
}
/// If [loop] is false, returns wether the animation is done (fixed in the last Sprite).
/// If [loop] is false, returns whether the animation is done (fixed in the last Sprite).
///
/// Always returns false otherwise.
bool done() {
@ -207,7 +207,7 @@ class Animation {
return Animation(frames.reversed.toList(), loop: loop);
}
/// Wether all sprites composing this animation are loaded.
/// Whether all sprites composing this animation are loaded.
bool loaded() {
return frames.every((frame) => frame.sprite.loaded());
}