ci: Added Spell checker in CI (#2006)

Added spell check in Github CI
This commit is contained in:
Aakash Pamnani
2022-10-22 20:21:00 +05:30
committed by GitHub
parent 0255cc32f0
commit 6fe517a0c2
9 changed files with 98 additions and 20 deletions

55
.github/cspell.json vendored Normal file
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@ -0,0 +1,55 @@
{
"version": "0.2",
"language": "en",
"flagWords": [],
"words": [
"ASDW",
"backtick",
"backticks",
"blockquote",
"broadphase",
"conformant",
"dartdoc",
"dartdocs",
"dashbook",
"discoverability",
"fireslime",
"flippable",
"hitbox",
"linkcheck",
"LTRBR",
"LTWH",
"markdownlint",
"platformer",
"positionable",
"prerendered",
"pressable",
"proxying",
"raycast",
"raytracing",
"refactor",
"refactoring",
"refactorings",
"renderable",
"socio",
"Strikethrough",
"stylesheet",
"sublists",
"typedef",
"typedefs",
"toctree",
"toctrees",
"vsync"
],
"ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"],
"ignoreRegExpList": ["@\\w+", "\\$\\w+", "\\{\\w+", "\\`\\w+", "\\:\\w+", "\\/\\w+", "\\#\\w+"],
"dictionaries": ["en_US", "softwareTerms"],
"languageSettings": [
{
"languageId": "markdown",
"ignoreRegExpList": [
"/^\\s*```[\\s\\S]*?^\\s*```/gm"
]
}
]
}

23
.github/workflows/spell_checker.yml vendored Normal file
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@ -0,0 +1,23 @@
name: spell_checker
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: zwaldowski/cspell-action@v1
continue-on-error: true
with:
paths: "**/*.{md,dart}"
config: .github/cspell.json
exclude: ".gitignore,CHANGELOG.md"
- if: steps.check-label.outcome != 'success'
run: |
echo "Marking as succeeded even though some there were typos reported."

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@ -39,7 +39,7 @@ Packages with dependency updates only:
#### `flame` - `v1.4.0`
- **REFACTOR**: move broadphase-related functionality into separate subdir ([#1943](https://github.com/flame-engine/flame/issues/1943)). ([f23acd41](https://github.com/flame-engine/flame/commit/f23acd41e0341909200437bfb6487cbe9ca58a53))
- **REFACTOR**: move broadphase-related functionality into separate subdirectory ([#1943](https://github.com/flame-engine/flame/issues/1943)). ([f23acd41](https://github.com/flame-engine/flame/commit/f23acd41e0341909200437bfb6487cbe9ca58a53))
- **REFACTOR**: used simpler and more implicit widgets in GameWidget ([#1862](https://github.com/flame-engine/flame/issues/1862)). ([44d17c64](https://github.com/flame-engine/flame/commit/44d17c64f80601159cc7f579cef8568727d411b3))
- **PERF**: SpriteAnimationWidget will re-render only when needed ([#1876](https://github.com/flame-engine/flame/issues/1876)). ([bb678301](https://github.com/flame-engine/flame/commit/bb6783010f3c14362dcb4ed9182c4d240080a7f6))
- **FIX**: Hitbox children of a CompositeHitbox to return correct parent ([#1922](https://github.com/flame-engine/flame/issues/1922)). ([d518705e](https://github.com/flame-engine/flame/commit/d518705e1665bfc3f54256f113f0d2227fab14dd))
@ -160,7 +160,7 @@ Packages with dependency updates only:
- **FIX**: SpriteAnimationWidget can now be update animation safely ([#1738](https://github.com/flame-engine/flame/issues/1738)). ([eb070195](https://github.com/flame-engine/flame/commit/eb0701951c165576fac1f540c8860e560a8961e6))
- **FIX**: JoystickComponent drags using the delta Viewport ([#1831](https://github.com/flame-engine/flame/issues/1831)). ([54e40de6](https://github.com/flame-engine/flame/commit/54e40de674f628282ea19af4f5ce2173ee48fd6e))
- **FIX**: Specify size for the SpriteWidget ([#1760](https://github.com/flame-engine/flame/issues/1760)). ([82f75fcb](https://github.com/flame-engine/flame/commit/82f75fcb57c8185a7138ee6ceb9082a418099df8))
- **FEAT**: New colours to pallete.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: add `children` argument to `SpriteComponent.fromImage` ([#1793](https://github.com/flame-engine/flame/issues/1793)). ([80a63362](https://github.com/flame-engine/flame/commit/80a633622a5784f377ef08515115d66ff200b848))
- **FEAT**: Added Decorator class and HasDecorator mixin ([#1781](https://github.com/flame-engine/flame/issues/1781)). ([8d00847c](https://github.com/flame-engine/flame/commit/8d00847cfcecb60a96772ccba1bcf3aec56b78ff))
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
@ -329,7 +329,7 @@ Packages with other changes:
- **FIX**: ButtonComponent behavior when the engine is paused ([#1726](https://github.com/flame-engine/flame/issues/1726)). ([197e63d6](https://github.com/flame-engine/flame/commit/197e63d69e2a4c6779e49b918d05a60447ce9462))
- **FIX**: Add missing paint arguments on shapes ([#1727](https://github.com/flame-engine/flame/issues/1727)). ([e59f3428](https://github.com/flame-engine/flame/commit/e59f3428469e4298d812bb665171679df8895daf))
- **FIX**: Merge basic and advanced gesture detectors ([#1718](https://github.com/flame-engine/flame/issues/1718)). ([f08f8e12](https://github.com/flame-engine/flame/commit/f08f8e12f5322c7bea1491908f06b350e13c14b7))
- **FEAT**: New colours to pallete.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
- **FEAT**: Drag events that dispatch using componentsAtPoint ([#1715](https://github.com/flame-engine/flame/issues/1715)). ([10669c12](https://github.com/flame-engine/flame/commit/10669c12702a3a82fcf5be9161107dce4349a79f))
- **FEAT**: add `HasAncestor` mixin ([#1711](https://github.com/flame-engine/flame/issues/1711)). ([987a44f4](https://github.com/flame-engine/flame/commit/987a44f441429534c743388b44e6d84b28e8f5ca))

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@ -403,7 +403,7 @@ class ParticlesExample extends FlameGame {
/// use of [ComputedParticle] within other particles,
/// mixing predefined and fully custom behavior.
Particle fireworkParticle() {
// A pallete to paint over the "sky"
// A palette to paint over the "sky"
final paints = [
Colors.amber,
Colors.amberAccent,

View File

@ -2,7 +2,7 @@
> Note: This release has breaking changes.
- **REFACTOR**: move broadphase-related functionality into separate subdir ([#1943](https://github.com/flame-engine/flame/issues/1943)). ([f23acd41](https://github.com/flame-engine/flame/commit/f23acd41e0341909200437bfb6487cbe9ca58a53))
- **REFACTOR**: move broadphase-related functionality into separate subdirectory ([#1943](https://github.com/flame-engine/flame/issues/1943)). ([f23acd41](https://github.com/flame-engine/flame/commit/f23acd41e0341909200437bfb6487cbe9ca58a53))
- **REFACTOR**: used simpler and more implicit widgets in GameWidget ([#1862](https://github.com/flame-engine/flame/issues/1862)). ([44d17c64](https://github.com/flame-engine/flame/commit/44d17c64f80601159cc7f579cef8568727d411b3))
- **PERF**: SpriteAnimationWidget will re-render only when needed ([#1876](https://github.com/flame-engine/flame/issues/1876)). ([bb678301](https://github.com/flame-engine/flame/commit/bb6783010f3c14362dcb4ed9182c4d240080a7f6))
- **FIX**: Hitbox children of a CompositeHitbox to return correct parent ([#1922](https://github.com/flame-engine/flame/issues/1922)). ([d518705e](https://github.com/flame-engine/flame/commit/d518705e1665bfc3f54256f113f0d2227fab14dd))
@ -55,7 +55,7 @@
- **FIX**: SpriteAnimationWidget can now be update animation safely ([#1738](https://github.com/flame-engine/flame/issues/1738)). ([eb070195](https://github.com/flame-engine/flame/commit/eb0701951c165576fac1f540c8860e560a8961e6))
- **FIX**: JoystickComponent drags using the delta Viewport ([#1831](https://github.com/flame-engine/flame/issues/1831)). ([54e40de6](https://github.com/flame-engine/flame/commit/54e40de674f628282ea19af4f5ce2173ee48fd6e))
- **FIX**: Specify size for the SpriteWidget ([#1760](https://github.com/flame-engine/flame/issues/1760)). ([82f75fcb](https://github.com/flame-engine/flame/commit/82f75fcb57c8185a7138ee6ceb9082a418099df8))
- **FEAT**: New colours to pallete.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: add `children` argument to `SpriteComponent.fromImage` ([#1793](https://github.com/flame-engine/flame/issues/1793)). ([80a63362](https://github.com/flame-engine/flame/commit/80a633622a5784f377ef08515115d66ff200b848))
- **FEAT**: Added Decorator class and HasDecorator mixin ([#1781](https://github.com/flame-engine/flame/issues/1781)). ([8d00847c](https://github.com/flame-engine/flame/commit/8d00847cfcecb60a96772ccba1bcf3aec56b78ff))
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
@ -94,7 +94,7 @@
- **FIX**: ButtonComponent behavior when the engine is paused ([#1726](https://github.com/flame-engine/flame/issues/1726)). ([197e63d6](https://github.com/flame-engine/flame/commit/197e63d69e2a4c6779e49b918d05a60447ce9462))
- **FIX**: Add missing paint arguments on shapes ([#1727](https://github.com/flame-engine/flame/issues/1727)). ([e59f3428](https://github.com/flame-engine/flame/commit/e59f3428469e4298d812bb665171679df8895daf))
- **FIX**: Merge basic and advanced gesture detectors ([#1718](https://github.com/flame-engine/flame/issues/1718)). ([f08f8e12](https://github.com/flame-engine/flame/commit/f08f8e12f5322c7bea1491908f06b350e13c14b7))
- **FEAT**: New colours to pallete.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
- **FEAT**: Drag events that dispatch using componentsAtPoint ([#1715](https://github.com/flame-engine/flame/issues/1715)). ([10669c12](https://github.com/flame-engine/flame/commit/10669c12702a3a82fcf5be9161107dce4349a79f))
- **FEAT**: add `HasAncestor` mixin ([#1711](https://github.com/flame-engine/flame/issues/1711)). ([987a44f4](https://github.com/flame-engine/flame/commit/987a44f441429534c743388b44e6d84b28e8f5ca))
@ -650,7 +650,7 @@
- Code improvements and preparing APIs to null-safety
- BaseComponent removes children marked as shouldRemove during update
- Use `find` instead of `globstar` pattern in `scripts/lint.sh` as the later isn't enabled by default in bash
- Fixes aseprite constructor bug
- Fixes Aseprite constructor bug
- Improve error handling for the onLoad function
- Add test for child removal
- Fix bug where `Timer` callback doesn't fire for non-repeating timers, also fixing bug with `Particle` lifespan
@ -933,7 +933,7 @@
- Fixed build on travis
- Updated readme badges
- Fixed changelog
- Fixed warning on audiopool, added audiopool example in docs
- Fixed warning on AudioPool, added AudioPool example in docs
## 0.14.0
- Adding Timer#isRunning method
@ -961,7 +961,7 @@
- Fixing PositionComponent#toRect which was not considering the anchor property (thanks, @illiapoplawski)
## [0.11.2]
- Fixed bug on animatons with a single frame
- Fixed bug on animations with a single frame
- Fixed warning on using specific version o flutter_svg on pubspec
- ParallaxComponent is not abstract anymore, as it does not include any abstract method
- Added some functionality to Position class
@ -983,7 +983,7 @@
- Svg support
- Adding `Animation#reversed` allowing a new reversed animation to be created from an existing animation.
- Fix games inside regular apps when the component is inside a sliver
- Support asesprite animations
- Support Aseprite animations
## [0.10.2]
- Fixed some warnings and formatting
@ -997,7 +997,7 @@
## [0.10.0]
- Fixing a few minor bugs, typos, improving docs
- Adding the Palette concept: easy access to white and black colors/paints, create your palette to keep your game organized.
- Adding the Anchor concept: specify where thins should anchor, added to PositionComponent and to the new text releated features.
- Adding the Anchor concept: specify where thins should anchor, added to PositionComponent and to the new text related features.
- Added a whole bunch of text related components: TextConfig allows you to easily define your typography information, TextComponent allows for easy rendering of stuff and TextBox can make sized texts and also typing effects.
- Improved Utils to have better and more concise APIs, removed unused stuff.
- Adding TiledComponent to integrate with tiled
@ -1040,7 +1040,7 @@
- Bump required dart version
## [0.6.0]
- Adding audio suport for iOS (bumping audioplayers version)
- Adding audio support for iOS (bumping audioplayers version)
## [0.5.0]
- Adding a text method to Util to more easily render a Paragraph

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@ -50,14 +50,14 @@ extension ParallaxExtension on Game {
Future<ParallaxAnimation> loadParallaxAnimation(
String path,
SpriteAnimationData animaitonData, {
SpriteAnimationData animationData, {
ImageRepeat repeat = ImageRepeat.repeatX,
Alignment alignment = Alignment.bottomLeft,
LayerFill fill = LayerFill.height,
}) {
return ParallaxAnimation.load(
path,
animaitonData,
animationData,
repeat: repeat,
alignment: alignment,
fill: fill,

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@ -52,7 +52,7 @@ abstract class Particle {
/// Construct a new [Particle].
///
/// The [lifespan] is how long this [Particle] will live in seconds, with
/// microsceond precision.
/// microsecond precision.
Particle({
double? lifespan,
}) {
@ -169,7 +169,7 @@ abstract class Particle {
/// Wraps this particle with a [ScaledParticle].
///
/// Allows for chainging the size of this particle and/or its children.
/// Allows for changing the size of this particle and/or its children.
Particle scaled(double scale) {
return ScaledParticle(scale: scale, child: this, lifespan: _lifespan);
}

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@ -209,7 +209,7 @@ class SpriteBatch {
/// Whether to use [Canvas.drawAtlas] or not.
final bool useAtlas;
/// Does this batch contain any operatiosn?
/// Does this batch contain any operations?
bool get isEmpty => _batchItems.isEmpty;
Future<void> _makeFlippedAtlas() async {
@ -291,7 +291,7 @@ class SpriteBatch {
/// You can transform the sprite from its [offset] using [scale], [rotation],
/// [anchor] and [flip].
///
/// The [color] paramater allows you to render a color behind the batch item,
/// The [color] parameter allows you to render a color behind the batch item,
/// as a background color.
///
/// This method creates a new [RSTransform] based on the given transform

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@ -139,7 +139,7 @@ Just like `FlameGame`, components also have an `onLoad` method that can be overr
initializations. But before we implement our player's own load method, note that we use an attribute
and the `loadSprite` method from the `FlameGame` class.
That is not a problem! Everytime our component needs to access things from its game class, we can
That is not a problem! Every time our component needs to access things from its game class, we can
mix our component with the `HasGameRef` mixin; that will add a new variable to our component called
`gameRef` which will point to the game instance where the component is running. Now, lets refactor
our game a little bit: