mirror of https://github.com/axmolengine/axmol.git
Fix various minor typos (#17570)
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72d47c7f39
commit
8a327c77fa
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@ -243,7 +243,7 @@ std::string FlatBuffersSerialize::serializeFlatBuffersWithXMLFile(const std::str
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_builder = new (std::nothrow) FlatBufferBuilder();
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Offset<NodeTree> nodeTree;
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Offset<NodeAction> aciton;
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Offset<NodeAction> action;
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std::vector<Offset<flatbuffers::AnimationInfo>> animationInfos;
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const tinyxml2::XMLElement* child = element->FirstChildElement();
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@ -255,7 +255,7 @@ std::string FlatBuffersSerialize::serializeFlatBuffersWithXMLFile(const std::str
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if (name == "Animation") // action
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{
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const tinyxml2::XMLElement* animation = child;
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aciton = createNodeAction(animation);
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action = createNodeAction(animation);
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}
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else if (name == "ObjectData") // nodeTree
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{
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@ -296,7 +296,7 @@ std::string FlatBuffersSerialize::serializeFlatBuffersWithXMLFile(const std::str
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_builder->CreateVector(_textures),
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_builder->CreateVector(_texturePngs),
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nodeTree,
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aciton,
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action,
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_builder->CreateVector(animationInfos));
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_builder->Finish(csparsebinary);
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@ -1351,7 +1351,7 @@ FlatBufferBuilder* FlatBuffersSerialize::createFlatBuffersWithXMLFileForSimulato
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_builder = new (std::nothrow) FlatBufferBuilder();
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Offset<NodeTree> nodeTree;
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Offset<NodeAction> aciton;
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Offset<NodeAction> action;
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std::vector<Offset<flatbuffers::AnimationInfo> > animationInfos;
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const tinyxml2::XMLElement* child = element->FirstChildElement();
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@ -1363,7 +1363,7 @@ FlatBufferBuilder* FlatBuffersSerialize::createFlatBuffersWithXMLFileForSimulato
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if (name == "Animation") // action
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{
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const tinyxml2::XMLElement* animation = child;
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aciton = createNodeAction(animation);
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action = createNodeAction(animation);
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}
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else if (name == "ObjectData") // nodeTree
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{
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@ -1402,7 +1402,7 @@ FlatBufferBuilder* FlatBuffersSerialize::createFlatBuffersWithXMLFileForSimulato
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_builder->CreateVector(_textures),
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_builder->CreateVector(_texturePngs),
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nodeTree,
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aciton,
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action,
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_builder->CreateVector(animationInfos));
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_builder->Finish(csparsebinary);
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@ -1813,7 +1813,7 @@ std::string PremultipliedAlphaTest::subtitle() const
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return "no black halo, particles should fade out\n animation should be normal";
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}
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void PremultipliedAlphaTest::readdPaticle(float delta)
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void PremultipliedAlphaTest::readdParticle(float delta)
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{
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if (_hasEmitter)
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{
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@ -1856,7 +1856,7 @@ void PremultipliedAlphaTest::onEnter()
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this->addChild(_emitter, 10);
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_hasEmitter = true;
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schedule(CC_SCHEDULE_SELECTOR(PremultipliedAlphaTest::readdPaticle), 1.0f);
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schedule(CC_SCHEDULE_SELECTOR(PremultipliedAlphaTest::readdParticle), 1.0f);
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}
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// PremultipliedAlphaTest2
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@ -321,7 +321,7 @@ class PremultipliedAlphaTest : public ParticleDemo
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public:
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CREATE_FUNC(PremultipliedAlphaTest);
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virtual void onEnter() override;
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void readdPaticle(float delta);
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void readdParticle(float delta);
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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};
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@ -449,7 +449,7 @@ void RenderTextureTestDepthStencil::draw(Renderer *renderer, const Mat4 &transfo
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_spriteDS->visit();
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_renderCmds[2].init(_globalZOrder, transform, flags);
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_renderCmds[2].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforDraw, this);
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_renderCmds[2].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this);
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renderer->addCommand(&_renderCmds[2]);
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_spriteDraw->visit();
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@ -484,7 +484,7 @@ void RenderTextureTestDepthStencil::onBeforeStencil()
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// RenderState::StateBlock::_defaultState->setStencilOperation(RenderState::STENCIL_OP_REPLACE, RenderState::STENCIL_OP_REPLACE, RenderState::STENCIL_OP_REPLACE);
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}
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void RenderTextureTestDepthStencil::onBeforDraw()
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void RenderTextureTestDepthStencil::onBeforeDraw()
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{
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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@ -77,7 +77,7 @@ private:
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cocos2d::CustomCommand _renderCmds[4];
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void onBeforeClear();
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void onBeforeStencil();
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void onBeforDraw();
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void onBeforeDraw();
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void onAfterDraw();
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private:
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@ -236,7 +236,7 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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{
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//the offset use to translating texture
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_cylinder_texture_offset = 0;
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_shining_duraion = 0;
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_shining_duration = 0;
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Size visibleSize = Director::getInstance()->getVisibleSize();
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//use custom camera
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@ -299,18 +299,18 @@ void Sprite3DUVAnimationTest::cylinderUpdate(float dt)
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_cylinder_texture_offset = (_cylinder_texture_offset >1) ? 0 : _cylinder_texture_offset;
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if(fade_in)
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{
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_shining_duraion += 0.5*dt;
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if(_shining_duraion>1) fade_in = false;
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_shining_duration += 0.5 * dt;
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if (_shining_duration > 1) fade_in = false;
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}
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else
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{
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_shining_duraion -= 0.5*dt;
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if(_shining_duraion<0) fade_in = true;
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_shining_duration -= 0.5 * dt;
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if (_shining_duration < 0) fade_in = true;
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}
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//pass the result to shader
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_state->setUniformFloat("offset",_cylinder_texture_offset);
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_state->setUniformFloat("duration",_shining_duraion);
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_state->setUniformFloat("duration", _shining_duration);
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}
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//------------------------------------------------------------------
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@ -950,9 +950,9 @@ void Sprite3DWithSkinTest::addNewSpriteWithCoords(Vec2 p)
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animate->setSpeed(inverse ? -speed : speed);
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animate->setTag(110);
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animate->setQuality((Animate3DQuality)_animateQuality);
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auto repeate = RepeatForever::create(animate);
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repeate->setTag(110);
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sprite->runAction(repeate);
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auto repeat = RepeatForever::create(animate);
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repeat->setTag(110);
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sprite->runAction(repeat);
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}
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}
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@ -92,7 +92,7 @@ protected:
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void cylinderUpdate(float dt);
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float _cylinder_texture_offset;
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float _shining_duraion;
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float _shining_duration;
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cocos2d::GLProgramState * _state;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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@ -1234,7 +1234,7 @@ var Sprite3DUVAnimationTest = Sprite3DTestDemo.extend({
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_title:"Testing UV Animation",
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_subtitle:"",
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_cylinder_texture_offset:0,
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_shining_duraion:0,
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_shining_duration:0,
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_state:null,
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fade_in:true,
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@ -1261,7 +1261,7 @@ var Sprite3DUVAnimationTest = Sprite3DTestDemo.extend({
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cylinder.setGLProgramState(this._state);
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this._state.setUniformFloat("offset", this._cylinder_texture_offset);
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this._state.setUniformFloat("duration", this._shining_duraion);
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this._state.setUniformFloat("duration", this._shining_duration);
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//pass mesh's attribute to shader
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var offset = 0;
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@ -1292,18 +1292,18 @@ var Sprite3DUVAnimationTest = Sprite3DTestDemo.extend({
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this._cylinder_texture_offset = this._cylinder_texture_offset > 1 ? 0 : this._cylinder_texture_offset;
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if(this.fade_in){
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this._shining_duraion += 0.5 * dt;
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if(this._shining_duraion > 1)
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this._shining_duration += 0.5 * dt;
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if(this._shining_duration > 1)
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this.fade_in = false;
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}else{
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this._shining_duraion -= 0.5 * dt;
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if(this._shining_duraion < 0)
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this._shining_duration -= 0.5 * dt;
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if(this._shining_duration < 0)
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this.fade_in = true;
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}
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//pass the result to shader
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this._state.setUniformFloat("offset", this._cylinder_texture_offset);
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this._state.setUniformFloat("duration", this._shining_duraion);
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this._state.setUniformFloat("duration", this._shining_duration);
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}
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});
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