Fix typos in comments and strings (#17534)

This commit is contained in:
mogemimi 2017-03-17 11:44:38 +09:00 committed by minggo
parent a1772418b1
commit 8be22ce55c
11 changed files with 14 additions and 14 deletions

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@ -323,7 +323,7 @@ THE SOFTWARE.
#endif
/** When CC_ENABLE_SCRIPT_BINDING and CC_ENABLE_GC_FOR_NATIVE_OBJECTS are both 1
then the Garbage collector will release the native objects, only when the JS/Lua objets
then the Garbage collector will release the native objects, only when the JS/Lua objects
are collected.
The benefit is that users don't need to retain/release the JS/Lua objects manually.

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@ -229,4 +229,4 @@ void GLViewImpl::setIMEKeyboardState(bool open)
NS_CC_END
#endif // CC_PLATFOR_IOS
#endif // CC_PLATFORM_IOS

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@ -243,7 +243,7 @@ bool AudioControlTest::init()
_playOverLabel->setVisible(false);
}, 2.0f, "hide_play_over_label");
assert(!_isStopped); // Stop audio should not trigger finshed callback
assert(!_isStopped); // Stop audio should not trigger finished callback
_audioID = AudioEngine::INVALID_AUDIO_ID;
((TextButton*)_playItem)->setEnabled(true);

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@ -1004,7 +1004,7 @@ void MySprite::onDraw(const Mat4 &transform, uint32_t flags)
int diff = offsetof( V3F_C4B_T2F, vertices);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
// texCoods
// texCoords
diff = offsetof( V3F_C4B_T2F, texCoords);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

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@ -83,7 +83,7 @@ void SceneTestLayer1::onPushSceneTran(Ref* sender)
void SceneTestLayer1::onQuit(Ref* sender)
{
//getCocosApp()->exit();
//CCDirector::getInstance()->poscene();
//Director::getInstance()->popScene();
//// HA HA... no more terminate on sdk v3.0
//// http://developer.apple.com/iphone/library/qa/qa2008/qa1561.html
@ -163,7 +163,7 @@ bool SceneTestLayer3::init()
auto s = Director::getInstance()->getWinSize();
auto item0 = MenuItemFont::create("Touch to pushScene (self)", CC_CALLBACK_1(SceneTestLayer3::item0Clicked, this));
auto item1 = MenuItemFont::create("Touch to poscene", CC_CALLBACK_1(SceneTestLayer3::item1Clicked, this));
auto item1 = MenuItemFont::create("Touch to popScene", CC_CALLBACK_1(SceneTestLayer3::item1Clicked, this));
auto item2 = MenuItemFont::create("Touch to popToRootScene", CC_CALLBACK_1(SceneTestLayer3::item2Clicked, this));
auto item3 = MenuItemFont::create("Touch to popToSceneStackLevel(2)", CC_CALLBACK_1(SceneTestLayer3::item3Clicked, this));

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@ -896,7 +896,7 @@ Sprite3DWithSkinTest::Sprite3DWithSkinTest()
listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DWithSkinTest::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// swich animation quality. In fact, you can set the sprite3d out of frustum to Animate3DQuality::QUALITY_NONE, it can save a lot of cpu time
// switch animation quality. In fact, you can set the sprite3d out of frustum to Animate3DQuality::QUALITY_NONE, it can save a lot of cpu time
MenuItemFont::setFontName("fonts/arial.ttf");
MenuItemFont::setFontSize(15);
_animateQuality = (int)Animate3DQuality::QUALITY_LOW;

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@ -154,7 +154,7 @@ void TextFieldTTFDefaultTest::onEnter()
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// on android, TextFieldTTF cannot auto adjust its position when soft-keyboard pop up
// so we had to set a higher position to make it visable
// so we had to set a higher position to make it visible
pTextField->setPosition(Vec2(s.width / 2, s.height/2 + 50));
#else
pTextField->setPosition(Vec2(s.width / 2, s.height / 2));
@ -366,7 +366,7 @@ void TextFieldTTFSecureTextEntryTest::onEnter()
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// on android, TextFieldTTF cannot auto adjust its position when soft-keyboard pop up
// so we had to set a higher position to make it visable
// so we had to set a higher position to make it visible
pTextField->setPosition(Vec2(s.width / 2, s.height/2 + 50));
#else
pTextField->setPosition(Vec2(s.width / 2, s.height / 2));

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@ -815,7 +815,7 @@ bool UIS9Flip::init()
flipYLabel->setString("sprite is flipped!");
}
else{
flipYLabel->setString("sprpite is not flipped!");
flipYLabel->setString("sprite is not flipped!");
}
});
this->addChild(toggleFlipYButton);
@ -852,7 +852,7 @@ bool UIS9Flip::init()
flipYLabel->setString("sprite is flipped!");
}
else{
flipYLabel->setString("sprpite is not flipped!");
flipYLabel->setString("sprite is not flipped!");
}
});

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@ -49,7 +49,7 @@
"noCache" : false,
// "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
// In this way, your resources will be force updated even if the browser holds a cache of it.
// It's very useful for mobile browser debuging.
// It's very useful for mobile browser debugging.
"id" : "gameCanvas",
// "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.

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@ -49,7 +49,7 @@
"noCache" : false,
// "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
// In this way, your resources will be force updated even if the browser holds a cache of it.
// It's very useful for mobile browser debuging.
// It's very useful for mobile browser debugging.
"id" : "gameCanvas",
// "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.

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@ -522,7 +522,7 @@ end
-- int diff = offsetof( V3F_C4B_T2F, vertices)
-- glVertexAttribPointer(kcc.VertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff))
-- -- texCoods
-- -- texCoords
-- diff = offsetof( V3F_C4B_T2F, texCoords)
-- glVertexAttribPointer(kcc.VertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff))