Fix typos in documentation and comments

This commit is contained in:
mogemimi 2016-06-22 11:22:05 +09:00
parent 63e72ecf70
commit a3bc979452
13 changed files with 14 additions and 14 deletions

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@ -180,7 +180,7 @@ public:
*/
static Animation* createWithSpriteFrames(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames, float delay = 0.0f, unsigned int loops = 1);
/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and how many times it should be executed.
* @since v2.0
* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
* @param delayPerUnit The delay per units in seconds and how many times it should be executed.

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@ -249,7 +249,7 @@ public:
*/
void apply();
/**
Restor the FBO, RenderTargets and viewport.
Restore the FBO, RenderTargets and viewport.
*/
void restore();

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@ -38,7 +38,7 @@ class Texture2D;
* @{
*/
/** FBO class that grabs the the contents of the screen */
/** FBO class that grabs the contents of the screen */
class Grabber : public Ref
{
public:

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@ -146,7 +146,7 @@ public:
/**
LocalZOrder is the 'key' used to sort the node relative to its siblings.
The Node's parent will sort all its children based ont the LocalZOrder value.
The Node's parent will sort all its children based on the LocalZOrder value.
If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order )

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@ -206,7 +206,7 @@ void Scene::render(Renderer* renderer, const Mat4& eyeTransform, const Mat4* eye
// b) modify the "additional transform" matrix
// both alternatives are correct, if the user manually modifies the camera with a camera->setPosition()
// then the "nodeToParent transform" will be lost.
// And it is important that the change is "permament", because the matrix might be used for calculate
// And it is important that the change is "permanent", because the matrix might be used for calculate
// culling and other stuff.
if (eyeProjection)
camera->setAdditionalProjection(*eyeProjection * camera->getProjectionMatrix().getInversed());

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@ -550,7 +550,7 @@ CC_CONSTRUCTOR_ACCESS :
* A SpriteFrame will be fetched from the SpriteFrameCache by name.
* If the SpriteFrame doesn't exist it will raise an exception.
*
* @param spriteFrameName A key string that can fected a valid SpriteFrame from SpriteFrameCache.
* @param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.
* @return True if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);

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@ -497,7 +497,7 @@ public:
bool _shadowEnabled;
/// shadow x and y offset
Size _shadowOffset;
/// shadow blurrines
/// shadow blurriness
float _shadowBlur;
/// shadow opacity
float _shadowOpacity;
@ -571,7 +571,7 @@ public:
/// enable text wrap
bool _enableWrap;
/** There are 4 overflows: none, clamp, shrink and resize_height.
* The conresponding integer values are 0, 1, 2, 3 respectively
* The corresponding integer values are 0, 1, 2, 3 respectively
* For more information, please refer to Label::Overflow enum class.
*/
int _overflow;

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@ -68,7 +68,7 @@ namespace utils
CC_DLL void captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);
/** Capture a specific Node.
* @param startNode: specify the snapshot Node. It chould be cocos2d::Scene
* @param startNode specify the snapshot Node. It should be cocos2d::Scene
* @param scale
* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
* @since v3.11

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@ -62,7 +62,7 @@ typedef struct PhysicsRayCastInfo
// FIXME: correct thing to do is use `cpFlaot` instead of float.
// but in order to do so, we should include "chipmunk_types.h"
// in in Chipmunk v7.0, chipmunk_types includes all the mac types that
// in Chipmunk v7.0, chipmunk_types includes all the mac types that
// conflicts with cocos2d Size, Point,... etc types. And all the CocosStudio
// lib will need to use the `cocos2d::` namespace prefix. And it is easier to do this
// than change all the cocosstudio library (and also users code)

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@ -394,7 +394,7 @@ public:
/**
* Renders a Scene with a Renderer
* This method is called dirctly by the Director
* This method is called directly by the Director
*/
void renderScene(Scene* scene, Renderer* renderer);

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@ -402,7 +402,7 @@ static bool _initWithString(const char * text, cocos2d::Device::TextAlign align,
blue:info->tintColorB
alpha:info->tintColorA];
//adjust text rect acoording to overflow
// adjust text rect according to overflow
NSMutableDictionary* tokenAttributesDict = [NSMutableDictionary dictionaryWithObjectsAndKeys:
foregroundColor,NSForegroundColorAttributeName,
font, NSFontAttributeName,

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@ -459,7 +459,7 @@ MyXMLVisitor::MyXMLVisitor(RichText* richText)
MyXMLVisitor::setTagDescription("outline", true, [](const ValueMap& tagAttrValueMap) {
// supported attributes:
// color, cize
// color, size
ValueMap attrValueMap;
attrValueMap[RichText::KEY_TEXT_STYLE] = RichText::VALUE_TEXT_STYLE_OUTLINE;

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@ -97,7 +97,7 @@ DistortionMesh::DistortionMesh(Distortion *distortion,
vertexData[(vertexOffset + 2)] = uTexture;
vertexData[(vertexOffset + 3)] = vTexture;
// vignete
// vignette
vertexData[(vertexOffset + 4)] = vignette;
vertexOffset += 5;