mirror of https://github.com/axmolengine/axmol.git
Fix typos in documentation and comments
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@ -180,7 +180,7 @@ public:
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*/
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static Animation* createWithSpriteFrames(const Vector<SpriteFrame*>& arrayOfSpriteFrameNames, float delay = 0.0f, unsigned int loops = 1);
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and and how many times it should be executed.
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/* Creates an animation with an array of AnimationFrame, the delay per units in seconds and how many times it should be executed.
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* @since v2.0
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* @param arrayOfAnimationFrameNames An animation with an array of AnimationFrame.
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* @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:
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*/
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void apply();
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/**
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Restor the FBO, RenderTargets and viewport.
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Restore the FBO, RenderTargets and viewport.
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*/
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void restore();
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@ -38,7 +38,7 @@ class Texture2D;
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* @{
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*/
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/** FBO class that grabs the the contents of the screen */
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/** FBO class that grabs the contents of the screen */
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class Grabber : public Ref
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{
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public:
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@ -146,7 +146,7 @@ public:
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/**
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LocalZOrder is the 'key' used to sort the node relative to its siblings.
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The Node's parent will sort all its children based ont the LocalZOrder value.
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The Node's parent will sort all its children based on the LocalZOrder value.
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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.
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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
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// b) modify the "additional transform" matrix
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// both alternatives are correct, if the user manually modifies the camera with a camera->setPosition()
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// then the "nodeToParent transform" will be lost.
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// And it is important that the change is "permament", because the matrix might be used for calculate
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// And it is important that the change is "permanent", because the matrix might be used for calculate
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// culling and other stuff.
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if (eyeProjection)
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camera->setAdditionalProjection(*eyeProjection * camera->getProjectionMatrix().getInversed());
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@ -550,7 +550,7 @@ CC_CONSTRUCTOR_ACCESS :
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* A SpriteFrame will be fetched from the SpriteFrameCache by name.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param spriteFrameName A key string that can fected a valid SpriteFrame from SpriteFrameCache.
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* @param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);
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@ -497,7 +497,7 @@ public:
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bool _shadowEnabled;
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/// shadow x and y offset
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Size _shadowOffset;
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/// shadow blurrines
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/// shadow blurriness
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float _shadowBlur;
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/// shadow opacity
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float _shadowOpacity;
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@ -571,7 +571,7 @@ public:
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/// enable text wrap
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bool _enableWrap;
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/** There are 4 overflows: none, clamp, shrink and resize_height.
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* The conresponding integer values are 0, 1, 2, 3 respectively
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* The corresponding integer values are 0, 1, 2, 3 respectively
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* For more information, please refer to Label::Overflow enum class.
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*/
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int _overflow;
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@ -68,7 +68,7 @@ namespace utils
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CC_DLL void captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);
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/** Capture a specific Node.
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* @param startNode: specify the snapshot Node. It chould be cocos2d::Scene
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* @param startNode specify the snapshot Node. It should be cocos2d::Scene
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* @param scale
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* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
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* @since v3.11
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@ -62,7 +62,7 @@ typedef struct PhysicsRayCastInfo
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// FIXME: correct thing to do is use `cpFlaot` instead of float.
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// but in order to do so, we should include "chipmunk_types.h"
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// in in Chipmunk v7.0, chipmunk_types includes all the mac types that
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// in Chipmunk v7.0, chipmunk_types includes all the mac types that
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// conflicts with cocos2d Size, Point,... etc types. And all the CocosStudio
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// lib will need to use the `cocos2d::` namespace prefix. And it is easier to do this
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// than change all the cocosstudio library (and also users code)
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@ -394,7 +394,7 @@ public:
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/**
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* Renders a Scene with a Renderer
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* This method is called dirctly by the Director
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* This method is called directly by the Director
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*/
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void renderScene(Scene* scene, Renderer* renderer);
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@ -402,7 +402,7 @@ static bool _initWithString(const char * text, cocos2d::Device::TextAlign align,
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blue:info->tintColorB
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alpha:info->tintColorA];
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//adjust text rect acoording to overflow
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// adjust text rect according to overflow
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NSMutableDictionary* tokenAttributesDict = [NSMutableDictionary dictionaryWithObjectsAndKeys:
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foregroundColor,NSForegroundColorAttributeName,
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font, NSFontAttributeName,
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@ -459,7 +459,7 @@ MyXMLVisitor::MyXMLVisitor(RichText* richText)
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MyXMLVisitor::setTagDescription("outline", true, [](const ValueMap& tagAttrValueMap) {
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// supported attributes:
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// color, cize
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// color, size
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ValueMap attrValueMap;
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attrValueMap[RichText::KEY_TEXT_STYLE] = RichText::VALUE_TEXT_STYLE_OUTLINE;
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@ -97,7 +97,7 @@ DistortionMesh::DistortionMesh(Distortion *distortion,
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vertexData[(vertexOffset + 2)] = uTexture;
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vertexData[(vertexOffset + 3)] = vTexture;
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// vignete
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// vignette
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vertexData[(vertexOffset + 4)] = vignette;
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vertexOffset += 5;
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