Fix various typos in comments and strings (#17410)

This commit is contained in:
mogemimi 2017-02-27 12:12:29 +09:00 committed by James Chen
parent 0e28e68d45
commit cfbbc65c71
20 changed files with 32 additions and 32 deletions

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@ -716,7 +716,7 @@ var CameraCullingDemo = Camera3DTestDemo.extend({
this.addChild(layer3D, 0);
this._layer3D = layer3D;
// swich camera
// switch camera
cc.MenuItemFont.setFontName("Arial");
cc.MenuItemFont.setFontSize(20);
@ -1110,7 +1110,7 @@ var FogTestDemo = Camera3DTestDemo.extend({
onTouchesMoved:this.onTouchesMoved.bind(this)
}, this);
// swich fog type
// switch fog type
var label1 = new cc.LabelTTF("Linear", "Arial", 20);
var item1 = new cc.MenuItemLabel(label1, this.switchTypeCallback, this);
item1.setUserData(0);

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@ -702,7 +702,7 @@ var SchedulerTest1 = TestNodeDemo.extend({
layer.schedule(this.doSomething);
//UXLOG("retain count after schedule is %d", layer->retainCount());
// 3 : (object-c viersion), but win32 version is still 2, because CCTimer class don't save target.
// 3 : (objective-c version), but win32 version is still 2, because CCTimer class don't save target.
layer.unschedule(this.doSomething);
//UXLOG("retain count after unschedule is %d", layer->retainCount());

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@ -1011,7 +1011,7 @@ var BMFontGlyphDesignerTest = AtlasDemo.extend({
return "Testing Glyph Designer";
},
subtitle:function () {
return "You should see a font with shawdows and outline";
return "You should see a font with shadows and outline";
},
//

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@ -133,7 +133,7 @@ var MotionStreakTest1 = MotionStreakTest.extend({
// create the streak object and add it to the scene
this._streak = new cc.MotionStreak(2, 3, 32, cc.color.GREEN, s_streak);
this.addChild(this._streak);
// schedule an update on each frame so we can syncronize the streak with the target
// schedule an update on each frame so we can synchronize the streak with the target
this.schedule(this.onUpdate);
var a1 = cc.rotateBy(2, 360);

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@ -211,7 +211,7 @@ var TestWriteValueMap = fileUtilsBase.extend({
var booleanObject = true;
valueMap["data3"] = booleanObject;
//add interger to the plist
//add integer to the plist
var intObject = 1024;
valueMap["data4"] = intObject;
@ -305,7 +305,7 @@ var TestWriteValueVector = fileUtilsBase.extend({
var booleanObject = true;
array[array.length] = booleanObject;
//add interger to the plist
//add integer to the plist
var intObject = 1024;
array[array.length] = intObject;

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@ -516,7 +516,7 @@ var DemoBigFlower = ParticleDemo.extend({
this._emitter.radialAccel = -120;
this._emitter.radialAccelVar = 0;
// tagential
// tangential
this._emitter.tangentialAccel = 30;
this._emitter.tangentialAccelVar = 0;

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@ -132,7 +132,7 @@ var RenderTextureSave = RenderTextureBaseLayer.extend({
saveCB:function (sender) {
if(!cc.sys.isNative){
cc.log("RenderTexture's saveToFile doesn't suppport on HTML5");
cc.log("RenderTexture's saveToFile doesn't support on HTML5");
return;
}
var namePNG = "image-" + this._counter + ".png";

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@ -503,7 +503,7 @@ var ScheduleUsingSchedulerTest = SchedulerTestLayer.extend({
//----end9----
},
onExit: function() {
// should unscheudle here if it is not unscheduled before exit
// should unschedule here if it is not unscheduled before exit
this.unscheduleAll();
this._super();
},

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@ -606,7 +606,7 @@ var Sprite3DReskinTest = (function(){
})();
var Sprite3DWithOBBPerformanceTest = Sprite3DTestDemo.extend({
_title:"OBB Collison Performance Test",
_title:"OBB Collision Performance Test",
_subtitle:"",
_drawOBB:null,
_drawDebug:null,

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@ -1795,7 +1795,7 @@ var SpriteFrameAliasNameTest = SpriteTestDemo.extend({
// Animation using Sprite batch
//
// A cc.SpriteBatchNode can reference one and only one texture (one .png file)
// Sprites that are contained in that texture can be instantiatied as cc.Sprites and then added to the cc.SpriteBatchNode
// Sprites that are contained in that texture can be instantiated as cc.Sprites and then added to the cc.SpriteBatchNode
// All cc.Sprites added to a cc.SpriteBatchNode are drawn in one OpenGL ES draw call
// If the cc.Sprites are not added to a cc.SpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient
//

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@ -146,7 +146,7 @@ var TextureCacheTest = TextureCacheTestBase.extend({
this.addChild(this._labelPercent);
var texCache = cc.textureCache;
// load textrues
// load textures
texCache.addImageAsync("Images/HelloWorld.png", this.loadingCallBack, this);
texCache.addImageAsync("Images/grossini.png", this.loadingCallBack, this);
texCache.addImageAsync("Images/grossini_dance_01.png", this.loadingCallBack, this);

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@ -1577,7 +1577,7 @@ var TMXGIDObjectsTest = TileDemo.extend({
this.addChild(map, 0, TAG_TILE_MAP);
this.log("ContentSize:" + map.width + "," + map.height);
this.log("---. Iterating over all the group objets");
this.log("---. Iterating over all the group objects");
var group = map.getObjectGroup("Object Layer 1");
var array = group.getObjects();

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@ -546,7 +546,7 @@ local function TMXOrthoObjectsTest()
local drawNode = cc.DrawNode:create()
map:addChild(drawNode, 10)
--------cclog("---: Iterating over all the group objets")
--------cclog("---: Iterating over all the group objects")
local group = map:getObjectGroup("Object Group 1")
local objects = group:getObjects()

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@ -682,7 +682,7 @@ function LabelGlyphDesigner.create()
layer:addChild(label1)
label1:setPosition(cc.p(s.width/2, s.height/2))
Helper.titleLabel:setString("Testing Glyph Designer")
Helper.subtitleLabel:setString("You should see a font with shawdows and outline")
Helper.subtitleLabel:setString("You should see a font with shadows and outline")
return layer
end
@ -1219,7 +1219,7 @@ function BMFontUnicode.create()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("LabelBMFont with Unicode support")
Helper.subtitleLabel:setString("You should see 3 differnt labels: In Spanish, Chinese and Korean")
Helper.subtitleLabel:setString("You should see 3 different labels: In Spanish, Chinese and Korean")
local s = cc.Director:getInstance():getWinSize()

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@ -520,7 +520,7 @@ function LabelFNTGlyphDesigner.create()
label1:setPosition(cc.p(s.width/2, s.height/2))
Helper.titleLabel:setString("New Label + .FNT file")
Helper.subtitleLabel:setString("Testing Glyph Designer: you should see a font with shawdows and outline")
Helper.subtitleLabel:setString("Testing Glyph Designer: you should see a font with shadows and outline")
return layer
end
@ -777,7 +777,7 @@ function LabelFNTUNICODELanguages.create()
local layer = cc.Layer:create()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("New Label + .FNT + UNICODE")
Helper.subtitleLabel:setString("You should see 3 differnt labels:\nIn Spanish, Chinese, and Japanese")
Helper.subtitleLabel:setString("You should see 3 different labels:\nIn Spanish, Chinese, and Japanese")
local s = cc.Director:getInstance():getWinSize()

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@ -654,7 +654,7 @@ local function DemoBigFlower()
emitter:setRadialAccel(-120)
emitter:setRadialAccelVar(0)
-- tagential
-- tangential
emitter:setTangentialAccel(30)
emitter:setTangentialAccelVar(0)
@ -725,7 +725,7 @@ local function DemoRotFlower()
emitter:setRadialAccel(-120)
emitter:setRadialAccelVar(0)
-- tagential
-- tangential
emitter:setTangentialAccel(30)
emitter:setTangentialAccelVar(0)
@ -791,7 +791,7 @@ local function DemoModernArt()
emitter:setRadialAccel(70)
emitter:setRadialAccelVar(10)
-- tagential
-- tangential
emitter:setTangentialAccel(80)
emitter:setTangentialAccelVar(0)

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@ -2,7 +2,7 @@
-- Test #3 by David Deaco (ddeaco)
--/**
-- * Impelmentation of RenderTextureSave
-- * Implementation of RenderTextureSave
--*/
local function RenderTextureSave()
local ret = createTestLayer("Touch the screen",
@ -53,7 +53,7 @@ local function RenderTextureSave()
target:retain()
target:setPosition(cc.p(s.width / 2, s.height / 2))
-- note that the render texture is a cc.Node, and contains a sprite of its texture for convience,
-- note that the render texture is a cc.Node, and contains a sprite of its texture for convenience,
-- so we can just parent it to the scene like any other cc.Node
ret:addChild(target, -1)
@ -117,7 +117,7 @@ end
--/**
-- * Impelmentation of RenderTextureIssue937
-- * Implementation of RenderTextureIssue937
--*/
-- local function RenderTextureIssue937()
@ -195,7 +195,7 @@ end
-- end
-- --/**
-- -- * Impelmentation of RenderTextureZbuffer
-- -- * Implementation of RenderTextureZbuffer
-- --*/
-- local function RenderTextureZbuffer()

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@ -905,7 +905,7 @@ end
function Sprite3DWithOBBPerfromanceTest.create()
local layer = Sprite3DWithOBBPerfromanceTest.new()
Helper.initWithLayer(layer)
Helper.titleLabel:setString("OBB Collison Perfromance Test")
Helper.titleLabel:setString("OBB Collision Perfromance Test")
return layer
end

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@ -787,7 +787,7 @@ local function TextureAlias()
sprite:setPosition(cc.p( s.width/3.0, s.height/2.0))
ret:addChild(sprite)
-- this is the default filterting
-- this is the default filtering
sprite:getTexture():setAntiAliasTexParameters()
--
@ -1134,7 +1134,7 @@ end
--------------------------------------------------------------------
local function TextureCache1()
local ret = createTestLayer("TextureCache: remove",
"4 images should appear: alias, antialias, alias, antilias")
"4 images should appear: alias, antialias, alias, antialias")
local s = cc.Director:getInstance():getWinSize()
local sprite = nil
@ -1180,7 +1180,7 @@ local function TextureDrawAtPoint()
local function draw(transform, transformUpdated)
local director = cc.Director:getInstance()
assert(nil ~= director, "Director is null when seting matrix stack")
assert(nil ~= director, "Director is null when setting matrix stack")
director:pushMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW)
director:loadMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW, transform)
@ -1225,7 +1225,7 @@ local function TextureDrawInRect()
"draws 2 textures using drawInRect")
local function draw(transform, transformUpdated)
local director = cc.Director:getInstance()
assert(nullptr ~= director, "Director is null when seting matrix stack")
assert(nullptr ~= director, "Director is null when setting matrix stack")
director:pushMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW)
director:loadMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW, transform)

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@ -629,7 +629,7 @@ local function TMXOrthoObjectsTest()
local drawNode = cc.DrawNode:create()
map:addChild(drawNode, 10)
--------cclog("---: Iterating over all the group objets")
--------cclog("---: Iterating over all the group objects")
local group = map:getObjectGroup("Object Group 1")
local objects = group:getObjects()