mirror of https://github.com/axmolengine/axmol.git
Fix various typos in comments and strings (#17410)
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0e28e68d45
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@ -716,7 +716,7 @@ var CameraCullingDemo = Camera3DTestDemo.extend({
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this.addChild(layer3D, 0);
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this._layer3D = layer3D;
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// swich camera
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// switch camera
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cc.MenuItemFont.setFontName("Arial");
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cc.MenuItemFont.setFontSize(20);
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@ -1110,7 +1110,7 @@ var FogTestDemo = Camera3DTestDemo.extend({
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onTouchesMoved:this.onTouchesMoved.bind(this)
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}, this);
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// swich fog type
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// switch fog type
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var label1 = new cc.LabelTTF("Linear", "Arial", 20);
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var item1 = new cc.MenuItemLabel(label1, this.switchTypeCallback, this);
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item1.setUserData(0);
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@ -702,7 +702,7 @@ var SchedulerTest1 = TestNodeDemo.extend({
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layer.schedule(this.doSomething);
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//UXLOG("retain count after schedule is %d", layer->retainCount());
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// 3 : (object-c viersion), but win32 version is still 2, because CCTimer class don't save target.
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// 3 : (objective-c version), but win32 version is still 2, because CCTimer class don't save target.
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layer.unschedule(this.doSomething);
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//UXLOG("retain count after unschedule is %d", layer->retainCount());
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@ -1011,7 +1011,7 @@ var BMFontGlyphDesignerTest = AtlasDemo.extend({
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return "Testing Glyph Designer";
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},
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subtitle:function () {
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return "You should see a font with shawdows and outline";
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return "You should see a font with shadows and outline";
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},
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//
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@ -133,7 +133,7 @@ var MotionStreakTest1 = MotionStreakTest.extend({
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// create the streak object and add it to the scene
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this._streak = new cc.MotionStreak(2, 3, 32, cc.color.GREEN, s_streak);
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this.addChild(this._streak);
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// schedule an update on each frame so we can syncronize the streak with the target
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// schedule an update on each frame so we can synchronize the streak with the target
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this.schedule(this.onUpdate);
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var a1 = cc.rotateBy(2, 360);
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@ -211,7 +211,7 @@ var TestWriteValueMap = fileUtilsBase.extend({
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var booleanObject = true;
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valueMap["data3"] = booleanObject;
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//add interger to the plist
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//add integer to the plist
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var intObject = 1024;
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valueMap["data4"] = intObject;
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@ -305,7 +305,7 @@ var TestWriteValueVector = fileUtilsBase.extend({
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var booleanObject = true;
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array[array.length] = booleanObject;
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//add interger to the plist
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//add integer to the plist
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var intObject = 1024;
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array[array.length] = intObject;
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@ -516,7 +516,7 @@ var DemoBigFlower = ParticleDemo.extend({
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this._emitter.radialAccel = -120;
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this._emitter.radialAccelVar = 0;
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// tagential
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// tangential
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this._emitter.tangentialAccel = 30;
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this._emitter.tangentialAccelVar = 0;
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@ -132,7 +132,7 @@ var RenderTextureSave = RenderTextureBaseLayer.extend({
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saveCB:function (sender) {
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if(!cc.sys.isNative){
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cc.log("RenderTexture's saveToFile doesn't suppport on HTML5");
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cc.log("RenderTexture's saveToFile doesn't support on HTML5");
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return;
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}
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var namePNG = "image-" + this._counter + ".png";
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@ -503,7 +503,7 @@ var ScheduleUsingSchedulerTest = SchedulerTestLayer.extend({
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//----end9----
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},
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onExit: function() {
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// should unscheudle here if it is not unscheduled before exit
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// should unschedule here if it is not unscheduled before exit
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this.unscheduleAll();
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this._super();
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},
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@ -606,7 +606,7 @@ var Sprite3DReskinTest = (function(){
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})();
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var Sprite3DWithOBBPerformanceTest = Sprite3DTestDemo.extend({
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_title:"OBB Collison Performance Test",
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_title:"OBB Collision Performance Test",
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_subtitle:"",
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_drawOBB:null,
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_drawDebug:null,
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@ -1795,7 +1795,7 @@ var SpriteFrameAliasNameTest = SpriteTestDemo.extend({
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// Animation using Sprite batch
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//
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// A cc.SpriteBatchNode can reference one and only one texture (one .png file)
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// Sprites that are contained in that texture can be instantiatied as cc.Sprites and then added to the cc.SpriteBatchNode
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// Sprites that are contained in that texture can be instantiated as cc.Sprites and then added to the cc.SpriteBatchNode
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// All cc.Sprites added to a cc.SpriteBatchNode are drawn in one OpenGL ES draw call
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// 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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//
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@ -146,7 +146,7 @@ var TextureCacheTest = TextureCacheTestBase.extend({
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this.addChild(this._labelPercent);
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var texCache = cc.textureCache;
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// load textrues
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// load textures
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texCache.addImageAsync("Images/HelloWorld.png", this.loadingCallBack, this);
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texCache.addImageAsync("Images/grossini.png", this.loadingCallBack, this);
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texCache.addImageAsync("Images/grossini_dance_01.png", this.loadingCallBack, this);
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@ -1577,7 +1577,7 @@ var TMXGIDObjectsTest = TileDemo.extend({
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this.addChild(map, 0, TAG_TILE_MAP);
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this.log("ContentSize:" + map.width + "," + map.height);
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this.log("---. Iterating over all the group objets");
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this.log("---. Iterating over all the group objects");
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var group = map.getObjectGroup("Object Layer 1");
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var array = group.getObjects();
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@ -546,7 +546,7 @@ local function TMXOrthoObjectsTest()
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local drawNode = cc.DrawNode:create()
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map:addChild(drawNode, 10)
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--------cclog("---: Iterating over all the group objets")
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--------cclog("---: Iterating over all the group objects")
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local group = map:getObjectGroup("Object Group 1")
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local objects = group:getObjects()
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@ -682,7 +682,7 @@ function LabelGlyphDesigner.create()
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layer:addChild(label1)
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label1:setPosition(cc.p(s.width/2, s.height/2))
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Helper.titleLabel:setString("Testing Glyph Designer")
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Helper.subtitleLabel:setString("You should see a font with shawdows and outline")
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Helper.subtitleLabel:setString("You should see a font with shadows and outline")
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return layer
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end
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@ -1219,7 +1219,7 @@ function BMFontUnicode.create()
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local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("LabelBMFont with Unicode support")
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Helper.subtitleLabel:setString("You should see 3 differnt labels: In Spanish, Chinese and Korean")
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Helper.subtitleLabel:setString("You should see 3 different labels: In Spanish, Chinese and Korean")
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local s = cc.Director:getInstance():getWinSize()
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@ -520,7 +520,7 @@ function LabelFNTGlyphDesigner.create()
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label1:setPosition(cc.p(s.width/2, s.height/2))
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Helper.titleLabel:setString("New Label + .FNT file")
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Helper.subtitleLabel:setString("Testing Glyph Designer: you should see a font with shawdows and outline")
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Helper.subtitleLabel:setString("Testing Glyph Designer: you should see a font with shadows and outline")
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return layer
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end
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@ -777,7 +777,7 @@ function LabelFNTUNICODELanguages.create()
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local layer = cc.Layer:create()
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("New Label + .FNT + UNICODE")
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Helper.subtitleLabel:setString("You should see 3 differnt labels:\nIn Spanish, Chinese, and Japanese")
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Helper.subtitleLabel:setString("You should see 3 different labels:\nIn Spanish, Chinese, and Japanese")
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local s = cc.Director:getInstance():getWinSize()
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@ -654,7 +654,7 @@ local function DemoBigFlower()
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emitter:setRadialAccel(-120)
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emitter:setRadialAccelVar(0)
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-- tagential
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-- tangential
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emitter:setTangentialAccel(30)
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emitter:setTangentialAccelVar(0)
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@ -725,7 +725,7 @@ local function DemoRotFlower()
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emitter:setRadialAccel(-120)
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emitter:setRadialAccelVar(0)
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-- tagential
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-- tangential
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emitter:setTangentialAccel(30)
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emitter:setTangentialAccelVar(0)
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@ -791,7 +791,7 @@ local function DemoModernArt()
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emitter:setRadialAccel(70)
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emitter:setRadialAccelVar(10)
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-- tagential
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-- tangential
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emitter:setTangentialAccel(80)
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emitter:setTangentialAccelVar(0)
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@ -2,7 +2,7 @@
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-- Test #3 by David Deaco (ddeaco)
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--/**
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-- * Impelmentation of RenderTextureSave
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-- * Implementation of RenderTextureSave
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--*/
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local function RenderTextureSave()
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local ret = createTestLayer("Touch the screen",
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@ -53,7 +53,7 @@ local function RenderTextureSave()
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target:retain()
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target:setPosition(cc.p(s.width / 2, s.height / 2))
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-- note that the render texture is a cc.Node, and contains a sprite of its texture for convience,
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-- note that the render texture is a cc.Node, and contains a sprite of its texture for convenience,
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-- so we can just parent it to the scene like any other cc.Node
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ret:addChild(target, -1)
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@ -117,7 +117,7 @@ end
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--/**
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-- * Impelmentation of RenderTextureIssue937
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-- * Implementation of RenderTextureIssue937
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--*/
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-- local function RenderTextureIssue937()
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@ -195,7 +195,7 @@ end
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-- end
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-- --/**
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-- -- * Impelmentation of RenderTextureZbuffer
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-- -- * Implementation of RenderTextureZbuffer
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-- --*/
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-- local function RenderTextureZbuffer()
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@ -905,7 +905,7 @@ end
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function Sprite3DWithOBBPerfromanceTest.create()
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local layer = Sprite3DWithOBBPerfromanceTest.new()
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Helper.initWithLayer(layer)
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Helper.titleLabel:setString("OBB Collison Perfromance Test")
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Helper.titleLabel:setString("OBB Collision Perfromance Test")
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return layer
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end
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@ -787,7 +787,7 @@ local function TextureAlias()
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sprite:setPosition(cc.p( s.width/3.0, s.height/2.0))
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ret:addChild(sprite)
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-- this is the default filterting
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-- this is the default filtering
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sprite:getTexture():setAntiAliasTexParameters()
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--
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@ -1134,7 +1134,7 @@ end
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--------------------------------------------------------------------
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local function TextureCache1()
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local ret = createTestLayer("TextureCache: remove",
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"4 images should appear: alias, antialias, alias, antilias")
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"4 images should appear: alias, antialias, alias, antialias")
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local s = cc.Director:getInstance():getWinSize()
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local sprite = nil
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@ -1180,7 +1180,7 @@ local function TextureDrawAtPoint()
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local function draw(transform, transformUpdated)
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local director = cc.Director:getInstance()
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assert(nil ~= director, "Director is null when seting matrix stack")
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assert(nil ~= director, "Director is null when setting matrix stack")
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director:pushMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW)
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director:loadMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW, transform)
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@ -1225,7 +1225,7 @@ local function TextureDrawInRect()
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"draws 2 textures using drawInRect")
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local function draw(transform, transformUpdated)
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local director = cc.Director:getInstance()
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assert(nullptr ~= director, "Director is null when seting matrix stack")
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assert(nullptr ~= director, "Director is null when setting matrix stack")
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director:pushMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW)
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director:loadMatrix(cc.MATRIX_STACK_TYPE.MODELVIEW, transform)
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@ -629,7 +629,7 @@ local function TMXOrthoObjectsTest()
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local drawNode = cc.DrawNode:create()
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map:addChild(drawNode, 10)
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--------cclog("---: Iterating over all the group objets")
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--------cclog("---: Iterating over all the group objects")
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local group = map:getObjectGroup("Object Group 1")
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local objects = group:getObjects()
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