Merge pull request #4829 from jsoref/spelling

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@ -28,7 +28,7 @@ It's with great pleasure that I'm announcing the release of Phaser 3.20. You may
3.20 also introduces the brand new Video Game Object. This is a new Game Object is capable of handling playback of a previously loaded video from the Phaser Video Cache, or playing a video based on a given URL. Videos can be either local, or streamed. To all intents and purposes, a video is a standard Game Object, just like a Sprite. And as such, you can do all the usual things to it, such as scaling, rotating, cropping, tinting, making interactive, giving a physics body, etc.
Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with an alpha channel, and providing the browser supports WebM playback (not all of them do), then it willl render in-game with full transparency. You can also save a video to the Texture Manager, allowing other Game Objects to use it as their texture, including using it as a sampler2D input for a shader. See the Video Game Object class for more details. Other Video related changes are as follows:
Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render in-game with full transparency. You can also save a video to the Texture Manager, allowing other Game Objects to use it as their texture, including using it as a sampler2D input for a shader. See the Video Game Object class for more details. Other Video related changes are as follows:
There are also updates to Arcade Physics, from the team at GameFroot, helping to fix issues on low, or super-high FPS systems. The Facebook Instant Games Plugin has also been updated, fixing a few issues with showing ads and in the docs. I've also spent a good while addressing `pixelArt` mode in WebGL, so now _all_ native Game Objects should respect the setting, meaning your games can be crispier than ever before!
@ -92,7 +92,7 @@ Over 140 previous editions can be found on our [Back Issues](https://phaser.io/c
Phaser 3 is available via GitHub, npm and CDNs:
* Clone the git repository via [https][clone-http], [ssh][clone-ssh] or with the Github [Windows][clone-ghwin] or [Mac][clone-ghmac] clients.
* Clone the git repository via [https][clone-http], [ssh][clone-ssh] or with the GitHub [Windows][clone-ghwin] or [Mac][clone-ghmac] clients.
* Download as [zip](https://github.com/photonstorm/phaser/archive/master.zip)
* Download the build files: [phaser.js][get-js] and [phaser.min.js][get-minjs]
@ -367,7 +367,7 @@ all the usual things to it, such as scaling, rotating, cropping, tinting, making
physics body, etc.
Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with
an alpha channel, and providing the browser supports WebM playback (not all of them do), then it willl render
an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render
in-game with full transparency.
You can also save a video to the Texture Manager, allowing other Game Objects to use it as their texture,
@ -429,7 +429,7 @@ In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminD
* `InteractiveObject.alwaysEnabled` is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
* `Bob.setTint` is a new method that allows you to set the tint of a Bob object within a Blitter. This is then used by the Blitter WebGL Renderer (thanks @rexrainbow)
* The `UpdateList` now emits two new events: 'add' and 'remove' when children are added and removed from it. Fix #3487 (thanks @hexus)
* The `Tilemap.setCollision` method has a new optional boolean parameter `updateLayer`. If set to `true`, it will update all of the collision settings of all tiles on the layer. If `false` it will skip doing this, which can be a huge performance boost in situations where the layer tiles haven't been modified and you're just changing collision flags. This is especially suitable for maps using procedural generated tilemaps, infinite tilemaps, multiplayer tilemaps, particularly large tilemaps (especially those dyanmic in nature) or who otherwise intend to index collisions before the tiles are loaded. This update also added the new parameter to the `SetCollision`, `SetCollisionBetween` and `DynamicTilemapLayer.setCollision` methods (thanks @tarsupin)
* The `Tilemap.setCollision` method has a new optional boolean parameter `updateLayer`. If set to `true`, it will update all of the collision settings of all tiles on the layer. If `false` it will skip doing this, which can be a huge performance boost in situations where the layer tiles haven't been modified and you're just changing collision flags. This is especially suitable for maps using procedural generated tilemaps, infinite tilemaps, multiplayer tilemaps, particularly large tilemaps (especially those dynamic in nature) or who otherwise intend to index collisions before the tiles are loaded. This update also added the new parameter to the `SetCollision`, `SetCollisionBetween` and `DynamicTilemapLayer.setCollision` methods (thanks @tarsupin)
* `ArcadePhysics.Body.setBoundsRectangle` is a new method that allows you to set a custom bounds rectangle for any Body to use, rather than the World bounds, which is the default (thanks @francois-n-dream)
* `ArcadePhysics.Body.customBoundsRectangle` is a new property used for custom bounds collision (thanks @francois-n-dream)
* The Arcade Physics Group has a new config object property `customBoundsRectangle` which, if set, will set the custom world bounds for all Bodies that Group creates (thanks @francois-n-dream)

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@ -821,7 +821,7 @@ var Camera = new Class({
return this;
},
// Overriden by subclasses
// Overridden by subclasses
/**
* [description]
*

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@ -1667,7 +1667,7 @@ var FacebookInstantGamesPlugin = new Class({
/**
* Informs Facebook of a custom update that occurred in the game.
* This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is.
* Once Facebook returns control to the game the plugin will emit an `update` or `upatefail` event.
* Once Facebook returns control to the game the plugin will emit an `update` or `updatefail` event.
*
* It makes an async call to the API, so the result isn't available immediately.
*
@ -1705,7 +1705,7 @@ var FacebookInstantGamesPlugin = new Class({
/**
* Informs Facebook of a leaderboard update that occurred in the game.
* This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is.
* Once Facebook returns control to the game the plugin will emit an `update` or `upatefail` event.
* Once Facebook returns control to the game the plugin will emit an `update` or `updatefail` event.
*
* It makes an async call to the API, so the result isn't available immediately.
*

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@ -71,7 +71,7 @@ var SpineGameObject = require('./gameobject/SpineGameObject');
* this.load.spine('stretchyman', 'stretchyman-pro.json', [ 'stretchyman-pma.atlas' ], true);
* ```
*
* It also installs a Game Object Factory method, allowin you to create Spine Game Objects:
* It also installs a Game Object Factory method, allowing you to create Spine Game Objects:
*
* ```javascript
* this.add.spine(512, 650, 'stretchyman')
@ -83,7 +83,7 @@ var SpineGameObject = require('./gameobject/SpineGameObject');
*
* Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary.
* The associated atlas files are scanned for any texture files present in them, which are then loaded.
* If you have exported your Spine data with preMultipiedAlpha set, then you should enable this in the
* If you have exported your Spine data with preMultipliedAlpha set, then you should enable this in the
* load arguments, or you may see black outlines around skeleton textures.
*
* The Spine plugin is local to the Scene in which it is installed. This means a change to something,
@ -516,7 +516,7 @@ var SpinePlugin = new Class({
*
* Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary. The associated
* atlas files are scanned for any texture files present in them, which are then loaded. If you have exported
* your Spine data with preMultipiedAlpha set, then you should enable this in the arguments, or you may see black
* your Spine data with preMultipliedAlpha set, then you should enable this in the arguments, or you may see black
* outlines around skeleton textures.
*
* The key must be a unique String. It is used to add the file to the global Spine cache upon a successful load.
@ -564,7 +564,7 @@ var SpinePlugin = new Class({
* @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} jsonURL - The absolute or relative URL to load the Spine json file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {string|string[]} atlasURL - The absolute or relative URL to load the Spine atlas file from. If undefined or `null` it will be set to `<key>.atlas`, i.e. if `key` was "alien" then the URL will be "alien.atlas".
* @param {boolean} [preMultipiedAlpha=false] - Do the texture files include pre-multiplied alpha or not?
* @param {boolean} [preMultipliedAlpha=false] - Do the texture files include pre-multiplied alpha or not?
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the Spine json file. Used in replacement of the Loaders default XHR Settings.
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the Spine atlas file. Used in replacement of the Loaders default XHR Settings.
*

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@ -21,7 +21,7 @@ export class Parser {
// removes members inherited from classes
// possibly could be avoided if mixins were defined as such before JSDoc parses them and then we could globally remove all inherited (not
// overriden) members globally from the parsed DB
// overridden) members globally from the parsed DB
this.resolveInheritance(docs);
this.resolveParents(docs);

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@ -765,7 +765,7 @@ var Path = new Class({
},
/**
* Converts this Path to a JSON object containing the path information and its consitutent curves.
* Converts this Path to a JSON object containing the path information and its constituent curves.
*
* @method Phaser.Curves.Path#toJSON
* @since 3.0.0

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@ -6,7 +6,7 @@
/**
* Converts an RGB color value to HSV (hue, saturation and value).
* Conversion forumla from http://en.wikipedia.org/wiki/HSL_color_space.
* Conversion formula from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes RGB values are contained in the set [0, 255] and returns h, s and v in the set [0, 1].
* Based on code by Michael Jackson (https://github.com/mjijackson)
*

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@ -37,7 +37,7 @@ var MATH_CONST = require('../../math/const');
* physics body, etc.
*
* Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with
* an alpha channel, and providing the browser supports WebM playback (not all of them do), then it willl render
* an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render
* in-game with full transparency.
*
* ### Autoplaying Videos
@ -576,7 +576,7 @@ var Video = new Class({
* You can then play back specific markers via the `playMarker` method.
*
* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
* plenty of extra padding before and after each sequence to allow for discrepencies in browser seek and currentTime accuracy.
* plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.
*
* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
*
@ -606,7 +606,7 @@ var Video = new Class({
* specified via the `addMarker` method.
*
* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
* plenty of extra padding before and after each sequence to allow for discrepencies in browser seek and currentTime accuracy.
* plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.
*
* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
*
@ -1576,7 +1576,7 @@ var Video = new Class({
},
/**
* Stores this Video in the Texture Manager using the given key as a dyanmic texture,
* Stores this Video in the Texture Manager using the given key as a dynamic texture,
* which any texture-based Game Object, such as a Sprite, can use as its texture:
*
* ```javascript

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@ -12,7 +12,7 @@ var RectangleToRectangle = require('./RectangleToRectangle');
*
* If optional `output` parameter is omitted, new Rectangle object is created and returned. If there is intersection, it will contain intersection area. If there is no intersection, it wil be empty Rectangle (all values set to zero).
*
* If Rectangle object is passed as `output` and there is intersection, then intersection area data will be loaded into it and it will be returned. If there is no intersetion, it will be returned without any change.
* If Rectangle object is passed as `output` and there is intersection, then intersection area data will be loaded into it and it will be returned. If there is no intersection, it will be returned without any change.
*
* @function Phaser.Geom.Intersects.GetRectangleIntersection
* @since 3.0.0

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@ -85,7 +85,7 @@ function linkedList(data, start, end, dim, clockwise) {
return last;
}
// eliminate colinear or duplicate points
// eliminate collinear or duplicate points
function filterPoints(start, end) {
if (!start) return start;
if (!end) end = start;
@ -270,7 +270,7 @@ function splitEarcut(start, triangles, dim, minX, minY, invSize) {
// split the polygon in two by the diagonal
var c = splitPolygon(a, b);
// filter colinear points around the cuts
// filter collinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);

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@ -19,7 +19,7 @@ var GetAspectRatio = require('./GetAspectRatio');
* @generic {Phaser.Geom.Rectangle} O - [target,$return]
*
* @param {Phaser.Geom.Rectangle} target - The target rectangle to adjust.
* @param {Phaser.Geom.Rectangle} source - The source rectangle to envlope the target in.
* @param {Phaser.Geom.Rectangle} source - The source rectangle to envelope the target in.
*
* @return {Phaser.Geom.Rectangle} The modified target rectangle instance.
*/

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@ -5,16 +5,16 @@
*/
/**
* Rounds down (floors) the top left X and Y co-ordinates of the given Rectangle to the largest integer less than or equal to them
* Rounds down (floors) the top left X and Y coordinates of the given Rectangle to the largest integer less than or equal to them
*
* @function Phaser.Geom.Rectangle.Floor
* @since 3.0.0
*
* @generic {Phaser.Geom.Rectangle} O - [rect,$return]
*
* @param {Phaser.Geom.Rectangle} rect - The rectangle to floor the top left X and Y co-ordinates of
* @param {Phaser.Geom.Rectangle} rect - The rectangle to floor the top left X and Y coordinates of
*
* @return {Phaser.Geom.Rectangle} The rectangle that was passed to this function with its co-ordinates floored.
* @return {Phaser.Geom.Rectangle} The rectangle that was passed to this function with its coordinates floored.
*/
var Floor = function (rect)
{

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@ -19,8 +19,8 @@ var Perimeter = require('./Perimeter');
* @generic {Phaser.Geom.Point[]} O - [out,$return]
*
* @param {Phaser.Geom.Rectangle} rectangle - The Rectangle object to get the points from.
* @param {number} step - Step between points. Used to calculate the number of points to return when quantity is falsy. Ignored if quantity is positive.
* @param {integer} quantity - The number of evenly spaced points from the rectangles perimeter to return. If falsy, step param will be used to calculate the number of points.
* @param {number} step - Step between points. Used to calculate the number of points to return when quantity is falsey. Ignored if quantity is positive.
* @param {integer} quantity - The number of evenly spaced points from the rectangles perimeter to return. If falsey, step param will be used to calculate the number of points.
* @param {(array|Phaser.Geom.Point[])} [out] - An optional array to store the points in.
*
* @return {(array|Phaser.Geom.Point[])} An array of Points from the perimeter of the rectangle.

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@ -15,8 +15,8 @@ var Triangle = require('./Triangle');
*
* @generic {Phaser.Geom.Triangle[]} O - [out,$return]
*
* @param {array} data - A flat array of vertice coordinates like [x0,y0, x1,y1, x2,y2, ...]
* @param {array} [holes=null] - An array of hole indices if any (e.g. [5, 8] for a 12-vertice input would mean one hole with vertices 57 and another with 811).
* @param {array} data - A flat array of vertex coordinates like [x0,y0, x1,y1, x2,y2, ...]
* @param {array} [holes=null] - An array of hole indices if any (e.g. [5, 8] for a 12-vertex input would mean one hole with vertices 57 and another with 811).
* @param {number} [scaleX=1] - [description]
* @param {number} [scaleY=1] - [description]
* @param {(array|Phaser.Geom.Triangle[])} [out] - [description]

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@ -286,7 +286,7 @@ var GLSLFile = new Class({
}
else
{
// We've hit another --- delimeter, break out
// We've hit another --- delimiter, break out
captureSource = false;
break;
}

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@ -111,7 +111,7 @@ var MultiScriptFile = new Class({
*
* The difference between this and the `ScriptFile` file type is that you give an array of scripts to this method,
* and the scripts are then processed _exactly_ in that order. This allows you to load a bunch of scripts that
* may have dependancies on each other without worrying about the async nature of traditional script loading.
* may have dependencies on each other without worrying about the async nature of traditional script loading.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*

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@ -5,7 +5,7 @@
// https://gist.github.com/timhall/4078614
// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame
// Expected to be used with Browserfiy
// Expected to be used with Browserify
// Browserify automatically detects the use of `global` and passes the
// correct reference of `global`, `self`, and finally `window`

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@ -10,7 +10,7 @@ var Utils = require('./Utils');
/**
* @classdesc
* WebGLPipeline is a class that describes the way elements will be rendererd
* WebGLPipeline is a class that describes the way elements will be renderered
* in WebGL, specially focused on batching vertices (batching is not provided).
* Pipelines are mostly used for describing 2D rendering passes but it's
* flexible enough to be used for any type of rendering including 3D.

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@ -1062,7 +1062,7 @@ var ScaleManager = new Class({
style.height = styleHeight + 'px';
}
// Update the parentSize incase the canvas / style change modified it
// Update the parentSize in case the canvas / style change modified it
this.getParentBounds();
// Finally, update the centering

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@ -219,7 +219,7 @@ var Size = new Class({
*
* To clear the parent call this method with no arguments.
*
* The parent influences the maximum extents to which this Size compoent can expand,
* The parent influences the maximum extents to which this Size component can expand,
* based on the aspect mode:
*
* NONE - The parent clamps both the width and height.
@ -540,7 +540,7 @@ var Size = new Class({
},
/**
* The current `width` and `height` are adjusted so that they fully envlop the given dimensions, while keeping the aspect ratio.
* The current `width` and `height` are adjusted so that they fully envelope the given dimensions, while keeping the aspect ratio.
*
* The size may extend further out than the target area if the aspect ratios differ.
*

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@ -2112,7 +2112,7 @@ var Tilemap = new Class({
},
/**
* Sets a collision callback for the given rectangular area (in tile coordindates) within the layer.
* Sets a collision callback for the given rectangular area (in tile coordinates) within the layer.
* If a callback is already set for the tile index it will be replaced. Set the callback to null to
* remove it.
*

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@ -30,7 +30,7 @@ var Randomize = function (tileX, tileY, width, height, indexes, layer)
var i;
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
// If no indicies are given, then find all the unique indexes within the specified region
// If no indices are given, then find all the unique indexes within the specified region
if (indexes === undefined)
{
indexes = [];

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@ -1220,7 +1220,7 @@ var DynamicTilemapLayer = new Class({
/**
* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
* specified layer. Each tile will recieve a new index. New indexes are drawn from the given
* specified layer. Each tile will receive a new index. New indexes are drawn from the given
* weightedIndexes array. An example weighted array:
*
* [

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@ -34,6 +34,6 @@
*
* @param {Phaser.Tweens.Tween} tween - A reference to the Tween instance that emitted the event.
* @param {string} key - The key of the property that just repeated.
* @param {any} target - The target that the property just repated on.
* @param {any} target - The target that the property just repeated on.
*/
module.exports = 'repeat';

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@ -9,7 +9,7 @@
* @property {number} [delay=0] - The number of milliseconds to delay before the tween will start. Each individual Tween configuration can override this value.
* @property {array} [easeParams] - Optional easing parameters. Each individual Tween configuration can override this value.
* @property {(string|function)} [ease='Power0'] - The easing equation to use for each tween. Each individual Tween configuration can override this value.
* @property {number} [hold=0] - The number of milliseconds to hold each tween before yoyoing. Each individual Tween configuration can override this value.
* @property {number} [hold=0] - The number of milliseconds to hold each tween before yoyo'ing. Each individual Tween configuration can override this value.
* @property {integer} [repeat=0] - The number of times to repeat each tween. Each individual Tween configuration can override this value.
* @property {number} [repeatDelay=0] - The number of milliseconds to pause before each tween will repeat. Each individual Tween configuration can override this value.
* @property {boolean} [yoyo=false] - Should each tween complete, then reverse the values incrementally to get back to the starting tween values? The reverse tweening will also take `duration` milliseconds to complete. Each individual Tween configuration can override this value.