Fix multiple typos, closes #627
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@ -64,7 +64,7 @@ This project is based on ES5. Some ES2015 features are used but most of them are
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5. Add a constructor. **The constructor must be called with optional parameters only!** `new MyFancyComponent({})` should always work.
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6. Add any props you need in the constructor.
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7. Add the component in `src/js/game/component_registry.js`
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8. Add the componetn in `src/js/game/entity_components.js`
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8. Add the component in `src/js/game/entity_components.js`
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9. Done! You can use your component now
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#### Adding a new building
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@ -96,6 +96,6 @@ This project is based on ES5. Some ES2015 features are used but most of them are
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For most assets I use Adobe Photoshop, you can find them in `assets/`.
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You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">Texture Packer</a> license in order to regenerate the atlas. If you don't have one but want to contribute assets, let me know and I might compile it for you. I'm currently switching to an open source solution but I can't give an estimate when thats done.
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You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">Texture Packer</a> license in order to regenerate the atlas. If you don't have one but want to contribute assets, let me know and I might compile it for you. I'm currently switching to an open source solution but I can't give an estimate when that's done.
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<img src="https://i.imgur.com/W25Fkl0.png" alt="shapez.io Screenshot">
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@ -283,6 +283,7 @@
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<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-stacker.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
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<key type="filename">sprites/blueprints/virtual_processor.png</key>
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<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
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@ -310,6 +311,7 @@
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<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
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<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
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<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
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<key type="filename">sprites/buildings/virtual_processor-stacker.png</key>
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<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
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<key type="filename">sprites/buildings/virtual_processor.png</key>
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<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
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@ -39,13 +39,6 @@
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}
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}
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.seperator {
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display: flex;
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align-items: center;
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justify-content: center;
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width: 100%;
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}
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.layer {
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position: relative;
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background: #eee;
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@ -109,7 +109,7 @@ export const CHANGELOG = [
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date: "17.06.2020",
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entries: [
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"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
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"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
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"Added continue button to main menu and add separate 'New game' button (by jaysc)",
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"Added setting to disable smart tunnel placement introduced with the last update",
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"Added setting to disable vignette",
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"Update translations",
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@ -30,10 +30,10 @@ export class Dialog {
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* @param {string} param0.title Title of the dialog
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* @param {string} param0.contentHTML Inner dialog html
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* @param {Array<string>} param0.buttons
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* Button list, each button contains of up to 3 parts seperated by ':'.
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* Button list, each button contains of up to 3 parts separated by ':'.
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* Part 0: The id, one of the one defined in dialog_buttons.yaml
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* Part 1: The style, either good, bad or misc
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* Part 2 (optional): Additional parameters seperated by '/', available are:
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* Part 2 (optional): Additional parameters separated by '/', available are:
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* timeout: This button is only available after some waiting time
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* kb_enter: This button is triggered by the enter key
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* kb_escape This button is triggered by the escape key
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@ -224,7 +224,7 @@ export class ReadWriteProxy {
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return rawData;
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})
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// Parse JSON, this could throw but thats fine
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// Parse JSON, this could throw but that's fine
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.then(res => {
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try {
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return JSON.parse(res);
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@ -206,7 +206,7 @@ export class AtlasSprite extends BaseSprite {
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srcX,
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srcY,
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// atlas src siize
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// atlas src size
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srcW,
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srcH,
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@ -1091,7 +1091,7 @@ export class BeltPath extends BasicSerializableObject {
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computePositionFromProgress(progress) {
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let currentLength = 0;
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// floating point issuses ..
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// floating point issues ..
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assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
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for (let i = 0; i < this.entityPath.length; ++i) {
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@ -1206,7 +1206,7 @@ export class BeltPath extends BasicSerializableObject {
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// Check if the current items are on the belt
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while (trackPos + beltLength >= currentItemPos - 1e-5) {
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// Its on the belt, render it now
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// It's on the belt, render it now
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const staticComp = entity.components.StaticMapEntity;
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assert(
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currentItemPos - trackPos >= 0,
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@ -123,7 +123,7 @@ export class Camera extends BasicSerializableObject {
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this.clampZoomLevel();
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}
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// Simple geters & setters
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// Simple getters & setters
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addScreenShake(amount) {
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const currentShakeAmount = this.currentShake.length();
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@ -23,7 +23,7 @@ export class EntityManager extends BasicSerializableObject {
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/** @type {Array<Entity>} */
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this.entities = [];
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// We store a seperate list with entities to destroy, since we don't destroy
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// We store a separate list with entities to destroy, since we don't destroy
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// them instantly
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/** @type {Array<Entity>} */
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this.destroyList = [];
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@ -330,7 +330,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
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this.currentMetaBuilding.set(gMetaBuildingRegistry.findByClass(MetaMinerBuilding));
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// Select chained miner if available, since thats always desired once unlocked
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// Select chained miner if available, since that's always desired once unlocked
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if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
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this.currentVariant.set(enumMinerVariants.chainable);
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}
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@ -360,7 +360,7 @@ export class BeltSystem extends GameSystemWithFilter {
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const followUpTile = staticComp.origin.add(followUpVector);
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const followUpEntity = this.root.map.getLayerContentXY(followUpTile.x, followUpTile.y, entity.layer);
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// Check if theres a belt at the tile we point to
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// Check if there's a belt at the tile we point to
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if (followUpEntity) {
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const followUpBeltComp = followUpEntity.components.Belt;
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if (followUpBeltComp) {
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@ -390,7 +390,7 @@ export class BeltSystem extends GameSystemWithFilter {
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const supplyTile = staticComp.origin.add(supplyVector);
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const supplyEntity = this.root.map.getLayerContentXY(supplyTile.x, supplyTile.y, entity.layer);
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// Check if theres a belt at the tile we point to
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// Check if there's a belt at the tile we point to
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if (supplyEntity) {
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const supplyBeltComp = supplyEntity.components.Belt;
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if (supplyBeltComp) {
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@ -170,7 +170,7 @@ export class MinerSystem extends GameSystemWithFilter {
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}
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// Draw the item background - this is to hide the ejected item animation from
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// the item ejecto
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// the item ejector
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const padding = 3;
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const destX = staticComp.origin.x * globalConfig.tileSize + padding;
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@ -71,7 +71,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
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// FIND ENTRANCE
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// Search for the entrance which is furthes apart (this is why we can't reuse logic here)
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// Search for the entrance which is farthest apart (this is why we can't reuse logic here)
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let matchingEntrance = null;
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for (let i = 0; i < range; ++i) {
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currentPos.addInplace(offset);
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@ -162,7 +162,7 @@ export class WireSystem extends GameSystemWithFilter {
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const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
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const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
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// Clear all network references, but not on the first update since thats the deserializing one
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// Clear all network references, but not on the first update since that's the deserializing one
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if (!this.isFirstRecompute) {
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for (let i = 0; i < wireEntities.length; ++i) {
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wireEntities[i].components.Wire.linkedNetwork = null;
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continue;
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}
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// Check if its a tunnel, if so, go to the forwarded item
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// Check if it's a tunnel, if so, go to the forwarded item
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const tunnelComp = entity.components.WireTunnel;
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if (tunnelComp) {
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if (visitedTunnels.has(entity.uid)) {
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@ -38,7 +38,7 @@ The base language is English and can be found [here](base-en.yaml).
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## Editing existing translations
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If you want to edit an existing translation (Fixing typos, Updating it to a newer version, etc), you can just use the github file editor to edit the file.
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If you want to edit an existing translation (Fixing typos, updating it to a newer version, etc), you can just use the github file editor to edit the file.
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- Click the language you want to edit from the list above
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- Click the small "edit" symbol on the top right
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@ -61,6 +61,8 @@ If you want to edit an existing translation (Fixing typos, Updating it to a newe
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Please DM me on Discord (tobspr#5407), so I can add the language template for you.
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**Important: I am currently not accepting new languages until the wires update is out!**
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Please use the following template:
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```
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@ -77,4 +79,4 @@ PS: I'm super busy, but I'll give my best to do it quickly!
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## Updating a language to the latest version
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Run `yarn syncTranslations` in the root directory to synchronize all translations to the latest version! This will remove obsolete keys and add newly added keys. (Run `yarn` before to install packes).
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Run `yarn syncTranslations` in the root directory to synchronize all translations to the latest version! This will remove obsolete keys and add newly added keys. (Run `yarn` before to install packages).
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