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mirror of https://github.com/tobspr/shapez.io.git synced 2026-03-02 03:39:21 +00:00

Fix multiple typos, closes #627

This commit is contained in:
tobspr
2020-09-19 07:49:17 +02:00
parent 1ebfafd8de
commit b5a2e77db4
16 changed files with 1197 additions and 1200 deletions

View File

@@ -1,161 +1,154 @@
#ingame_HUD_ShapeViewer {
$dims: 170px;
.content {
display: flex;
@include S(width, $dims);
width: 100%;
flex-direction: column;
overflow-x: hidden;
&[data-layers="3"],
&[data-layers="4"] {
@include S(width, 2 * $dims);
.renderArea {
display: grid;
grid-template-columns: 1fr 1fr;
@include S(grid-row-gap, 15px);
}
}
.renderArea {
display: grid;
width: 100%;
@include S(grid-row-gap, 10px);
align-items: center;
justify-items: center;
}
.infoArea {
align-self: flex-end;
@include S(margin-top, 10px);
display: flex;
flex-direction: column;
overflow: hidden;
button {
@include S(margin, 0);
@include PlainText;
}
}
.seperator {
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
.layer {
position: relative;
background: #eee;
@include DarkThemeOverride {
background: rgba(0, 10, 20, 0.2);
}
@include S(width, 150px);
@include S(height, 100px);
display: flex;
align-items: center;
justify-content: center;
> canvas {
@include S(width, 50px);
@include S(height, 50px);
}
.quad {
position: absolute;
width: 50%;
height: 50%;
display: flex;
justify-content: center;
align-items: center;
box-sizing: border-box;
$arrowDims: 23px;
$spacing: 9px;
@include S(padding, 6px);
.colorLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
.emptyLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
&::after {
content: " ";
background: rgba(0, 10, 20, 0.5);
@include S(width, $arrowDims);
@include S(height, 1px);
position: absolute;
transform: rotate(45deg);
transform-origin: 50% 50%;
}
@include DarkThemeOverride {
&::after {
background: rgba(255, 255, 255, 0.5);
}
}
&.quad-0 {
right: 0;
top: 0;
align-items: flex-start;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(-45deg);
}
}
&.quad-1 {
bottom: 0;
right: 0;
align-items: flex-end;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(45deg);
}
}
&.quad-2 {
bottom: 0;
left: 0;
align-items: flex-end;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(135deg);
}
}
&.quad-3 {
top: 0;
left: 0;
align-items: flex-start;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(225deg);
}
}
}
}
}
}
#ingame_HUD_ShapeViewer {
$dims: 170px;
.content {
display: flex;
@include S(width, $dims);
width: 100%;
flex-direction: column;
overflow-x: hidden;
&[data-layers="3"],
&[data-layers="4"] {
@include S(width, 2 * $dims);
.renderArea {
display: grid;
grid-template-columns: 1fr 1fr;
@include S(grid-row-gap, 15px);
}
}
.renderArea {
display: grid;
width: 100%;
@include S(grid-row-gap, 10px);
align-items: center;
justify-items: center;
}
.infoArea {
align-self: flex-end;
@include S(margin-top, 10px);
display: flex;
flex-direction: column;
overflow: hidden;
button {
@include S(margin, 0);
@include PlainText;
}
}
.layer {
position: relative;
background: #eee;
@include DarkThemeOverride {
background: rgba(0, 10, 20, 0.2);
}
@include S(width, 150px);
@include S(height, 100px);
display: flex;
align-items: center;
justify-content: center;
> canvas {
@include S(width, 50px);
@include S(height, 50px);
}
.quad {
position: absolute;
width: 50%;
height: 50%;
display: flex;
justify-content: center;
align-items: center;
box-sizing: border-box;
$arrowDims: 23px;
$spacing: 9px;
@include S(padding, 6px);
.colorLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
.emptyLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
&::after {
content: " ";
background: rgba(0, 10, 20, 0.5);
@include S(width, $arrowDims);
@include S(height, 1px);
position: absolute;
transform: rotate(45deg);
transform-origin: 50% 50%;
}
@include DarkThemeOverride {
&::after {
background: rgba(255, 255, 255, 0.5);
}
}
&.quad-0 {
right: 0;
top: 0;
align-items: flex-start;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(-45deg);
}
}
&.quad-1 {
bottom: 0;
right: 0;
align-items: flex-end;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(45deg);
}
}
&.quad-2 {
bottom: 0;
left: 0;
align-items: flex-end;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(135deg);
}
}
&.quad-3 {
top: 0;
left: 0;
align-items: flex-start;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(225deg);
}
}
}
}
}
}

View File

@@ -109,7 +109,7 @@ export const CHANGELOG = [
date: "17.06.2020",
entries: [
"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
"Added continue button to main menu and add separate 'New game' button (by jaysc)",
"Added setting to disable smart tunnel placement introduced with the last update",
"Added setting to disable vignette",
"Update translations",

View File

@@ -30,10 +30,10 @@ export class Dialog {
* @param {string} param0.title Title of the dialog
* @param {string} param0.contentHTML Inner dialog html
* @param {Array<string>} param0.buttons
* Button list, each button contains of up to 3 parts seperated by ':'.
* Button list, each button contains of up to 3 parts separated by ':'.
* Part 0: The id, one of the one defined in dialog_buttons.yaml
* Part 1: The style, either good, bad or misc
* Part 2 (optional): Additional parameters seperated by '/', available are:
* Part 2 (optional): Additional parameters separated by '/', available are:
* timeout: This button is only available after some waiting time
* kb_enter: This button is triggered by the enter key
* kb_escape This button is triggered by the escape key

View File

@@ -224,7 +224,7 @@ export class ReadWriteProxy {
return rawData;
})
// Parse JSON, this could throw but thats fine
// Parse JSON, this could throw but that's fine
.then(res => {
try {
return JSON.parse(res);

View File

@@ -206,7 +206,7 @@ export class AtlasSprite extends BaseSprite {
srcX,
srcY,
// atlas src siize
// atlas src size
srcW,
srcH,

View File

@@ -1091,7 +1091,7 @@ export class BeltPath extends BasicSerializableObject {
computePositionFromProgress(progress) {
let currentLength = 0;
// floating point issuses ..
// floating point issues ..
assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
for (let i = 0; i < this.entityPath.length; ++i) {
@@ -1206,7 +1206,7 @@ export class BeltPath extends BasicSerializableObject {
// Check if the current items are on the belt
while (trackPos + beltLength >= currentItemPos - 1e-5) {
// Its on the belt, render it now
// It's on the belt, render it now
const staticComp = entity.components.StaticMapEntity;
assert(
currentItemPos - trackPos >= 0,

File diff suppressed because it is too large Load Diff

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@@ -23,7 +23,7 @@ export class EntityManager extends BasicSerializableObject {
/** @type {Array<Entity>} */
this.entities = [];
// We store a seperate list with entities to destroy, since we don't destroy
// We store a separate list with entities to destroy, since we don't destroy
// them instantly
/** @type {Array<Entity>} */
this.destroyList = [];

View File

@@ -330,7 +330,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
this.currentMetaBuilding.set(gMetaBuildingRegistry.findByClass(MetaMinerBuilding));
// Select chained miner if available, since thats always desired once unlocked
// Select chained miner if available, since that's always desired once unlocked
if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
this.currentVariant.set(enumMinerVariants.chainable);
}

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@@ -360,7 +360,7 @@ export class BeltSystem extends GameSystemWithFilter {
const followUpTile = staticComp.origin.add(followUpVector);
const followUpEntity = this.root.map.getLayerContentXY(followUpTile.x, followUpTile.y, entity.layer);
// Check if theres a belt at the tile we point to
// Check if there's a belt at the tile we point to
if (followUpEntity) {
const followUpBeltComp = followUpEntity.components.Belt;
if (followUpBeltComp) {
@@ -390,7 +390,7 @@ export class BeltSystem extends GameSystemWithFilter {
const supplyTile = staticComp.origin.add(supplyVector);
const supplyEntity = this.root.map.getLayerContentXY(supplyTile.x, supplyTile.y, entity.layer);
// Check if theres a belt at the tile we point to
// Check if there's a belt at the tile we point to
if (supplyEntity) {
const supplyBeltComp = supplyEntity.components.Belt;
if (supplyBeltComp) {

View File

@@ -170,7 +170,7 @@ export class MinerSystem extends GameSystemWithFilter {
}
// Draw the item background - this is to hide the ejected item animation from
// the item ejecto
// the item ejector
const padding = 3;
const destX = staticComp.origin.x * globalConfig.tileSize + padding;

View File

@@ -71,7 +71,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
// FIND ENTRANCE
// Search for the entrance which is furthes apart (this is why we can't reuse logic here)
// Search for the entrance which is farthest apart (this is why we can't reuse logic here)
let matchingEntrance = null;
for (let i = 0; i < range; ++i) {
currentPos.addInplace(offset);

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@@ -162,7 +162,7 @@ export class WireSystem extends GameSystemWithFilter {
const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
// Clear all network references, but not on the first update since thats the deserializing one
// Clear all network references, but not on the first update since that's the deserializing one
if (!this.isFirstRecompute) {
for (let i = 0; i < wireEntities.length; ++i) {
wireEntities[i].components.Wire.linkedNetwork = null;
@@ -432,7 +432,7 @@ export class WireSystem extends GameSystemWithFilter {
continue;
}
// Check if its a tunnel, if so, go to the forwarded item
// Check if it's a tunnel, if so, go to the forwarded item
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
if (visitedTunnels.has(entity.uid)) {