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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

@@ -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 = [];

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@@ -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) {

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@@ -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;

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@@ -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)) {