mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
Fix multiple typos, closes #627
This commit is contained in:
parent
1ebfafd8de
commit
b5a2e77db4
@ -64,7 +64,7 @@ This project is based on ES5. Some ES2015 features are used but most of them are
|
|||||||
5. Add a constructor. **The constructor must be called with optional parameters only!** `new MyFancyComponent({})` should always work.
|
5. Add a constructor. **The constructor must be called with optional parameters only!** `new MyFancyComponent({})` should always work.
|
||||||
6. Add any props you need in the constructor.
|
6. Add any props you need in the constructor.
|
||||||
7. Add the component in `src/js/game/component_registry.js`
|
7. Add the component in `src/js/game/component_registry.js`
|
||||||
8. Add the componetn in `src/js/game/entity_components.js`
|
8. Add the component in `src/js/game/entity_components.js`
|
||||||
9. Done! You can use your component now
|
9. Done! You can use your component now
|
||||||
|
|
||||||
#### Adding a new building
|
#### Adding a new building
|
||||||
@ -96,6 +96,6 @@ This project is based on ES5. Some ES2015 features are used but most of them are
|
|||||||
|
|
||||||
For most assets I use Adobe Photoshop, you can find them in `assets/`.
|
For most assets I use Adobe Photoshop, you can find them in `assets/`.
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
<img src="https://i.imgur.com/W25Fkl0.png" alt="shapez.io Screenshot">
|
<img src="https://i.imgur.com/W25Fkl0.png" alt="shapez.io Screenshot">
|
||||||
|
@ -283,6 +283,7 @@
|
|||||||
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
|
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
|
||||||
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
|
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
|
||||||
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
|
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
|
||||||
|
<key type="filename">sprites/blueprints/virtual_processor-stacker.png</key>
|
||||||
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
|
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
|
||||||
<key type="filename">sprites/blueprints/virtual_processor.png</key>
|
<key type="filename">sprites/blueprints/virtual_processor.png</key>
|
||||||
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
|
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
|
||||||
@ -310,6 +311,7 @@
|
|||||||
<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
|
<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
|
||||||
<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
|
<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
|
||||||
<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
|
<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
|
||||||
|
<key type="filename">sprites/buildings/virtual_processor-stacker.png</key>
|
||||||
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
|
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
|
||||||
<key type="filename">sprites/buildings/virtual_processor.png</key>
|
<key type="filename">sprites/buildings/virtual_processor.png</key>
|
||||||
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
|
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
|
||||||
|
@ -39,13 +39,6 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
.seperator {
|
|
||||||
display: flex;
|
|
||||||
align-items: center;
|
|
||||||
justify-content: center;
|
|
||||||
width: 100%;
|
|
||||||
}
|
|
||||||
|
|
||||||
.layer {
|
.layer {
|
||||||
position: relative;
|
position: relative;
|
||||||
background: #eee;
|
background: #eee;
|
||||||
|
@ -109,7 +109,7 @@ export const CHANGELOG = [
|
|||||||
date: "17.06.2020",
|
date: "17.06.2020",
|
||||||
entries: [
|
entries: [
|
||||||
"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
|
"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 smart tunnel placement introduced with the last update",
|
||||||
"Added setting to disable vignette",
|
"Added setting to disable vignette",
|
||||||
"Update translations",
|
"Update translations",
|
||||||
|
@ -30,10 +30,10 @@ export class Dialog {
|
|||||||
* @param {string} param0.title Title of the dialog
|
* @param {string} param0.title Title of the dialog
|
||||||
* @param {string} param0.contentHTML Inner dialog html
|
* @param {string} param0.contentHTML Inner dialog html
|
||||||
* @param {Array<string>} param0.buttons
|
* @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 0: The id, one of the one defined in dialog_buttons.yaml
|
||||||
* Part 1: The style, either good, bad or misc
|
* 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
|
* timeout: This button is only available after some waiting time
|
||||||
* kb_enter: This button is triggered by the enter key
|
* kb_enter: This button is triggered by the enter key
|
||||||
* kb_escape This button is triggered by the escape key
|
* kb_escape This button is triggered by the escape key
|
||||||
|
@ -224,7 +224,7 @@ export class ReadWriteProxy {
|
|||||||
return rawData;
|
return rawData;
|
||||||
})
|
})
|
||||||
|
|
||||||
// Parse JSON, this could throw but thats fine
|
// Parse JSON, this could throw but that's fine
|
||||||
.then(res => {
|
.then(res => {
|
||||||
try {
|
try {
|
||||||
return JSON.parse(res);
|
return JSON.parse(res);
|
||||||
|
@ -206,7 +206,7 @@ export class AtlasSprite extends BaseSprite {
|
|||||||
srcX,
|
srcX,
|
||||||
srcY,
|
srcY,
|
||||||
|
|
||||||
// atlas src siize
|
// atlas src size
|
||||||
srcW,
|
srcW,
|
||||||
srcH,
|
srcH,
|
||||||
|
|
||||||
|
@ -1091,7 +1091,7 @@ export class BeltPath extends BasicSerializableObject {
|
|||||||
computePositionFromProgress(progress) {
|
computePositionFromProgress(progress) {
|
||||||
let currentLength = 0;
|
let currentLength = 0;
|
||||||
|
|
||||||
// floating point issuses ..
|
// floating point issues ..
|
||||||
assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
|
assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
|
||||||
|
|
||||||
for (let i = 0; i < this.entityPath.length; ++i) {
|
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
|
// Check if the current items are on the belt
|
||||||
while (trackPos + beltLength >= currentItemPos - 1e-5) {
|
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;
|
const staticComp = entity.components.StaticMapEntity;
|
||||||
assert(
|
assert(
|
||||||
currentItemPos - trackPos >= 0,
|
currentItemPos - trackPos >= 0,
|
||||||
|
@ -123,7 +123,7 @@ export class Camera extends BasicSerializableObject {
|
|||||||
this.clampZoomLevel();
|
this.clampZoomLevel();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Simple geters & setters
|
// Simple getters & setters
|
||||||
|
|
||||||
addScreenShake(amount) {
|
addScreenShake(amount) {
|
||||||
const currentShakeAmount = this.currentShake.length();
|
const currentShakeAmount = this.currentShake.length();
|
||||||
|
@ -23,7 +23,7 @@ export class EntityManager extends BasicSerializableObject {
|
|||||||
/** @type {Array<Entity>} */
|
/** @type {Array<Entity>} */
|
||||||
this.entities = [];
|
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
|
// them instantly
|
||||||
/** @type {Array<Entity>} */
|
/** @type {Array<Entity>} */
|
||||||
this.destroyList = [];
|
this.destroyList = [];
|
||||||
|
@ -330,7 +330,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
|
|||||||
if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
|
if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
|
||||||
this.currentMetaBuilding.set(gMetaBuildingRegistry.findByClass(MetaMinerBuilding));
|
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)) {
|
if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
|
||||||
this.currentVariant.set(enumMinerVariants.chainable);
|
this.currentVariant.set(enumMinerVariants.chainable);
|
||||||
}
|
}
|
||||||
|
@ -360,7 +360,7 @@ export class BeltSystem extends GameSystemWithFilter {
|
|||||||
const followUpTile = staticComp.origin.add(followUpVector);
|
const followUpTile = staticComp.origin.add(followUpVector);
|
||||||
const followUpEntity = this.root.map.getLayerContentXY(followUpTile.x, followUpTile.y, entity.layer);
|
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) {
|
if (followUpEntity) {
|
||||||
const followUpBeltComp = followUpEntity.components.Belt;
|
const followUpBeltComp = followUpEntity.components.Belt;
|
||||||
if (followUpBeltComp) {
|
if (followUpBeltComp) {
|
||||||
@ -390,7 +390,7 @@ export class BeltSystem extends GameSystemWithFilter {
|
|||||||
const supplyTile = staticComp.origin.add(supplyVector);
|
const supplyTile = staticComp.origin.add(supplyVector);
|
||||||
const supplyEntity = this.root.map.getLayerContentXY(supplyTile.x, supplyTile.y, entity.layer);
|
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) {
|
if (supplyEntity) {
|
||||||
const supplyBeltComp = supplyEntity.components.Belt;
|
const supplyBeltComp = supplyEntity.components.Belt;
|
||||||
if (supplyBeltComp) {
|
if (supplyBeltComp) {
|
||||||
|
@ -170,7 +170,7 @@ export class MinerSystem extends GameSystemWithFilter {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Draw the item background - this is to hide the ejected item animation from
|
// Draw the item background - this is to hide the ejected item animation from
|
||||||
// the item ejecto
|
// the item ejector
|
||||||
|
|
||||||
const padding = 3;
|
const padding = 3;
|
||||||
const destX = staticComp.origin.x * globalConfig.tileSize + padding;
|
const destX = staticComp.origin.x * globalConfig.tileSize + padding;
|
||||||
|
@ -71,7 +71,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
|
|||||||
const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
|
const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
|
||||||
|
|
||||||
// FIND ENTRANCE
|
// 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;
|
let matchingEntrance = null;
|
||||||
for (let i = 0; i < range; ++i) {
|
for (let i = 0; i < range; ++i) {
|
||||||
currentPos.addInplace(offset);
|
currentPos.addInplace(offset);
|
||||||
|
@ -162,7 +162,7 @@ export class WireSystem extends GameSystemWithFilter {
|
|||||||
const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
|
const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
|
||||||
const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
|
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) {
|
if (!this.isFirstRecompute) {
|
||||||
for (let i = 0; i < wireEntities.length; ++i) {
|
for (let i = 0; i < wireEntities.length; ++i) {
|
||||||
wireEntities[i].components.Wire.linkedNetwork = null;
|
wireEntities[i].components.Wire.linkedNetwork = null;
|
||||||
@ -432,7 +432,7 @@ export class WireSystem extends GameSystemWithFilter {
|
|||||||
continue;
|
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;
|
const tunnelComp = entity.components.WireTunnel;
|
||||||
if (tunnelComp) {
|
if (tunnelComp) {
|
||||||
if (visitedTunnels.has(entity.uid)) {
|
if (visitedTunnels.has(entity.uid)) {
|
||||||
|
@ -38,7 +38,7 @@ The base language is English and can be found [here](base-en.yaml).
|
|||||||
|
|
||||||
## Editing existing translations
|
## Editing existing translations
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|
||||||
- Click the language you want to edit from the list above
|
- Click the language you want to edit from the list above
|
||||||
- Click the small "edit" symbol on the top right
|
- Click the small "edit" symbol on the top right
|
||||||
@ -61,6 +61,8 @@ If you want to edit an existing translation (Fixing typos, Updating it to a newe
|
|||||||
|
|
||||||
Please DM me on Discord (tobspr#5407), so I can add the language template for you.
|
Please DM me on Discord (tobspr#5407), so I can add the language template for you.
|
||||||
|
|
||||||
|
**Important: I am currently not accepting new languages until the wires update is out!**
|
||||||
|
|
||||||
Please use the following template:
|
Please use the following template:
|
||||||
|
|
||||||
```
|
```
|
||||||
@ -77,4 +79,4 @@ PS: I'm super busy, but I'll give my best to do it quickly!
|
|||||||
|
|
||||||
## Updating a language to the latest version
|
## Updating a language to the latest version
|
||||||
|
|
||||||
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).
|
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).
|
||||||
|
Loading…
Reference in New Issue
Block a user