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fix typos in comments
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0997c9909b
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@ -228,7 +228,7 @@ 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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@ -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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@ -121,7 +121,7 @@ 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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@ -91,7 +91,7 @@ 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 furthest 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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@ -432,7 +432,7 @@ export class WireSystem extends GameSystemWithFilter {
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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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