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https://github.com/hajimehoshi/ebiten.git
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Fix misspelling
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parent
968e137cc5
commit
155ee828b8
@ -85,7 +85,7 @@ func update(screen *ebiten.Image) error {
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op.GeoM.Scale(0.25, 0.25)
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op.GeoM.Scale(0.25, 0.25)
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// Scale the image by the device ratio so that the rendering result can be same
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// Scale the image by the device ratio so that the rendering result can be same
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// on various (diffrent-DPI) environments.
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// on various (different-DPI) environments.
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op.GeoM.Scale(scale, scale)
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op.GeoM.Scale(scale, scale)
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// Move the image's center to the screen's center.
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// Move the image's center to the screen's center.
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@ -46,7 +46,7 @@ func update(screen *ebiten.Image) error {
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op := &ebiten.DrawImageOptions{}
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op := &ebiten.DrawImageOptions{}
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// Move the image's center to the screen's upper-left corner.
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// Move the image's center to the screen's upper-left corner.
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// This is a prepartion for rotating. When geometry matrices are applied,
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// This is a preparation for rotating. When geometry matrices are applied,
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// the origin point is the upper-left corner.
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// the origin point is the upper-left corner.
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op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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@ -45,7 +45,7 @@ func init() {
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log.Fatal(err)
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log.Fatal(err)
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}
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}
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// In this example, embeded resource "Jab_wav" is used.
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// In this example, embedded resource "Jab_wav" is used.
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//
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//
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// If you want to use a wav file, open this and pass the file stream to wav.Decode.
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// If you want to use a wav file, open this and pass the file stream to wav.Decode.
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// Note that file's Close() should not be closed here
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// Note that file's Close() should not be closed here
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@ -76,7 +76,7 @@ func QuadVertices(width, height int, sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty
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func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca float32) []float32 {
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func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca float32) []float32 {
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// Specifying a range explicitly here is redundant but this helps optimization
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// Specifying a range explicitly here is redundant but this helps optimization
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// to eliminate boundry checks.
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// to eliminate boundary checks.
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//
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//
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// 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work.
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// 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work.
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vs := theVerticesBackend.slice(4)[0:40]
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vs := theVerticesBackend.slice(4)[0:40]
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@ -34,7 +34,7 @@ type backend struct {
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}
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}
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func (b *backend) TryAlloc(width, height int) (*packing.Node, bool) {
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func (b *backend) TryAlloc(width, height int) (*packing.Node, bool) {
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// If the region is allocated without any extention, it's fine.
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// If the region is allocated without any extension, it's fine.
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if n := b.page.Alloc(width, height); n != nil {
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if n := b.page.Alloc(width, height); n != nil {
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return n, true
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return n, true
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}
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}
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4
run.go
4
run.go
@ -180,7 +180,7 @@ func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64,
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//
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//
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten game
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// On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten game
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// should not know the outside of the window object.
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// should not know the outside of the window object.
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// For more detials, see SetFullscreen API comment.
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// For more details, see SetFullscreen API comment.
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//
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//
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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// On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
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//
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//
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@ -409,7 +409,7 @@ func IsVsyncEnabled() bool {
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// The initial value is true.
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// The initial value is true.
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// By disabling vsync, the game works more efficiently but consumes more CPU.
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// By disabling vsync, the game works more efficiently but consumes more CPU.
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//
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//
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// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run funciton is
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// Note that the state doesn't affect TPS (ticks per second, i.e. how many the run function is
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// updated per second).
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// updated per second).
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//
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//
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// SetVsyncEnabled does nothing on mobiles so far.
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// SetVsyncEnabled does nothing on mobiles so far.
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