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Minor spelling fixes in strings, comments and non-code files. (#1236)
Co-authored-by: A Thousand Ships <[email protected]>
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2d/bullet_shower/bullets.gd

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@@ -1,5 +1,5 @@
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extends Node2D
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# This demo is an example of controling a high number of 2D objects with logic
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# This demo is an example of controlling a high number of 2D objects with logic
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# and collision without using nodes in the scene. This technique is a lot more
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# efficient than using instancing and nodes, but requires more programming and
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# is less visual. Bullets are managed together in the `bullets.gd` script.

2d/bullet_shower/player.gd

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@@ -1,5 +1,5 @@
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extends Node2D
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# This demo is an example of controling a high number of 2D objects with logic
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# This demo is an example of controlling a high number of 2D objects with logic
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# and collision without using nodes in the scene. This technique is a lot more
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# efficient than using instancing and nodes, but requires more programming and
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# is less visual. Bullets are managed together in the `bullets.gd` script.

2d/physics_platformer/stage.tscn

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@@ -348,7 +348,7 @@ size_flags_vertical = 0
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text = "This is a simple demo on how to make a platformer game with Godot.
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This version uses physics and the 2D physics engine for motion and collision.
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The demo also shows the benefits of using the scene system, where coins,
351-
enemies and the player are edited separatedly and instanced in the stage.
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enemies and the player are edited separately and instanced in the stage.
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To edit the base tiles for the tileset, open the tileset_edit.tscn file and follow
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instructions."

3d/graphics_settings/settings.gd

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@@ -110,7 +110,7 @@ func _on_vsync_option_button_item_selected(index: int) -> void:
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# Vertical synchronization locks framerate and makes screen tearing not visible at the cost of
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# higher input latency and stuttering when the framerate target is not met.
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# Adaptive V-Sync automatically disables V-Sync when the framerate target is not met, and enables
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# V-Sync otherwise. This prevents suttering and reduces input latency when the framerate target
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# V-Sync otherwise. This prevents stuttering and reduces input latency when the framerate target
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# is not met, at the cost of visible tearing.
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if index == 0: # Disabled (default)
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DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
@@ -152,7 +152,7 @@ func _on_fxaa_option_button_item_selected(index: int) -> void:
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func _on_fullscreen_option_button_item_selected(index: int) -> void:
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# To change between winow, fullscreen and other window modes,
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# To change between window, fullscreen and other window modes,
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# set the root mode to one of the options of Window.MODE_*.
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# Other modes are maximized and minimized.
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if index == 0: # Disabled (default)
@@ -172,7 +172,7 @@ func _on_shadow_size_option_button_item_selected(index):
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if index == 0: # Minimum
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RenderingServer.directional_shadow_atlas_set_size(512, true)
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# Adjust shadow bias according to shadow resolution.
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# Higher resultions can use a lower bias without suffering from shadow acne.
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# Higher resolutions can use a lower bias without suffering from shadow acne.
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directional_light.shadow_bias = 0.06
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# Disable positional (omni/spot) light shadows entirely to further improve performance.

3d/ik/addons/sade/ik_fabrik.gd

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@@ -5,7 +5,7 @@ extends Node3D
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# The delta/tolerance for the bone chain (how do the bones need to be before it is considered satisfactory)
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const CHAIN_TOLERANCE = 0.01
8-
# The amount of interations the bone chain will go through in an attempt to get to the target position
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# The number of iterations the bone chain will go through in an attempt to get to the target position
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const CHAIN_MAX_ITER = 10
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@export var skeleton_path: NodePath:
@@ -87,7 +87,7 @@ var chain_origin = Vector3()
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# The combined length of every bone in the bone chain
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var total_length = INF
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# The amount of iterations we've been through, and whether or not we want to limit our solver to CHAIN_MAX_ITER
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# amounts of interations.
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# iterations.
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@export var chain_iterations: int = 0
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@export var limit_chain_iterations: bool = true
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# Should we reset chain_iterations on movement during our update method?
@@ -151,7 +151,7 @@ func _ready():
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update_mode = update_mode
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# Various upate methods
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# Various update methods
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func _process(_delta):
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if reset_iterations_on_update:
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chain_iterations = 0
@@ -206,7 +206,7 @@ func update_skeleton():
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for bone_name in bones_in_chain:
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bone_IDs[bone_name] = skeleton.find_bone(bone_name)
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# Set the bone node to the currect bone position
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# Set the bone node to the current bone position
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bone_nodes[i].global_transform = get_bone_transform(i)
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# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
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if i < bone_IDs.size()-1:
@@ -423,7 +423,7 @@ func _make_editor_sphere_at_node(node, color):
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indicator_mesh.radial_segments = 8
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indicator_mesh.rings = 4
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# The mesh needs a material (unless we want to use the defualt one).
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# The mesh needs a material (unless we want to use the default one).
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# Let's create a material and use the EditorGizmoTexture to texture it.
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var indicator_material = StandardMaterial3D.new()
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indicator_material.flags_unshaded = true

3d/ik/fps/example_player.gd

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@@ -5,7 +5,7 @@ const norm_grav = -38.8
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const MAX_SPEED = 22
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const JUMP_SPEED = 26
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const ACCEL = 8.5
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# Sprinting variables. Similar to the varibles above, just allowing for quicker movement
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# Sprinting variables. Similar to the variables above, just allowing for quicker movement
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const MAX_SPRINT_SPEED = 34
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const SPRINT_ACCEL = 18
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# How fast we slow down, and the steepest angle we can climb.
@@ -139,7 +139,7 @@ func process_input(delta):
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# ----------------------------------
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# ----------------------------------
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# Leaninng
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# Leaning
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if Input.is_key_pressed(KEY_Q):
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lean_value += 1.2 * delta
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elif Input.is_key_pressed(KEY_E):

3d/labels_and_texts/README.md

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@@ -15,7 +15,7 @@ PrimitiveMesh resource you use within a MeshsInstance3D node. Therefore, you
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won't see TextMesh in the Create New Node dialog.
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Icons can also be displayed in Label3D and TextMesh using icon fonts, which can
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be generated from SVG files using serivces like
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be generated from SVG files using services like
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[Fontello](https://fontello.com/). Note that while Label3D supports colored
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rasterized fonts (such as emoji), only monochrome fonts can be generated from
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Fontello. TextMesh and Label3D with MSDF fonts are limited to monochrome fonts

3d/sprites/README.md

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@@ -22,7 +22,7 @@ complex animations or when you need to manage multiple frames efficiently.
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This demo includes examples of basic rotation animation and showcases how
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shaders can be applied to Sprite3D and AnimatedSprite3D for stylized results.
25-
The shaders demostration also shows how to create paper-like effects, which can
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The shaders demonstration also shows how to create paper-like effects, which can
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be useful for creating a unique visual style in most of the game.
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Language: GDScript

compute/texture/water_plane/water_compute.glsl

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@@ -24,7 +24,7 @@ void main() {
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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27-
// Just in case the texture size is not divisable by 8.
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// Just in case the texture size is not divisible by 8.
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if ((uv.x > size.x) || (uv.y > size.y)) {
2929
return;
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}

gui/gd_paint/paint_control.gd

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@@ -29,7 +29,7 @@ var mouse_click_start_pos := Vector2.INF
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# A boolean to tell whether we've set undo_elements_list_num, which holds the size of draw_elements_list
3131
# before a new stroke is added (unless the current brush mode is 'rectangle shape' or 'circle shape', in
32-
# which case we do things a litte differently. See the undo_stroke function for more details).
32+
# which case we do things a little differently. See the undo_stroke function for more details).
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var undo_set := false
3434
var undo_element_list_num := -1
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@@ -73,7 +73,7 @@ func _process(_delta: float) -> void:
7373
add_brush(mouse_pos, brush_mode)
7474

7575
else:
76-
# We've finished our stroke, so we can set a new undo (if a new storke is made).
76+
# We've finished our stroke, so we can set a new undo (if a new stroke is made).
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undo_set = false
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7979
# If the mouse is inside the canvas.
@@ -97,7 +97,7 @@ func check_if_mouse_is_inside_canvas() -> bool:
9797
# Make sure we have a mouse click starting position.
9898
if mouse_click_start_pos != null:
9999
# Make sure the mouse click starting position is inside the canvas.
100-
# This is so if we start out click outside the canvas (say chosing a color from the color picker)
100+
# This is so if we start out click outside the canvas (say choosing a color from the color picker)
101101
# and then move our mouse back into the canvas, it won't start painting.
102102
if Rect2(drawing_area.position, drawing_area.size).has_point(mouse_click_start_pos):
103103
# Make sure the current mouse position is inside the canvas.
@@ -141,14 +141,14 @@ func add_brush(mouse_pos: Vector2, type: BrushMode) -> void:
141141
var new_brush := {}
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143143
# Populate the dictionary with values based on the global brush variables.
144-
# We will override these as needed if the brush is a rectange or circle.
144+
# We will override these as needed if the brush is a rectangle or circle.
145145
new_brush.brush_type = type
146146
new_brush.brush_pos = mouse_pos
147147
new_brush.brush_shape = brush_shape
148148
new_brush.brush_size = brush_size
149149
new_brush.brush_color = brush_color
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151-
# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
151+
# If the new brush is a rectangle shape, we need to calculate the top left corner of the rectangle and the
152152
# bottom right corner of the rectangle.
153153
if type == BrushMode.RECTANGLE_SHAPE:
154154
var TL_pos := Vector2()
@@ -176,10 +176,10 @@ func add_brush(mouse_pos: Vector2, type: BrushMode) -> void:
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177177
# If the brush isa circle shape, then we need to calculate the radius of the circle.
178178
if type == BrushMode.CIRCLE_SHAPE:
179-
# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
179+
# Get the center point in between the mouse position and the position of the mouse when we clicked.
180180
var center_pos := Vector2((mouse_pos.x + mouse_click_start_pos.x) / 2, (mouse_pos.y + mouse_click_start_pos.y) / 2)
181181
# Assign the brush position to the center point, and calculate the radius of the circle using the distance from
182-
# the center to the top/bottom positon of the mouse.
182+
# the center to the top/bottom position of the mouse.
183183
new_brush.brush_pos = center_pos
184184
new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))
185185

@@ -193,7 +193,7 @@ func _draw() -> void:
193193
match brush.brush_type:
194194
BrushMode.PENCIL:
195195
# If the brush shape is a rectangle, then we need to make a Rect2 so we can use draw_rect.
196-
# Draw_rect draws a rectagle at the top left corner, using the scale for the size.
196+
# Draw_rect draws a rectangle at the top left corner, using the scale for the size.
197197
# So we offset the position by half of the brush size so the rectangle's center is at mouse position.
198198
if brush.brush_shape == BrushShape.RECTANGLE:
199199
var rect := Rect2(brush.brush_pos - Vector2(brush.brush_size / 2, brush.brush_size / 2), Vector2(brush.brush_size, brush.brush_size))
@@ -214,7 +214,7 @@ func _draw() -> void:
214214
elif brush.brush_shape == BrushShape.CIRCLE:
215215
draw_circle(brush.brush_pos, brush.brush_size / 2, bg_color)
216216
BrushMode.RECTANGLE_SHAPE:
217-
# We make a Rect2 with the postion at the top left. To get the size we take the bottom right position
217+
# We make a Rect2 with the position at the top left. To get the size we take the bottom right position
218218
# and subtract the top left corner's position.
219219
var rect := Rect2(brush.brush_pos, brush.brush_shape_rect_pos_BR - brush.brush_pos)
220220
draw_rect(rect, brush.brush_color)

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