Fix some typos (found by codespell) (#1316)
Signed-off-by: Stefan Weil <sw@weilnetz.de>
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@ -28,7 +28,7 @@
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- Use `WA.state.[any variable]: unknown` to access directly any variable (this is a shortcut to using `WA.state.loadVariable` and `WA.state.saveVariable`)
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- Users blocking now relies on UUID rather than ID. A blocked user that leaves a room and comes back will stay blocked.
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- The text chat was redesigned to be prettier and to use more features :
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- The chat is now persistent bewteen discussions and always accesible
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- The chat is now persistent between discussions and always accessible
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- The chat now tracks incoming and outcoming users in your conversation
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- The chat allows your to see the visit card of users
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- You can close the chat window with the escape key
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@ -21,7 +21,7 @@ interface ZoneDescriptor {
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}
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export class PositionNotifier {
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// TODO: we need a way to clean the zones if noone is in the zone and noone listening (to free memory!)
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// TODO: we need a way to clean the zones if no one is in the zone and no one listening (to free memory!)
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private zones: Zone[][] = [];
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@ -57,7 +57,7 @@ const roomManager: IRoomManagerServer = {
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room = gameRoom;
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user = myUser;
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} else {
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//Connexion may have been closed before the init was finished, so we have to manually disconnect the user.
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//Connection may have been closed before the init was finished, so we have to manually disconnect the user.
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socketManager.leaveRoom(gameRoom, myUser);
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}
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})
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@ -56,7 +56,7 @@ A few things to notice:
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## Building walls and "collidable" areas
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By default, the characters can traverse any tiles. If you want to prevent your characeter from going through a tile (like a wall or a desktop), you must make this tile "collidable". You can do this by settings the `collides` property on a given tile.
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By default, the characters can traverse any tiles. If you want to prevent your character from going through a tile (like a wall or a desktop), you must make this tile "collidable". You can do this by settings the `collides` property on a given tile.
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To make a tile "collidable", you should:
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@ -107,7 +107,7 @@ export const createLoadingPromise = (
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loadPlugin.spritesheet(playerResourceDescriptor.name, playerResourceDescriptor.img, frameConfig);
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const errorCallback = (file: { src: string }) => {
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if (file.src !== playerResourceDescriptor.img) return;
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console.error("failed loading player ressource: ", playerResourceDescriptor);
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console.error("failed loading player resource: ", playerResourceDescriptor);
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rej(playerResourceDescriptor);
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loadPlugin.off("filecomplete-spritesheet-" + playerResourceDescriptor.name, successCallback);
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loadPlugin.off("loaderror", errorCallback);
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@ -194,7 +194,7 @@ export class GameScene extends DirtyScene {
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private popUpElements: Map<number, DOMElement> = new Map<number, Phaser.GameObjects.DOMElement>();
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private originalMapUrl: string | undefined;
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private pinchManager: PinchManager | undefined;
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private mapTransitioning: boolean = false; //used to prevent transitions happenning at the same time.
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private mapTransitioning: boolean = false; //used to prevent transitions happening at the same time.
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private emoteManager!: EmoteManager;
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private preloading: boolean = true;
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private startPositionCalculator!: StartPositionCalculator;
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@ -436,7 +436,7 @@ export class GameScene extends DirtyScene {
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this.characterLayers = gameManager.getCharacterLayers();
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this.companion = gameManager.getCompanion();
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//initalise map
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//initialise map
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this.Map = this.add.tilemap(this.MapUrlFile);
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const mapDirUrl = this.MapUrlFile.substr(0, this.MapUrlFile.lastIndexOf("/"));
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this.mapFile.tilesets.forEach((tileset: ITiledTileSet) => {
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@ -45,7 +45,7 @@ export class StartPositionCalculator {
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/**
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*
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* @param selectedLayer this is always the layer that is selected with the hash in the url
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* @param selectedOrDefaultLayer this can also be the {defaultStartLayerName} if the {selectedLayer} didnt yield any start points
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* @param selectedOrDefaultLayer this can also be the {defaultStartLayerName} if the {selectedLayer} did not yield any start points
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*/
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public initPositionFromLayerName(selectedOrDefaultLayer: string | null, selectedLayer: string | null) {
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if (!selectedOrDefaultLayer) {
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@ -73,7 +73,7 @@ export class StartPositionCalculator {
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/**
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*
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* @param selectedLayer this is always the layer that is selected with the hash in the url
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* @param selectedOrDefaultLayer this can also be the default layer if the {selectedLayer} didnt yield any start points
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* @param selectedOrDefaultLayer this can also be the default layer if the {selectedLayer} did not yield any start points
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*/
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private startUser(selectedOrDefaultLayer: ITiledMapTileLayer, selectedLayer: string | null): PositionInterface {
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const tiles = selectedOrDefaultLayer.data;
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@ -21,7 +21,7 @@ export enum UserInputEvent {
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}
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//we cannot use a map structure so we have to create a replacment
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//we cannot use a map structure so we have to create a replacement
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export class ActiveEventList {
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private eventMap : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
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@ -274,12 +274,12 @@ export const mediaStreamConstraintsStore = derived(
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currentAudioConstraint = false;
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}
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// Disable webcam for privacy reasons (the game is not visible and we were talking to noone)
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// Disable webcam for privacy reasons (the game is not visible and we were talking to no one)
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if ($privacyShutdownStore === true) {
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currentVideoConstraint = false;
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}
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// Disable webcam for energy reasons (the user is not moving and we are talking to noone)
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// Disable webcam for energy reasons (the user is not moving and we are talking to no one)
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if ($cameraEnergySavingStore === true) {
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currentVideoConstraint = false;
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currentAudioConstraint = false;
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@ -295,7 +295,7 @@ export class SimplePeer {
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// I do understand the method closeConnection is called twice, but I don't understand how they manage to run in parallel.
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peer.destroy();
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//Comment this peer connexion because if we delete and try to reshare screen, the RTCPeerConnection send renegociate event. This array will be remove when user left circle discussion
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//Comment this peer connection because if we delete and try to reshare screen, the RTCPeerConnection send renegotiate event. This array will be remove when user left circle discussion
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/*if(!this.PeerScreenSharingConnectionArray.delete(userId)){
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throw 'Couln\'t delete peer screen sharing connexion';
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}*/
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@ -370,14 +370,14 @@ export class SimplePeer {
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console.error(
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'Could not find peer whose ID is "' + data.userId + '" in receiveWebrtcScreenSharingSignal'
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);
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console.info("Attempt to create new peer connexion");
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console.info("Attempt to create new peer connection");
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if (stream) {
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this.sendLocalScreenSharingStreamToUser(data.userId, stream);
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}
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}
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} catch (e) {
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console.error(`receiveWebrtcSignal => ${data.userId}`, e);
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//Comment this peer connexion because if we delete and try to reshare screen, the RTCPeerConnection send renegociate event. This array will be remove when user left circle discussion
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//Comment this peer connection because if we delete and try to reshare screen, the RTCPeerConnection send renegotiate event. This array will be remove when user left circle discussion
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//this.PeerScreenSharingConnectionArray.delete(data.userId);
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this.receiveWebrtcScreenSharingSignal(data);
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}
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@ -485,7 +485,7 @@ export class SimplePeer {
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if (!PeerConnectionScreenSharing.isReceivingScreenSharingStream()) {
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PeerConnectionScreenSharing.destroy();
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//Comment this peer connexion because if we delete and try to reshare screen, the RTCPeerConnection send renegociate event. This array will be remove when user left circle discussion
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//Comment this peer connection because if we delete and try to reshare screen, the RTCPeerConnection send renegotiate event. This array will be remove when user left circle discussion
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//this.PeerScreenSharingConnectionArray.delete(userId);
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}
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}
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@ -8,19 +8,19 @@ describe("getRessourceDescriptor()", () => {
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expect(desc.img).toEqual('url');
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});
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it(", if given a string as parameter, should search trough hardcoded values", () => {
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it(", if given a string as parameter, should search through hardcoded values", () => {
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const desc = getRessourceDescriptor('male1');
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expect(desc.name).toEqual('male1');
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expect(desc.img).toEqual("resources/characters/pipoya/Male 01-1.png");
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});
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it(", if given a string as parameter, should search trough hardcoded values (bis)", () => {
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it(", if given a string as parameter, should search through hardcoded values (bis)", () => {
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const desc = getRessourceDescriptor('color_2');
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expect(desc.name).toEqual('color_2');
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expect(desc.img).toEqual("resources/customisation/character_color/character_color1.png");
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});
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it(", if given a descriptor without url as parameter, should search trough hardcoded values", () => {
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it(", if given a descriptor without url as parameter, should search through hardcoded values", () => {
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const desc = getRessourceDescriptor({name: 'male1', img: ''});
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expect(desc.name).toEqual('male1');
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expect(desc.img).toEqual("resources/characters/pipoya/Male 01-1.png");
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@ -176,7 +176,7 @@ Tuomo Untinen CC-BY-3.0
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Casper Nilsson
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- Asain themed shrine including red lantern
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- Asian themed shrine including red lantern
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- foodog statue
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- Toro
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- Cherry blossom tree
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@ -21,7 +21,7 @@ interface ZoneDescriptor {
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}
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export class PositionDispatcher {
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// TODO: we need a way to clean the zones if noone is in the zone and noone listening (to free memory!)
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// TODO: we need a way to clean the zones if no one is in the zone and no one listening (to free memory!)
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private zones: Zone[][] = [];
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@ -463,7 +463,7 @@ export class SocketManager implements ZoneEventListener {
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client.send(serverToClientMessage.serializeBinary().buffer, true);
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} catch (e) {
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console.error("An error occured while generating the Jitsi JWT token: ", e);
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console.error("An error occurred while generating the Jitsi JWT token: ", e);
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}
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}
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