even more typo fixes

This commit is contained in:
kiry vajiravuth
2026-07-24 00:51:56 +08:00
committed by Hundrec
parent 347df2cdea
commit 8bbd7bc466
24 changed files with 37 additions and 37 deletions
+1 -1
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@@ -420,7 +420,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
* @param autoPlay Whether to play the sound immediately or wait for a `play()` call.
* @param persist Whether to keep this `FunkinSound` between states, or destroy it.
* @param onComplete Called when the sound finished playing.
* @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds.
* @param onLoad Called when the sound finished loading. Called immediately for successfully loaded embedded sounds.
* @param important If `true`, the sound channel will forcefully be added onto the channel array, even if full. Use sparingly!
* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
*/
@@ -88,7 +88,7 @@ class PolygonSpectogram extends MeshRender
var funnyPixels:Int = Std.int(daHeight * detail); // sorta redundant but just need it for different var...
if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish funciton here, no need to re-render
if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish function here, no need to re-render
prevAudioData = audioData.subarray(startSample, samplesToGen);
+1 -1
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@@ -181,7 +181,7 @@ class WaveformData
}
/**
* Create a new WaveformData whose data represents the two waveforms overlayed.
* Create a new WaveformData whose data represents the two waveforms overlaid.
*/
public function merge(that:WaveformData):WaveformData
{
+1 -1
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@@ -17,7 +17,7 @@ abstract SongEventSchema(SongEventSchemaRaw)
* Retrieve a SongEventSchemaField by name. This works even if the field is inside a Frame.
* You can use array access to call this function; `schema["field_name"]`
*
* @param name The name of the field to retreive.
* @param name The name of the field to retrieve.
* @return The retrieved field, or null if not found.
*/
@:arrayAccess
@@ -6,7 +6,7 @@ import funkin.data.animation.AnimationData;
class PlayerData
{
/**
* The sematic version number of the player data JSON format.
* The semantic version number of the player data JSON format.
* Supports fancy comparisons like NPM does it's neat.
*/
@:default(funkin.data.freeplay.player.PlayerRegistry.PLAYER_DATA_VERSION)
@@ -2,7 +2,7 @@ package funkin.data.song.importer;
/**
* Structure of a parsed Osu!Mania .osu file
* Stuctured like a INI file format by CSV for HitObjects and more
* Structured like a INI file format by CSV for HitObjects and more
*/
typedef OsuManiaData =
{
@@ -433,7 +433,7 @@ class StepManiaImporter
result = pushWorking(workingDiff, result);
}
// Syncronize timing points with StepStops
// Synchronize timing points with StepStops
result.TimingPoints = synchronizeStepTimingPoints(result.Stops, result.TimingPoints);
return result;
+1 -1
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@@ -6,7 +6,7 @@ import funkin.data.animation.AnimationData;
class StageData
{
/**
* The sematic version number of the stage data JSON format.
* The semantic version number of the stage data JSON format.
* Supports fancy comparisons like NPM does it's neat.
*/
@:default(funkin.data.stage.StageRegistry.STAGE_DATA_VERSION)
+1 -1
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@@ -7,7 +7,7 @@ import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.math.FlxPoint;
/**
* An offshoot of FlxTrail, but accomodates the way Funkin
* An offshoot of FlxTrail, but accommodates the way Funkin
* does offsets for characters. example, fixes Spirits trail
*/
@:nullSafety
+1 -1
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@@ -8,7 +8,7 @@ package funkin.external.apple;
extern class KeyboardUtil
{
/**
* Retrieves wether a hardware keyboard is connected to the device.
* Retrieves whether a hardware keyboard is connected to the device.
*
* Works on iOS 16.4 and later.
*
+1 -1
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@@ -1712,7 +1712,7 @@ class FunkinAction extends FlxActionDigital
/**
* Since, in many cases multiple actions should use similar keys, we don't want the
* rebinding UI to list every action. ActionBinders are what the user percieves as
* rebinding UI to list every action. ActionBinders are what the user perceives as
* an input so, for instance, they can't set jump-press and jump-release to different keys.
*/
enum Control
+2 -2
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@@ -87,13 +87,13 @@ class FunkinButton extends FunkinSprite implements IFlxInput
public var deadZones:Array<FunkinSprite> = [];
/**
* Whether the button should be released if you swiped over somwhere else.
* Whether the button should be released if you swiped over somewhere else.
*/
public var limitToBounds:Bool = true;
/**
* A radius for circular buttons.
* If this radius is larger than 0 then the overlap check will look if the touch point is inside this raius.
* If this radius is larger than 0 then the overlap check will look if the touch point is inside this radius.
*/
public var radius:Float = 0;
+1 -1
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@@ -41,7 +41,7 @@ class FunkinHint extends FunkinButton
* Each style is represented as a key with an associated array of two alpha values:
* - The first value corresponds to the alpha when the hint is pressed.
* - The second value corresponds to the alpha when the hint is not pressed.
* - The third value corresponds to the duratuon it'll take to tween between the two values.
* - The third value corresponds to the duration it'll take to tween between the two values.
*/
static final HINT_ALPHA_STYLE:Map<FunkinHintAlphaStyle, Array<Float>> = [
INVISIBLE_TILL_PRESS => [0.3, 0.00001, 0.01],
+1 -1
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@@ -36,7 +36,7 @@ class GameOverSubState extends MusicBeatSubState
{
/**
* The currently active GameOverSubState.
* There should be only one GameOverSubState in existance at a time, we can use a singleton.
* There should be only one GameOverSubState in existence at a time, we can use a singleton.
*/
public static var instance:Null<GameOverSubState> = null;
+3 -3
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@@ -173,7 +173,7 @@ class PlayState extends MusicBeatSubState
*/
/**
* The currently active PlayState.
* There should be only one PlayState in existance at a time, we can use a singleton.
* There should be only one PlayState in existence at a time, we can use a singleton.
*/
public static var instance:Null<PlayState>;
@@ -1164,11 +1164,11 @@ class PlayState extends MusicBeatSubState
}
// Lime has some precision loss when getting the sound current position
// Since the notes scrolling is dependant on the sound time that caused it to appear "stuttery" for some people
// Since the notes scrolling is dependent on the sound time that caused it to appear "stuttery" for some people
// As a workaround for that, we lerp the conductor position to the music time to fill the gap in this lost precision making the scrolling smoother
// The previous method where it "guessed" the song position based on the elapsed time had some flaws
// Sometimes the songPosition would exceed the music length causing issues in other places
// And it was frame dependant which we don't like!!
// And it was frame dependent which we don't like!!
if (FlxG.sound.music.playing)
{
final audioDiff:Float = Math.round(Math.abs(FlxG.sound.music.time - (Conductor.instance.songPosition - Conductor.instance.combinedOffset)));
+1 -1
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@@ -1154,7 +1154,7 @@ typedef ResultsStateParams =
var scoreData:SaveScoreData;
/**
* The previous score data, used for rank comparision.
* The previous score data, used for rank comparison.
*/
var ?prevScoreData:SaveScoreData;
+1 -1
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@@ -112,7 +112,7 @@ class SustainTrail extends FlxSprite
public var bottomClip:Float = 0.9;
/**
* Whether the note will recieve custom vertex data
* Whether the note will receive custom vertex data
*/
public var customVertexData:Bool = false;
+4 -4
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@@ -68,7 +68,7 @@ class Save implements ConsoleClass
this.data = data ??= Save.getDefaultData();
// Build macro will inject SaveProperty initialization here automatically
// Make sure the verison number is up to date before we flush.
// Make sure the version number is up to date before we flush.
updateVersionToLatest();
}
@@ -80,7 +80,7 @@ class Save implements ConsoleClass
#end
return {
// Version number is an abstract(Array) internally.
// This means it copies by reference, so merging save data overides the version number lol.
// This means it copies by reference, so merging save data overrides the version number lol.
version: thx.Dynamics.clone(Save.SAVE_DATA_VERSION),
volume: 1.0,
mute: false,
@@ -950,7 +950,7 @@ class Save implements ConsoleClass
}
/**
* An anonymous structure containingg all the user's save data.
* An anonymous structure containing all the user's save data.
* Isn't stored with JSON, stored with some sort of Haxe built-in serialization?
*/
typedef RawSaveData =
@@ -1030,7 +1030,7 @@ typedef SaveDataUnlocks =
}
/**
* An anoymous structure containing options about the user's high scores.
* An anonymous structure containing options about the user's high scores.
*/
typedef SaveHighScoresData =
{
@@ -316,7 +316,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* The length of the current instrumental, converted to steps.
* Dependant on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
* Dependent on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
*/
var songLengthInSteps(get, set):Float;
@@ -334,7 +334,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* The length of the current instrumental, in PIXELS.
* Dependant on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
* Dependent on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
*/
var songLengthInPixels(get, set):Int;
@@ -425,7 +425,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* The relative scroll position in the song, converted to steps.
* NOT dependant on BPM, because the size of a grid square does not change with BPM.
* NOT dependent on BPM, because the size of a grid square does not change with BPM.
*/
var scrollPositionInSteps(get, set):Float;
@@ -442,7 +442,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* The relative scroll position in the song, converted to milliseconds.
* DEPENDANT on BPM, because the duration of a grid square changes with BPM.
* DEPENDENT on BPM, because the duration of a grid square changes with BPM.
*/
var scrollPositionInMs(get, set):Float;
@@ -486,7 +486,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* playheadPosition, converted to steps.
* NOT dependant on BPM, because the size of a grid square does not change with BPM.
* NOT dependent on BPM, because the size of a grid square does not change with BPM.
*/
var playheadPositionInSteps(get, set):Float;
@@ -503,7 +503,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
/**
* playheadPosition, converted to milliseconds.
* DEPENDANT on BPM, because the duration of a grid square changes with BPM.
* DEPENDENT on BPM, because the duration of a grid square changes with BPM.
*/
var playheadPositionInMs(get, set):Float;
@@ -98,7 +98,7 @@ class SelectAllItemsBetweenTimeCommand implements ChartEditorCommand
state.currentEventSelection.push(event);
}
// I don't think it's neccesary to copy this code in, but someone will make an issue out of this if I don't, I'm sure.
// I don't think it's necessary to copy this code in, but someone will make an issue out of this if I don't, I'm sure.
// If we just selected one or more events (and no notes), then we should make the event data toolbox display the event data for the selected event.
if (this.notes.length == 0 && this.events.length == 1)
{
@@ -118,7 +118,7 @@ class ChartEditorMeasureTicks extends FlxTypedSpriteGroup<FlxSprite>
measureTickBitmap.fillRect(new Rectangle(0, bottomTickY, ChartEditorState.GRID_SIZE, ChartEditorThemeHandler.MEASURE_TICKS_MEASURE_WIDTH / 2),
dividerColor);
// Draw the beat ticks and dividers, and step ticks. No need for two seperate loops thankfully.
// Draw the beat ticks and dividers, and step ticks. No need for two separate loops thankfully.
for (i in 1...stepsPerMeasure)
{
if ((i % Constants.STEPS_PER_BEAT) == 0) // If we're on a beat, draw a beat tick and divider.
+3 -3
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@@ -163,8 +163,8 @@ class LetterSort extends FlxSpriteGroup
}
/**
* Buncho timers and stuff to move the letters and seperators
* Seperated out so we can call it again on letters with songs within them
* Buncho timers and stuff to move the letters and separators
* Separated out so we can call it again on letters with songs within them
* @param diff
*/
function doLetterChangeAnims(diff:Int):Void
@@ -284,7 +284,7 @@ class FreeplayLetter extends FunkinSprite
regexLetters.insert(0, '#');
// the symbols from flash don't have dashes, so we clean this up for use with animations
// (we don't need to re-export, rule of thumb is to accomodate files named in flash from dave
// (we don't need to re-export, rule of thumb is to accommodate files named in flash from dave
// until we get him programming classes (and since i cant find the .fla file....))
animLetters = regexLetters.map(animLetter -> animLetter.replace('-', ''));
+1 -1
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@@ -260,7 +260,7 @@ class LoadingState extends MusicBeatSubState
FlxG.switchState(loadStateCtor);
}
#else
// All assets preloaded, switch directly to play state (defualt on other targets).
// All assets preloaded, switch directly to play state (default on other targets).
@:nullSafety(Off)
if (shouldStopMusic && FlxG.sound.music != null)
{
@@ -946,7 +946,7 @@ class FunkinPreloader extends FlxBasePreloader
/**
* Whether or not we are in flipped landscape device rotation,
* generally for mobile to accomodate the device notch!
* generally for mobile to accommodate the device notch!
* @return Bool
*/
function isLandscapeFlipped():Bool