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| author | Simon Chiang <[email protected]> | 2021-04-23 09:46:41 -0600 |
|---|---|---|
| committer | Amir Rajan <[email protected]> | 2021-05-26 16:08:45 -0500 |
| commit | d5115606c96b0fe0affd72e6e0b72edce7e51042 (patch) | |
| tree | 5d750d974dc947163dc4cb37a0c9bbac9266a207 /samples | |
| parent | 1404fd05a99cf745c33a4316b9d5e1562083c3ae (diff) | |
| download | dragonruby-game-toolkit-contrib-d5115606c96b0fe0affd72e6e0b72edce7e51042.tar.gz dragonruby-game-toolkit-contrib-d5115606c96b0fe0affd72e6e0b72edce7e51042.zip | |
Typo fixes
Diffstat (limited to 'samples')
48 files changed, 101 insertions, 101 deletions
diff --git a/samples/01_rendering_basics/01_labels/app/main.rb b/samples/01_rendering_basics/01_labels/app/main.rb index c3e1afc..8a5e866 100644 --- a/samples/01_rendering_basics/01_labels/app/main.rb +++ b/samples/01_rendering_basics/01_labels/app/main.rb @@ -2,12 +2,12 @@ APIs listing that haven't been encountered in a previous sample apps: -- args.outputs.labels: An array. Values in this array generate labels +- args.outputs.labels: An array. Values in this array generate labels on the screen. - args.grid.(left|right|top|bottom): Pixel value for the boundaries of the virtual 720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720). - Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction - by adding or subracting. + by adding or subtracting. =end @@ -27,7 +27,7 @@ APIs listing that haven't been encountered in a previous sample apps: # The tick method is called by DragonRuby every frame # args contains all the information regarding the game. def tick args - tick_instructions args, "Sample app shows different version of label sizes and alignments. And how to use hashes instead of arrays." + tick_instructions args, "Sample app shows different versions of label sizes and alignments. And how to use hashes instead of arrays." # Here are some examples of simple labels, with the minimum number of parameters # Note that the default values for the other parameters are 0, except for Alpha which is 255 and Font Style which is the default font args.outputs.labels << [400, 620, "Here is a label with just an x, y, and text"] diff --git a/samples/02_input_basics/01_keyboard/app/main.rb b/samples/02_input_basics/01_keyboard/app/main.rb index 3c5e1b4..d0321ef 100644 --- a/samples/02_input_basics/01_keyboard/app/main.rb +++ b/samples/02_input_basics/01_keyboard/app/main.rb @@ -4,7 +4,7 @@ APIs listing that haven't been encountered in a previous sample apps: - args.inputs.keyboard.key_up.KEY: The value of the properties will be set to the frame that the key_up event occurred (the frame correlates - to args.state.tick_count). Otherwise the value will be nil. + to args.state.tick_count). Otherwise the value will be nil. - args.state.PROPERTY: The state property on args is a dynamic structure. You can define ANY property here with ANY type of arbitrary nesting. Properties defined on args.state will be retained @@ -28,7 +28,7 @@ def tick args args.outputs.labels << [460, row_to_px(args, 2), "Keyboard input: args.inputs.keyboard.key_up.h", small_font] args.outputs.labels << [460, row_to_px(args, 3), "Press \"h\" on the keyboard.", small_font] - # Input on a specifc key can be found through args.inputs.keyboard.key_up followed by the key + # Input on a specific key can be found through args.inputs.keyboard.key_up followed by the key if args.inputs.keyboard.key_up.h args.state.h_pressed_at = args.state.tick_count end diff --git a/samples/02_input_basics/03_mouse_point_to_rect/app/main.rb b/samples/02_input_basics/03_mouse_point_to_rect/app/main.rb index 7dd627f..1e30943 100644 --- a/samples/02_input_basics/03_mouse_point_to_rect/app/main.rb +++ b/samples/02_input_basics/03_mouse_point_to_rect/app/main.rb @@ -36,7 +36,7 @@ APIs that haven't been encountered in a previous sample apps: # This is useful to determine if a click occurred in a rect def tick args - tick_instructions args, "Sample app shows how to determing if a click happened inside a rectangle." + tick_instructions args, "Sample app shows how to determine if a click happened inside a rectangle." x = 460 diff --git a/samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb b/samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb index c5622e8..1f88366 100644 --- a/samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb +++ b/samples/03_rendering_sprites/01_animation_using_separate_pngs/app/main.rb @@ -69,7 +69,7 @@ end # This function shows how to animate a sprite that executes # only once when the "f" key is pressed. def one_time_animation args - # This is just a label the shows instructions within the game. + # This is just a label that shows instructions within the game. args.outputs.labels << [220, 350, "(press f to animate)"] # If "f" is pressed on the keyboard... @@ -104,7 +104,7 @@ def one_time_animation args # This line sets the frame index to zero, if # the animation duration has passed (frame_index returned nil). - # Remeber: we are not looping forever here. + # Remember: we are not looping forever here. sprite_index ||= 0 # Present the sprite. diff --git a/samples/03_rendering_sprites/04_color_and_rotation/app/main.rb b/samples/03_rendering_sprites/04_color_and_rotation/app/main.rb index 072feaf..7e0fc3c 100644 --- a/samples/03_rendering_sprites/04_color_and_rotation/app/main.rb +++ b/samples/03_rendering_sprites/04_color_and_rotation/app/main.rb @@ -117,7 +117,7 @@ def create_sprite path, options = {} source_w: -1, source_h: -1, - # flip horiztonally, flip vertically + # flip horizontally, flip vertically flip_h: false, flip_v: false, @@ -153,7 +153,7 @@ end def calc_wrap state # car returns to left side of screen if it disappears on right side of screen - # sprite.width refers to tile's size, which is multipled by scale (4) to make it bigger + # sprite.width refers to tile's size, which is multiplied by scale (4) to make it bigger state.x = -state.sprite.width * state.sprite.scale if state.x - 20 > 1280 # car wraps around to right side of screen if it disappears on the left side diff --git a/samples/04_physics_and_collisions/01_simple/app/main.rb b/samples/04_physics_and_collisions/01_simple/app/main.rb index 5e3f9b7..9075d89 100644 --- a/samples/04_physics_and_collisions/01_simple/app/main.rb +++ b/samples/04_physics_and_collisions/01_simple/app/main.rb @@ -10,7 +10,7 @@ # This sample app shows collisions between two boxes. -# Runs methods needed for game to run properly. +# Runs methods needed for the game to run properly. def tick args tick_instructions args, "Sample app shows how to move a square over time and determine collision." defaults args @@ -33,7 +33,7 @@ def defaults args end def render args - # If the game state denotes that a collision has occured, + # If the game state denotes that a collision has occurred, # render a solid square, otherwise render a border instead. if args.state.center_box_collision args.outputs.solids << args.state.center_box @@ -47,7 +47,7 @@ end # Generally in a pipeline for a game engine, you have rendering, # game simulation (calculation), and input processing. -# This fuction represents the game simulation. +# This function represents the game simulation. def calc args position_moving_box args determine_collision_center_box args diff --git a/samples/04_physics_and_collisions/02_moving_objects/app/main.rb b/samples/04_physics_and_collisions/02_moving_objects/app/main.rb index e3e9261..9c39363 100644 --- a/samples/04_physics_and_collisions/02_moving_objects/app/main.rb +++ b/samples/04_physics_and_collisions/02_moving_objects/app/main.rb @@ -56,7 +56,7 @@ =end -# Calls methods needed for game to run properly +# Calls methods needed for the game to run properly def tick args tick_instructions args, "Use LEFT and RIGHT arrow keys to move and SPACE to jump." defaults args diff --git a/samples/04_physics_and_collisions/04_box_collision/app/main.rb b/samples/04_physics_and_collisions/04_box_collision/app/main.rb index af85fef..e407f0d 100644 --- a/samples/04_physics_and_collisions/04_box_collision/app/main.rb +++ b/samples/04_physics_and_collisions/04_box_collision/app/main.rb @@ -42,7 +42,7 @@ class PoorManPlatformerPhysics # Sets default values for variables. # The ||= sign means that the variable will only be set to the value following the = sign if the value has - # not already been set before. Intialization happens only in the first frame. + # not already been set before. Initialization happens only in the first frame. def defaults state.tile_size = 64 state.gravity = -0.2 @@ -161,7 +161,7 @@ class PoorManPlatformerPhysics # Calls methods needed to determine collisions between player and world_collision rects. def calc_box_collision - return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key + return unless state.world_lookup.keys.length > 0 # return unless hash has at least 1 key collision_floor! collision_left! collision_right! @@ -189,7 +189,7 @@ class PoorManPlatformerPhysics return unless state.dx < 0 # return unless player is moving left player_rect = [state.x - 0.1, state.y, state.tile_size, state.tile_size] - # Goes through world_collision_rects to find all intersections beween the player's left side and the + # Goes through world_collision_rects to find all intersections between the player's left side and the # right side of a world_collision_rect. left_side_collisions = state.world_collision_rects .find_all { |r| r[:left_right].intersect_rect?(player_rect, collision_tollerance) } diff --git a/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb b/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb index 126759a..42ccf22 100644 --- a/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb +++ b/samples/04_physics_and_collisions/05_box_collision_2/app/main.rb @@ -91,7 +91,7 @@ class MetroidvaniaStarter state.sprite_selected ||= 1 state.map_saved_at ||= 0 - # Sets all the cordinate values for the sprite selection screen into a grid + # Sets all the coordinate values for the sprite selection screen into a grid # Displayed when 's' is pressed by player to access sprites if state.sprite_coords == [] # if sprite_coords is an empty array count = 1 @@ -223,7 +223,7 @@ class MetroidvaniaStarter # Calls methods that determine whether the player collides with any world_collision_rects. def calc_box_collision - return unless state.world_lookup.keys.length > 0 # return unless hash has atleast 1 key + return unless state.world_lookup.keys.length > 0 # return unless hash has at least 1 key collision_floor collision_left collision_right diff --git a/samples/04_physics_and_collisions/06_jump_physics/app/main.rb b/samples/04_physics_and_collisions/06_jump_physics/app/main.rb index da01e91..9d7a976 100644 --- a/samples/04_physics_and_collisions/06_jump_physics/app/main.rb +++ b/samples/04_physics_and_collisions/06_jump_physics/app/main.rb @@ -36,7 +36,7 @@ class VerticalPlatformer s.new_entity_strict(:platform, hash) # platform key end - # calls methods needed for game to run properly + # calls methods needed for the game to run properly def tick defaults render diff --git a/samples/04_physics_and_collisions/07_jump_physics/app/main.rb b/samples/04_physics_and_collisions/07_jump_physics/app/main.rb index da01e91..9d7a976 100644 --- a/samples/04_physics_and_collisions/07_jump_physics/app/main.rb +++ b/samples/04_physics_and_collisions/07_jump_physics/app/main.rb @@ -36,7 +36,7 @@ class VerticalPlatformer s.new_entity_strict(:platform, hash) # platform key end - # calls methods needed for game to run properly + # calls methods needed for the game to run properly def tick defaults render diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb index 9254ee4..db6687a 100644 --- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb +++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/block.rb @@ -110,8 +110,8 @@ class Block #Find the vector that is perpendicular to the slope perpVect = { x: x, y: y } - mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect - perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector + mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magnitude of the perpVect + perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magnitude to make it a unit vector previousPosition = { # calculate an ESTIMATE of the previousPosition of the ball x:args.state.ball.center.x-args.state.ball.velocity.x, @@ -140,7 +140,7 @@ class Block dampener = 0.3 ynew *= dampener * 0.5 - #If the bounce is very low, that means the ball is rolling and we don't want to dampenen the X velocity + #If the bounce is very low, that means the ball is rolling and we don't want to dampen the X velocity if ynew > -0.1 xnew *= dampener end @@ -152,7 +152,7 @@ class Block args.state.ball.velocity.x = -xnew args.state.ball.velocity.y = -ynew - #Set the position of the ball to the previous position so it doesn't warp throught the block + #Set the position of the ball to the previous position so it doesn't warp through the block args.state.ball.center.x = previousPosition.x args.state.ball.center.y = previousPosition.y end diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb index f5883ad..22d3711 100644 --- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb +++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/main.rb @@ -60,7 +60,7 @@ begin :default_methods center = args.grid.w / 2 for i in (0...5) - #Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic coversion + #Create a ramp of blocks. Not going to be perfect because of the float to integer conversion and anisotropic to isotropic conversion args.state.blocks.append(Block.new((center + 100 + (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, rotation)) args.state.blocks.append(Block.new((center - 100 - (i * horizontal_offset)).to_i, 100 + (vertical_offset * i) + (i * block_size), block_size, -rotation)) end diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb index 52045de..daf95ec 100644 --- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb +++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/peg.rb @@ -1,11 +1,11 @@ class Peg def initialize(x, y, block_size) - @x = x # x cordinate of the LEFT side of the peg - @y = y # y cordinate of the RIGHT side of the peg + @x = x # x coordinate of the LEFT side of the peg + @y = y # y coordinate of the RIGHT side of the peg @block_size = block_size # diameter of the peg @radius = @block_size/2.0 # radius of the peg - @center = { # cordinatees of the CENTER of the peg + @center = { # coordinatees of the CENTER of the peg x: @x+@block_size/2.0, y: @y+@block_size/2.0 } @@ -116,8 +116,8 @@ class Peg } perpVect = {x: pointB.x - pointA.x, y:pointB.y - pointA.y} # perpVect is to be VECTOR of the perpendicular tangent - mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magniude of the perpVect - perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magniude to make it a unit vector + mag = (perpVect.x**2 + perpVect.y**2)**0.5 # find the magnitude of the perpVect + perpVect = {x: perpVect.x/(mag), y: perpVect.y/(mag)} # divide the perpVect by the magnitude to make it a unit vector perpVect = {x: -perpVect.y, y: perpVect.x} # swap the x and y and multiply by -1 to make the vector perpendicular args.state.display_value = perpVect if perpVect.y > 0 #ensure perpVect points upward @@ -130,12 +130,12 @@ class Peg } yInterc = pointA.y + -slope*pointA.x - if slope == INFINITY # the perpVect presently either points in the correct dirrection or it is 180 degrees off we need to correct this + if slope == INFINITY # the perpVect presently either points in the correct direction or it is 180 degrees off we need to correct this if previousPosition.x < pointA.x perpVect = {x: perpVect.x*-1, y: perpVect.y*-1} yInterc = -INFINITY end - elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is bellow or above the collider to determine if perpVect is - or + + elsif previousPosition.y < slope*previousPosition.x + yInterc # check if ball is below or above the collider to determine if perpVect is - or + perpVect = {x: perpVect.x*-1, y: perpVect.y*-1} end @@ -148,7 +148,7 @@ class Peg fbx = velocityMag * Math.cos(theta_ball) #the x component of the ball's velocity fby = velocityMag * Math.sin(theta_ball) #the y component of the ball's velocity - repelMag = getRepelMagnitude( # the magniude of the collision vector + repelMag = getRepelMagnitude( # the magnitude of the collision vector args, fbx, fby, @@ -173,7 +173,7 @@ class Peg if args.state.ball.center.y > @center.y # if the ball is above the middle of the peg we need to temporarily ignore some of the gravity args.state.ball.velocity.y = ynew + GRAVITY * 0.01 else - args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is bellow the middle of the peg we need to temporarily increase the power of the gravity + args.state.ball.velocity.y = ynew - GRAVITY * 0.01 # if the ball is below the middle of the peg we need to temporarily increase the power of the gravity end args.state.ball.center.x+= args.state.ball.velocity.x # update the position of the ball so it never looks like the ball is intersecting the circle diff --git a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb index 9cb1954..0b302f3 100644 --- a/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb +++ b/samples/04_physics_and_collisions/08_bouncing_on_collision/app/vector2d.rb @@ -42,7 +42,7 @@ class Vector2d Vector2d.new(@x/mag, @y/mag) end - #TODO delet? + #TODO delete? def distABS vect (((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs() end diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb index 9571669..679f3a4 100644 --- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb +++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/linear_collider.rb @@ -82,7 +82,7 @@ class LinearCollider #if at least on point is in the rectangle then collision? is true - otherwise false for point in points #Check whether a given point lies inside a rectangle or not: - #if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occured + #if the sum of the area of traingls, PAB, PBC, PCD, PAD equal the area of the rec, then an intersection has occurred areaRec = triArea.call(rpointA, rpointB, rpointC)+triArea.call(rpointA, rpointC, rpointD) areaSum = [ triArea.call(point, rpointA, rpointB),triArea.call(point, rpointB, rpointC), @@ -148,7 +148,7 @@ class LinearCollider perpVect = {x: perpVect.x*-1, y: perpVect.y*-1} yInterc = -INFINITY end - elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is bellow or above the collider to determine if perpVect is - or + + elsif previousPosition.y < slope*previousPosition.x + yInterc #check if ball is below or above the collider to determine if perpVect is - or + perpVect = {x: perpVect.x*-1, y: perpVect.y*-1} end diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb index b2905fb..228eb9d 100644 --- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb +++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/main.rb @@ -29,7 +29,7 @@ end begin :default_methods def init_blocks args block_size = args.state.board_width / 8 - #Space inbetween each block + #Space in between each block block_offset = 4 args.state.squares ||=[ diff --git a/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb b/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb index 9cb1954..0b302f3 100644 --- a/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb +++ b/samples/04_physics_and_collisions/09_arbitrary_collision/app/vector2d.rb @@ -42,7 +42,7 @@ class Vector2d Vector2d.new(@x/mag, @y/mag) end - #TODO delet? + #TODO delete? def distABS vect (((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs() end diff --git a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb index 69ada5b..0a20583 100644 --- a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb +++ b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/linear_collider.rb @@ -1,4 +1,4 @@ -#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y cordinates +#The LinearCollider (theoretically) produces collisions upon a line segment defined point.y two x,y coordinates class LinearCollider @@ -6,13 +6,13 @@ class LinearCollider #last [Array of length 2] end of the line segment as a x,y cordinate #inorder for the LinearCollider to be functional the line segment must be said to have a thickness - #(as it is unlikly that a colliding object will land exactly on the linesegment) + #(as it is unlikely that a colliding object will land exactly on the linesegment) #extension defines if the line's thickness extends negatively or positively #extension :pos extends positively #extension :neg extends negatively - #thickness [float] how thick the line should be (should always be atleast as large as the magnitude of the colliding object) + #thickness [float] how thick the line should be (should always be at least as large as the magnitude of the colliding object) def initialize (pointA, pointB, extension=:neg, thickness=10) @pointA = pointA @pointB = pointB diff --git a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb index 97cf286..37ea141 100644 --- a/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb +++ b/samples/04_physics_and_collisions/10_collision_with_object_removal/app/vector2d.rb @@ -43,7 +43,7 @@ class Vector2d Vector2d.new(@x/mag, @y/mag) end - #TODO delet? + #TODO delete? def distABS vect (((vect.x-@x)**2+(vect.y-@y)**2)**0.5).abs() end diff --git a/samples/05_mouse/01_mouse_click/app/main.rb b/samples/05_mouse/01_mouse_click/app/main.rb index c1a6e29..80b91df 100644 --- a/samples/05_mouse/01_mouse_click/app/main.rb +++ b/samples/05_mouse/01_mouse_click/app/main.rb @@ -120,7 +120,7 @@ class TicTacToe space.piece = state.current_turn # This ternary operator statement allows us to change the current player's turn. - # If it is currently x's turn, it becomes o's turn. If it is not x's turn, it become's x's turn. + # If it is currently x's turn, it becomes o's turn. If it is not x's turn, it becomes x's turn. state.current_turn = state.current_turn == :x ? :o : :x end diff --git a/samples/05_mouse/02_mouse_move/app/main.rb b/samples/05_mouse/02_mouse_move/app/main.rb index b015277..684928b 100644 --- a/samples/05_mouse/02_mouse_move/app/main.rb +++ b/samples/05_mouse/02_mouse_move/app/main.rb @@ -198,13 +198,13 @@ class ProtectThePuppiesFromTheZombies state.zombies = state.zombies - killed_this_frame # remove newly killed zombies from zombies collection state.killed_zombies += killed_this_frame # add newly killed zombies to killed zombies - if killed_this_frame.length > 0 # if atleast one zombie was killed in the frame + if killed_this_frame.length > 0 # if at least one zombie was killed in the frame state.flash_at = state.tick_count # flash_at set to the frame when the zombie was killed # Don't forget, the rendered flash lasts for 10 frames after the zombie is killed (look at render_flash method) end # Sets the tick_count (passage of time) as the value of the death_at variable for each killed zombie. - # Death_at stores the frame a zombie was killed. + # Death_at stores the frame where a zombie was killed. killed_this_frame.each do |z| z.death_at = state.tick_count end diff --git a/samples/05_mouse/03_mouse_move_paint_app/app/main.rb b/samples/05_mouse/03_mouse_move_paint_app/app/main.rb index b177fd6..be983a8 100644 --- a/samples/05_mouse/03_mouse_move_paint_app/app/main.rb +++ b/samples/05_mouse/03_mouse_move_paint_app/app/main.rb @@ -40,7 +40,7 @@ =end # This sample app shows an empty grid that the user can paint on. -# To paint, the user must keep their mouse presssed and drag it around the grid. +# To paint, the user must keep their mouse pressed and drag it around the grid. # The "clear" button allows users to clear the grid so they can start over. class PaintApp diff --git a/samples/06_save_load/01_save_load_game/app/main.rb b/samples/06_save_load/01_save_load_game/app/main.rb index cc52770..2d2bc41 100644 --- a/samples/06_save_load/01_save_load_game/app/main.rb +++ b/samples/06_save_load/01_save_load_game/app/main.rb @@ -48,7 +48,7 @@ class TextedBasedGame - # Contains methods needed for game to run properly. + # Contains methods needed for the game to run properly. # Increments tick count by 1 each time it runs (60 times in a single second) def tick default @@ -59,7 +59,7 @@ class TextedBasedGame # Sets default values. # The ||= ensures that a variable's value is only set to the value following the = sign - # if the value has not already been set before. Intialization happens only in the first frame. + # if the value has not already been set before. Initialization happens only in the first frame. def default state.engine_tick_count ||= 0 state.active_module ||= :room @@ -286,7 +286,7 @@ class TextedBasedGamePresenter end # instructions for users on how to add the missing method_to_call to the code - puts "It looks like #{method_to_call} doesn't exists on TextedBasedGamePresenter. Please add this method:" + puts "It looks like #{method_to_call} doesn't exist on TextedBasedGamePresenter. Please add this method:" puts "Just copy the code below and put it in the #{TextedBasedGamePresenter} class definition." puts "" puts "```" @@ -345,7 +345,7 @@ class TextedBasedGamePresenter @game end - # Initalizes the game and creates an empty list of buttons. + # Initializes the game and creates an empty list of buttons. def initialize @game = TextedBasedGame.new self @button_list ||= {} diff --git a/samples/07_advanced_rendering/03_render_target_viewports/app/main.rb b/samples/07_advanced_rendering/03_render_target_viewports/app/main.rb index 5c38d6c..0dd6c18 100644 --- a/samples/07_advanced_rendering/03_render_target_viewports/app/main.rb +++ b/samples/07_advanced_rendering/03_render_target_viewports/app/main.rb @@ -25,7 +25,7 @@ would print "How are you, Ruby?" to the console. (Remember, string interpolation only works with double quotes!) - - Ternary operator (?): Similar to if statement; first evalulates whether a statement is + - Ternary operator (?): Similar to if statement; first evaluates whether a statement is true or false, and then executes a command depending on that result. For example, if we had a variable grade = 75 @@ -39,7 +39,7 @@ 720 p screen (Dragon Ruby Game Toolkits's virtual resolution is always 1280x720). - Numeric#shift_(left|right|up|down): Shifts the Numeric in the correct direction - by adding or subracting. + by adding or subtracting. - ARRAY#inside_rect?: An array with at least two values is considered a point. An array with at least four values is considered a rect. The inside_rect? function returns true diff --git a/samples/09_performance/02_sprites_as_entities/app/main.rb b/samples/09_performance/02_sprites_as_entities/app/main.rb index 21babda..203dbe0 100644 --- a/samples/09_performance/02_sprites_as_entities/app/main.rb +++ b/samples/09_performance/02_sprites_as_entities/app/main.rb @@ -1,5 +1,5 @@ # Sprites represented as Entities using the queue ~args.outputs.sprites~ -# yields nicer access apis over Hashes, but require a bit more code upfront. +# yields nicer access apis over Hashes, but requires a bit more code upfront. # The hash sample has to use star[:s] to get the speed of the star, but # an entity can use .s instead. def random_x args diff --git a/samples/09_performance/04_sprites_as_classes/app/main.rb b/samples/09_performance/04_sprites_as_classes/app/main.rb index 2b43a98..d69dc66 100644 --- a/samples/09_performance/04_sprites_as_classes/app/main.rb +++ b/samples/09_performance/04_sprites_as_classes/app/main.rb @@ -22,7 +22,7 @@ class Star end end -# calls methods needed for game to run properly +# calls methods needed for the game to run properly def tick args # sets console command when sample app initially opens if Kernel.global_tick_count == 0 diff --git a/samples/09_performance/05_static_sprites_as_classes/app/main.rb b/samples/09_performance/05_static_sprites_as_classes/app/main.rb index cbfe00a..f87b110 100644 --- a/samples/09_performance/05_static_sprites_as_classes/app/main.rb +++ b/samples/09_performance/05_static_sprites_as_classes/app/main.rb @@ -23,7 +23,7 @@ class Star end end -# calls methods needed for game to run properly +# calls methods needed for the game to run properly def tick args # sets console command when sample app initially opens if Kernel.global_tick_count == 0 diff --git a/samples/09_performance/06_static_sprites_as_classes_with_custom_drawing/app/main.rb b/samples/09_performance/06_static_sprites_as_classes_with_custom_drawing/app/main.rb index 4d8719d..31f5c9f 100644 --- a/samples/09_performance/06_static_sprites_as_classes_with_custom_drawing/app/main.rb +++ b/samples/09_performance/06_static_sprites_as_classes_with_custom_drawing/app/main.rb @@ -47,7 +47,7 @@ class Star end end -# calls methods needed for game to run properly +# calls methods needed for the game to run properly def tick args # sets console command when sample app initially opens if Kernel.global_tick_count == 0 diff --git a/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb b/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb index 7f98509..c8e1633 100644 --- a/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb +++ b/samples/13_path_finding_algorithms/01_breadth_first_search/app/main.rb @@ -251,7 +251,7 @@ class BreadthFirstSearch outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line # The circle needs to be offset so that the center of the circle # overlaps the line instead of the upper right corner of the circle - # The circle's x value is also moved based on the current seach step + # The circle's x value is also moved based on the current search step circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing) circle_y = (slider.y - slider.offset) circle_rect = [circle_x, circle_y, 37, 37] diff --git a/samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb b/samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb index 810ff7b..d4c9c1c 100644 --- a/samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb +++ b/samples/13_path_finding_algorithms/02_detailed_breadth_first_search/app/main.rb @@ -168,7 +168,7 @@ class DetailedBreadthFirstSearch outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line # The circle needs to be offset so that the center of the circle # overlaps the line instead of the upper right corner of the circle - # The circle's x value is also moved based on the current seach step + # The circle's x value is also moved based on the current search step circle_x = (slider.x - slider.offset) + (state.anim_steps * slider.spacing) circle_y = (slider.y - slider.offset) circle_rect = [circle_x, circle_y, 37, 37] diff --git a/samples/13_path_finding_algorithms/06_heuristic/app/main.rb b/samples/13_path_finding_algorithms/06_heuristic/app/main.rb index af466a5..10beba3 100644 --- a/samples/13_path_finding_algorithms/06_heuristic/app/main.rb +++ b/samples/13_path_finding_algorithms/06_heuristic/app/main.rb @@ -242,7 +242,7 @@ class Heuristic_With_Walls outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line # The circle needs to be offset so that the center of the circle # overlaps the line instead of the upper right corner of the circle - # The circle's x value is also moved based on the current seach step + # The circle's x value is also moved based on the current search step circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing) circle_y = (slider.y - slider.offset) circle_rect = [circle_x, circle_y, 37, 37] diff --git a/samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb b/samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb index 5fc0804..7b8f653 100644 --- a/samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb +++ b/samples/13_path_finding_algorithms/07_heuristic_with_walls/app/main.rb @@ -275,7 +275,7 @@ class Heuristic outputs.primitives << [slider.x, slider.y, slider.x + slider.w, slider.y].line # The circle needs to be offset so that the center of the circle # overlaps the line instead of the upper right corner of the circle - # The circle's x value is also moved based on the current seach step + # The circle's x value is also moved based on the current search step circle_x = (slider.x - slider.offset) + (state.current_step * slider.spacing) circle_y = (slider.y - slider.offset) circle_rect = [circle_x, circle_y, 37, 37] diff --git a/samples/99_genre_arcade/snakemoji/app/main.rb b/samples/99_genre_arcade/snakemoji/app/main.rb index 3bffa22..648b728 100644 --- a/samples/99_genre_arcade/snakemoji/app/main.rb +++ b/samples/99_genre_arcade/snakemoji/app/main.rb @@ -10,8 +10,8 @@ # https://gist.github.com/scorp200 #############LICENSE############ # Feel free to use this anywhere and however you want -# You can sell this to EA for $1,000,000 if you want, its completely free. -# Just rememeber you are helping this... thing... to spread... +# You can sell this to EA for $1,000,000 if you want, it's completely free. +# Just remember you are helping this... thing... to spread... # ALSO! I am not liable for any mental, physical or financial damage caused. #############LICENSE############ @@ -156,7 +156,7 @@ def defaults 🎮 🎮.🐍 ||= [] #Direction the head moves to 🎮.🚗 ||= [0, 0] - #Next_Direction, during input check only change this variable and then when game updates asign this to Direction + #Next_Direction, during input check only change this variable and then when game updates assign this to Direction 🎮.🚦 ||= [*🎮.🚗] #Your score 🎮.💰 ||= 0 diff --git a/samples/99_genre_arcade/twinstick/app/main.rb b/samples/99_genre_arcade/twinstick/app/main.rb index 4edef92..2ce1d50 100644 --- a/samples/99_genre_arcade/twinstick/app/main.rb +++ b/samples/99_genre_arcade/twinstick/app/main.rb @@ -64,7 +64,7 @@ def move_enemies args theta = Math.atan2(enemy.y - args.state.player.y, enemy.x - args.state.player.x) # Convert the angle to a vector pointing at the player dx, dy = theta.to_degrees.vector 5 - # Move the enemy towards thr player + # Move the enemy towards the player enemy.x -= dx enemy.y -= dy end diff --git a/samples/99_genre_crafting/craft_game_starting_point/app/main.rb b/samples/99_genre_crafting/craft_game_starting_point/app/main.rb index d7478e4..549e73d 100644 --- a/samples/99_genre_crafting/craft_game_starting_point/app/main.rb +++ b/samples/99_genre_crafting/craft_game_starting_point/app/main.rb @@ -1,13 +1,13 @@ # ================================================== # A NOTE TO JAM CRAFT PARTICIPANTS: -# The comments and code in here are just as small piece of DragonRuby's capabilities. +# The comments and code in here are just a small piece of DragonRuby's capabilities. # Be sure to check out the rest of the sample apps. Start with README.txt and go from there! # ================================================== # def tick args is the entry point into your game. This function is called at # a fixed update time of 60hz (60 fps). def tick args - # The defaults function intitializes the game. + # The defaults function initializes the game. defaults args # After the game is initialized, render it. @@ -38,7 +38,7 @@ def defaults args # Bottom left is 0, 0. Top right is 1280, 720. # The inventory area is at the top of the screen # the number 80 is the size of all the sprites, so that is what is being - # used to decide the with and height + # used to decide the width and height args.state.sprite_size = 80 args.state.inventory_border.w = args.state.sprite_size * 10 @@ -49,7 +49,7 @@ def defaults args # define the borders for where the crafting area is located # the crafting area is below the inventory area # the number 80 is the size of all the sprites, so that is what is being - # used to decide the with and height + # used to decide the width and height args.state.craft_border.x = 10 args.state.craft_border.y = 220 args.state.craft_border.w = args.state.sprite_size * 3 @@ -92,12 +92,12 @@ def defaults args }, ] - # after initializing the oridinal positions, derive the pixel + # after initializing the ordinal positions, derive the pixel # locations assuming that the width and height are 80 args.state.items.each { |item| set_inventory_position args, item } end - # define all the oridinal positions of the inventory slots + # define all the ordinal positions of the inventory slots if !args.state.inventory_area args.state.inventory_area = [ { ordinal_x: 0, ordinal_y: 0 }, @@ -132,7 +132,7 @@ def defaults args { ordinal_x: 9, ordinal_y: 2 }, ] - # after initializing the oridinal positions, derive the pixel + # after initializing the ordinal positions, derive the pixel # locations assuming that the width and height are 80 args.state.inventory_area.each { |i| set_inventory_position args, i } @@ -144,7 +144,7 @@ def defaults args # To bring up DragonRuby's Console, press the ~ key within the game. end - # define all the oridinal positions of the craft slots + # define all the ordinal positions of the craft slots if !args.state.craft_area args.state.craft_area = [ { ordinal_x: 0, ordinal_y: 0 }, @@ -158,7 +158,7 @@ def defaults args { ordinal_x: 2, ordinal_y: 2 }, ] - # after initializing the oridinal positions, derive the pixel + # after initializing the ordinal positions, derive the pixel # locations assuming that the width and height are 80 args.state.craft_area.each { |c| set_craft_position args, c } end @@ -244,7 +244,7 @@ def input args found[:location] = :held end - # if the mouse is clicked and an item is currently beign held.... + # if the mouse is clicked and an item is currently being held.... elsif args.state.held_item # determine if a slot within the craft area was clicked craft_area = args.state.craft_area.find { |a| args.inputs.mouse.click.point.inside_rect? a } @@ -255,7 +255,7 @@ def input args # if the click was within a craft area if craft_area # check to see if an item is already there and ignore the click if an item is found - # item_at_craft_slot is a helper method that returns an item or nil for a given oridinal + # item_at_craft_slot is a helper method that returns an item or nil for a given ordinal # position item_already_there = item_at_craft_slot args, craft_area[:ordinal_x], craft_area[:ordinal_y] @@ -263,8 +263,8 @@ def input args if !item_already_there # if the quantity they are currently holding is greater than 1 if args.state.held_item[:quantity] > 1 - # remove one item (creating a seperate item of the same type), and place it - # at the oridinal position and location of the craft area + # remove one item (creating a separate item of the same type), and place it + # at the ordinal position and location of the craft area # the .merge method on Hash creates a new Hash, but updates any values # passed as arguments to merge new_item = args.state.held_item.merge(quantity: 1, @@ -272,7 +272,7 @@ def input args ordinal_x: craft_area[:ordinal_x], ordinal_y: craft_area[:ordinal_y]) - # after the item is crated, place it into the args.state.items collection + # after the item is created, place it into the args.state.items collection args.state.items << new_item # then subtract one from the held item @@ -281,7 +281,7 @@ def input args # if the craft area is available and there is only one item being held elsif args.state.held_item[:quantity] == 1 # instead of creating any new items just set the location of the held item - # to the oridinal position of the craft area, and then nil out the + # to the ordinal position of the craft area, and then nil out the # held item state so that a new item can be picked up args.state.held_item[:location] = :craft args.state.held_item[:ordinal_x] = craft_area[:ordinal_x] @@ -326,7 +326,7 @@ end def calc args # make sure that the real position of the inventory # items are updated every frame to ensure that they - # are placed correctly given their location and oridinal positions + # are placed correctly given their location and ordinal positions # instead of using .map, here we use .each (since we are not returning a new item and just updating the items in place) args.state.items.each do |item| # based on the location of the item, invoke the correct pixel conversion method diff --git a/samples/99_genre_lowrez/nokia_3310/app/main.rb b/samples/99_genre_lowrez/nokia_3310/app/main.rb index d275ada..683539e 100644 --- a/samples/99_genre_lowrez/nokia_3310/app/main.rb +++ b/samples/99_genre_lowrez/nokia_3310/app/main.rb @@ -67,7 +67,7 @@ def tick args # ======================================================================= - # ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ========================== + # ==== HOW TO ANIMATE A SPRITE (SEPARATE PNGS) ========================== # ======================================================================= # Remove the "#" at the beginning of the line below # how_to_animate_a_sprite args @@ -248,7 +248,7 @@ def how_to_render_sprites args end # ============================================================================= -# ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ========================== +# ==== HOW TO ANIMATE A SPRITE (SEPARATE PNGS) ========================== # ============================================================================= def how_to_animate_a_sprite args # STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds @@ -472,7 +472,7 @@ def how_to_determine_collision args text: "Collision!", alignment_enum: 1) else - # if collision occurred, render the words no collision. + # if no collision occurred, render the words no collision. args.nokia.labels << args.nokia .default_label .merge(x: 42, diff --git a/samples/99_genre_lowrez/resolution_64x64/app/main.rb b/samples/99_genre_lowrez/resolution_64x64/app/main.rb index a30d75a..9208120 100644 --- a/samples/99_genre_lowrez/resolution_64x64/app/main.rb +++ b/samples/99_genre_lowrez/resolution_64x64/app/main.rb @@ -62,7 +62,7 @@ def tick args # ======================================================================= - # ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ========================== + # ==== HOW TO ANIMATE A SPRITE (SEPARATE PNGS) ========================== # Remove the "#" at the beginning of the line below # how_to_animate_a_sprite args # ======================================================================= @@ -242,7 +242,7 @@ def how_to_render_sprites args end ## # ============================================================================= -## # ==== HOW TO ANIMATE A SPRITE (SEPERATE PNGS) ========================== +## # ==== HOW TO ANIMATE A SPRITE (SEPARATE PNGS) ========================== ## # ============================================================================= def how_to_animate_a_sprite args # STEP 1: Define when you want the animation to start. The animation in this case will start in 3 seconds @@ -462,7 +462,7 @@ def how_to_determine_collision args text: "Collision!", alignment_enum: 1) else - # if collision occurred, render the words no collision. + # if no collision occurred, render the words no collision. args.lowrez.labels << args.lowrez .default_label .merge(x: 31, diff --git a/samples/99_genre_platformer/clepto_frog/app/main.rb b/samples/99_genre_platformer/clepto_frog/app/main.rb index a4eb069..e1ddffb 100644 --- a/samples/99_genre_platformer/clepto_frog/app/main.rb +++ b/samples/99_genre_platformer/clepto_frog/app/main.rb @@ -485,7 +485,7 @@ class CleptoFrog return if state.world_lookup.keys.length > 0 return unless state.world.length > 0 - # Searches through the world and finds the cordinates that exist + # Searches through the world and finds the coordinates that exist state.world_lookup = {} state.world.each do |x, y, w, h| state.world_lookup[[x, y, w || state.tile_size, h || state.tile_size]] = true diff --git a/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb b/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb index 2921076..0d23668 100644 --- a/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb +++ b/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/decision.rb @@ -1,5 +1,5 @@ # Hey there! Welcome to Four Decisions. Here is how you -# create your decision tree. Remove =being and =end from the text to +# create your decision tree. Remove =begin and =end from the text to # enable the game (just save the file). Change stuff and see what happens! def game diff --git a/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb b/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb index 9da0f38..953b121 100644 --- a/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb +++ b/samples/99_genre_rpg_narrative/choose_your_own_adventure/app/main.rb @@ -53,7 +53,7 @@ def tick args end end -# Runs methods needed for game to function properly +# Runs methods needed for the game to function properly # Creates a rectangular border around the screen def tick_game args defaults args diff --git a/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb b/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb index bd5f521..15a381b 100644 --- a/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb +++ b/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/main.rb @@ -14,7 +14,7 @@ def tick_game args # set up your game # initialize the game/game defaults. ||= means that you only initialize it if - # the value isn't alread initialized + # the value isn't already initialized args.state.player.x ||= 0 args.state.player.y ||= 0 diff --git a/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb b/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb index f129e25..579e133 100644 --- a/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb +++ b/samples/99_genre_rpg_roguelike/01_roguelike_starting_point/app/sprite_lookup.rb @@ -97,7 +97,7 @@ def tile_extended x, y, w, h, r, g, b, a, tile_row_column_or_key if !row member_name = member_name_as_code tile_row_column_or_key - raise "Unabled to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb." + raise "Unable to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb." end # Sprite provided by Rogue Yun diff --git a/samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb b/samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb index 66ff027..c2c364b 100644 --- a/samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb +++ b/samples/99_genre_rpg_roguelike/02_roguelike_line_of_sight/app/main.rb @@ -339,7 +339,7 @@ class Game state.enemies.find { |e| e.x == x && e.y == y && !e.is_dead } end - #M oves the user based on their keyboard input and sets values for target cell + # Moves the user based on their keyboard input and sets values for target cell def input_target_cell if inputs.keyboard.key_down.up # if "up" key is in "down" state [state.x, state.y + 1, 0, 1] # user moves up diff --git a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb b/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb index bd5f521..15a381b 100644 --- a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb +++ b/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/main.rb @@ -14,7 +14,7 @@ def tick_game args # set up your game # initialize the game/game defaults. ||= means that you only initialize it if - # the value isn't alread initialized + # the value isn't already initialized args.state.player.x ||= 0 args.state.player.y ||= 0 diff --git a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/sprite_lookup.rb b/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/sprite_lookup.rb index f129e25..579e133 100644 --- a/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/sprite_lookup.rb +++ b/samples/99_genre_rpg_roguelike/roguelike_line_of_sight/app/sprite_lookup.rb @@ -97,7 +97,7 @@ def tile_extended x, y, w, h, r, g, b, a, tile_row_column_or_key if !row member_name = member_name_as_code tile_row_column_or_key - raise "Unabled to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb." + raise "Unable to find a sprite for #{member_name}. Make sure the value exists in app/sprite_lookup.rb." end # Sprite provided by Rogue Yun diff --git a/samples/99_genre_rpg_roguelike/roguelike_starting_point/app/main.rb b/samples/99_genre_rpg_roguelike/roguelike_starting_point/app/main.rb index 7ed8d60..bc4d7fd 100644 --- a/samples/99_genre_rpg_roguelike/roguelike_starting_point/app/main.rb +++ b/samples/99_genre_rpg_roguelike/roguelike_starting_point/app/main.rb @@ -338,7 +338,7 @@ class Game state.enemies.find { |e| e.x == x && e.y == y && !e.is_dead } end - #M oves the user based on their keyboard input and sets values for target cell + # Moves the user based on their keyboard input and sets values for target cell def input_target_cell if inputs.keyboard.key_down.up # if "up" key is in "down" state [state.x, state.y + 1, 0, 1] # user moves up diff --git a/samples/99_genre_rpg_tactical/isometric_grid/app/main.rb b/samples/99_genre_rpg_tactical/isometric_grid/app/main.rb index 28bea32..6c8368d 100644 --- a/samples/99_genre_rpg_tactical/isometric_grid/app/main.rb +++ b/samples/99_genre_rpg_tactical/isometric_grid/app/main.rb @@ -10,10 +10,10 @@ class Isometric def defaults state.quantity ||= 6 #Size of grid - state.tileSize ||= [262 / 2, 194 / 2] #width and heigth of orange tiles + state.tileSize ||= [262 / 2, 194 / 2] #width and height of orange tiles state.tileGrid ||= [] #Holds ordering of tiles state.currentSpriteLocation ||= -1 #Current Sprite hovering location - state.tileCords ||= [] #Physical, rendering cordinates + state.tileCords ||= [] #Physical, rendering coordinates state.initCords ||= [640 - (state.quantity / 2 * state.tileSize[0]), 330] #Location of tile (0, 0) state.sideSize ||= [state.tileSize[0] / 2, 242 / 2] #Purple & green cube face size state.mode ||= :delete #Switches between :delete and :insert @@ -50,7 +50,7 @@ class Isometric end end - #Calculates physical cordinates for tiles + #Calculates physical coordinates for tiles if state.tileCords == [] state.tileCords = state.tileGrid.map do |val| @@ -101,7 +101,7 @@ class Isometric #Shows the tile itself. Important that it's rendered after the two above! outputs.sprites << state.tileCords.map do |val| - if val[2] == true #Chcekcs if tile needs to be rendered + if val[2] == true #Checks if tile needs to be rendered if val[5] == state.currentSpriteLocation [val[0], val[1], state.tileSize[0], state.tileSize[1], 'sprites/selectedTile.png'] else |
