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fix: typos (#126)
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zaucy authored Jul 5, 2024
1 parent 0bf688a commit 1e2ba02
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7 changes: 7 additions & 0 deletions .github/workflows/main.yml
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Expand Up @@ -5,6 +5,13 @@ on:
branches: [main]

jobs:
typos-check:
name: Typos Check
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: crate-ci/typos@cfe759ac8dd421e203cc293a373396fbc6fe0d4b # v1.22.7

formatting:
runs-on: ubuntu-latest
steps:
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4 changes: 2 additions & 2 deletions src/app/docs/ecs/ecs.component.html
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@@ -1,7 +1,7 @@
<article>
<h1 id="ecs">What is ECS?</h1>
<p>
Entity Component System (ECS) is an architecture that uses data assocation
Entity Component System (ECS) is an architecture that uses data association
over traditional methods like inheritance. It's been most commonly used in
video game development. We'll give a brief overview in relation to Ecsact,
but you can read more about ECS on
Expand All @@ -14,7 +14,7 @@ <h1 id="ecs">What is ECS?</h1>

<h2 id="entities">Entities</h2>
<p>
An entitiy is a unique identifer that can be associated with zero or more
An entity is a unique identifier that can be associated with zero or more
unique components. Components can be added or removed from the entity
dynamically.
</p>
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4 changes: 2 additions & 2 deletions src/app/docs/implementations/implementations.component.html
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Expand Up @@ -32,7 +32,7 @@ <h2 id="generic-implementations">Generic Implementations</h2>
<p>
A generic runtime implementation is <em>incomplete</em> without Ecsact files
or derivatives (code generation) of Ecsact files. Not to be confused with an
implemenation with a
implementation with a
<a routerLink="/docs/runtime" fragment="runtime-config-generic"
>generic runtime configuration</a
>.
Expand All @@ -47,7 +47,7 @@ <h2 id="known-implementations">Known Implementations</h2>
</h3></a
>
— A
<a [routerLink]="[]" fragement="runtime-config-generic"
<a [routerLink]="[]" fragment="runtime-config-generic"
>generic implementation</a
>
maintained by the Ecsact Dev Team and available as one of the
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2 changes: 1 addition & 1 deletion src/app/docs/lang/lang.component.html
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Expand Up @@ -148,7 +148,7 @@ <h2 id="systems">Systems</h2>
done by
<a [routerLink]="[]" fragment="system-capabilities">system capabilities</a>
which give access to component data, assign new component data, and filter
against existing or non-existant component data. Later, a
against existing or non-existent component data. Later, a
<a routerLink="/docs/system-impl" class="whitespace-nowrap"
><span class="i24">article</span> system implementation</a
>
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6 changes: 3 additions & 3 deletions src/app/docs/runtime/runtime.component.html
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Expand Up @@ -30,7 +30,7 @@ <h3 id="async-module">Async</h3>
<p>
The async module handles everything involving using an external async
execution. This includes flushing events, enqueuing execution options, and
receving async specific errors.
receiving async specific errors.
</p>
<p>
Async methods are available in
Expand All @@ -44,7 +44,7 @@ <h3 id="dynamic-module">Dynamic</h3>
The dynamic module is responsible for creating new <em>types</em> and even
packages at runtime. A type includes enums, components, systems and actions.
Everything you can create when writing an Ecsact file you can do
programatically with the dynamic module.
programmatically with the dynamic module.
</p>
<p>
Module methods are available in
Expand Down Expand Up @@ -122,7 +122,7 @@ <h3 id="runtime-config-tooling">Tooling Runtime</h3>
Implements enough of the
<a [routerLink]="[]" fragment="dynamic-module">dynamic module</a> to create
types and enough of the
<a [routerLink]="[]" fragement="meta-module">meta module</a> to get all the
<a [routerLink]="[]" fragment="meta-module">meta module</a> to get all the
information relating to those types. The configuration is called 'tooling'
because it's used for Ecsact development tooling such as autocomplete, code
generation, semantic highlighting, and doesn't have the functionality to be
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2 changes: 1 addition & 1 deletion src/app/docs/system-impl/system-impl.component.html
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Expand Up @@ -299,7 +299,7 @@ <h3 id="component-assignment-fns">Component Assignment Functions</h3>
<h2 id="trivial-implementations">Trivial Implementations</h2>
<p>
If a system or action can only be implemented in one way it is considered
<em>trivial</em>. A trival implementation is one that fulfills the
<em>trivial</em>. A trivial implementation is one that fulfills the
requirements of a trivial system or actions capabilities.
</p>
<p>
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4 changes: 2 additions & 2 deletions src/app/docs/unity/defaults/defaults.component.html
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Expand Up @@ -34,7 +34,7 @@ <h3>Default Runner</h3>
</p>
<ol>
<li><code>Default</code>: Executes per Update tick</li>
<li><code>Fixed Update</code>: Executes per FixedUpate tick</li>
<li><code>Fixed Update</code>: Executes per FixedUpdate tick</li>
<li><code>None</code>: Implement your own Runner</li>
</ol>
<h3>Async Runner</h3>
Expand Down Expand Up @@ -114,7 +114,7 @@ <h3>Root Game Object</h3>
<h3>Set Preferred Entity Game Object</h3>
<p>
Instead of creating a new GameObject by default for each entity, you can
set your own preffered GameObject using
set your own preferred GameObject using
<code>Pool.SetPreferredEntityGameObject</code>.
</p>
</section>
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2 changes: 1 addition & 1 deletion src/app/home/home.component.html
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Expand Up @@ -246,7 +246,7 @@ <h2>Build your systems with your choice of programming language.</h2>
exported to WebAssembly.
</p>
<p class="text-sm">
System implemenations may also be in different formats or even set
System implementations may also be in different formats or even set
dynamically at runtime!
</p>
<p class="font-bold">
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2 changes: 1 addition & 1 deletion src/app/home/home.component.ts
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Expand Up @@ -45,7 +45,7 @@ export class HomeComponent {
'ecsact_add_component',
'ecsact_count_components',
'ecsact_get_components',
'ecsact_each_componens',
'ecsact_each_components',
'ecsact_update_component',
'ecsact_remove_component',
'ecsact_async_enqueue_execution_options',
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2 changes: 1 addition & 1 deletion src/app/reference/overview/overview.component.html
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Expand Up @@ -31,7 +31,7 @@ <h3 id="fundamentals">Fundamentals</h3>
</li>
<li>
<a routerLink="/reference/ecsact_interpret">ecsact_interpret</a> — API for
interpretting Ecsact language statements as runtime calls.
interpreting Ecsact language statements as runtime calls.
</li>
</ul>

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6 changes: 3 additions & 3 deletions src/app/start/custom/start-custom.component.html
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@@ -1,7 +1,7 @@
<article>
<h1>Custom Integration</h1>
<p>
This article serves as a guide to create and undertand Ecsact integrations
This article serves as a guide to create and understand Ecsact integrations
with a framework or game engine. It is a perfect place to start if you are
interested in:
</p>
Expand Down Expand Up @@ -89,7 +89,7 @@ <h5 id="execution-events" class="font-bold inline text-base">
contains callbacks for receiving various Ecsact component events. The
callbacks require low level free functions which can be error-prone to set
correctly and there may only be one per event. Appropriate wrapper
functions for registring event multiple listeners are recommended for an
functions for registering event multiple listeners are recommended for an
integration implementation. Using generated types from the
<a [routerLink]="[]" fragment="relevant-codegen"
>built-in relevant language code generators</a
Expand Down Expand Up @@ -126,7 +126,7 @@ <h5 id="entity-sync" class="font-bold inline text-base">
Entity Synchronization
</h5>
— Engines/frameworks commonly have an <em>object</em> or similar that
represents <em>something</em> in the application. Syncronizing an entity
represents <em>something</em> in the application. Synchronizing an entity
to that <em>something</em> to make it a 1:1 relationship can be useful to
combine the tools available in the engine/framework with Ecsact component
data and component events. While this is a powerful concept, it comes at a
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2 changes: 1 addition & 1 deletion src/app/start/godot/start-godot.component.html
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Expand Up @@ -6,7 +6,7 @@
<a
href="https://github.com/ecsact-dev/ecsact_godot/issues/1"
target="_blank"
>general availablity GitHub issue</a
>general availability GitHub issue</a
>.
</p>
</article>
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Expand Up @@ -50,7 +50,7 @@ <h2 id="compile-with-emsdk">Compile with Emscripten SDK</h2>
</li>
<li>
Imported function
<code>ecsact_system_execution_context_update</code> becuse our system
<code>ecsact_system_execution_context_update</code> because our system
implementation used <code>ctx.update</code>
</li>
</ul>
Expand Down Expand Up @@ -173,7 +173,7 @@ <h3 id="using-emsdk">Compile with <code>emcc</code></h3>

<li>
<p><code>-Wno-js-compiler</code></p>
<p>Supresses a warning that is irrelevant to ecsact wasm files.</p>
<p>Suppresses a warning that is irrelevant to ecsact wasm files.</p>
</li>

<li>
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Expand Up @@ -4,7 +4,7 @@ <h1>Using Ecsact with Unity and C#</h1>
<section>
<h2>Introduction</h2>
<p>
This tutorial covers the implmentation of Ecsact with Unity. We will
This tutorial covers the implementation of Ecsact with Unity. We will
create entities, add components and implement systems using C#. The Unity
project including everything covered can be found
<a href="https://github.com/ecsact-dev/unity-example">here</a>
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Expand Up @@ -32,7 +32,7 @@ <h2 id="step1">Step 1: Creating your Ecsact file</h2>
We'll call our file <code>tutorial.ecsact</code>. This is the part where
you should design and plan what systems and components you'd like. We'll
do something really simple and create a <code>Position</code> component
and a system that always moves the <code>x</code> coodinate in the
and a system that always moves the <code>x</code> coordinate in the
positive direction. We'll call that system
<code>AlwaysMoveRight</code> (positive <code>x</code> is <em>right</em> in
this tutorial.)
Expand Down Expand Up @@ -204,7 +204,7 @@ <h2 id="step4">Step 4: Compile</h2>
</li>
<li>
Imported function
<code>ecsact_system_execution_context_update</code> becuse our system
<code>ecsact_system_execution_context_update</code> because our system
implementation used <code>ctx.update</code>
</li>
</ul>
Expand Down Expand Up @@ -327,7 +327,7 @@ <h3 id="using-emsdk">Compile with <code>emcc</code></h3>

<li>
<p><code>-Wno-js-compiler</code></p>
<p>Supresses a warning that is irrelevant to ecsact wasm files.</p>
<p>Suppresses a warning that is irrelevant to ecsact wasm files.</p>
</li>

<li>
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Expand Up @@ -151,7 +151,7 @@ <h3 id="write-the-impl">Writing the implementation</h3>

<p>
Our <code>Gravity</code> implementation is very simple and makes a lot of
assumptions, but there's nothing stopping you from introducting third
assumptions, but there's nothing stopping you from introduction third
party libraries for more interesting implementations. That being said the
only state you may manipulate is the state inside your systems
<code>context</code>. System implementations should be
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Expand Up @@ -70,7 +70,7 @@ <h2 id="create-entity">Creating an Entity</h2>
</code-block-variation>

<p>
Components can be declared from the namespace that is dervied from the
Components can be declared from the namespace that is derived from the
name of your package in the <code>.ecsact</code> file. Now that we have
our components, we can add them to a newly created entity using the
Runner's <code>executionOptions</code>
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Expand Up @@ -58,7 +58,7 @@ <h2 id="gameobject">Adding a GameObject with Unity Sync</h2>
<p>
Now that we have our components, we can create a Sync Script that we'll
call <code>AddBlock.cs</code>. We need something to instantiate in our
<code>Rescources</code> folder. For our example we're going to use a basic
<code>Resources</code> folder. For our example we're going to use a basic
square in <code>Sprite Renderer</code>.
</p>

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2 changes: 1 addition & 1 deletion src/app/start/unreal/start-unreal.component.html
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Expand Up @@ -6,7 +6,7 @@
<a
href="https://github.com/ecsact-dev/ecsact_unreal/issues/1"
target="_blank"
>general availablity GitHub issue</a
>general availability GitHub issue</a
>.
</p>
</article>
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Expand Up @@ -52,7 +52,7 @@ export class HiddenTableRowsDirective implements OnInit, AfterViewInit {
if (this._placeholderRow.firstElementChild) {
this._placeholderRow.firstElementChild.appendChild(btnContainer);
} else {
console.error(`Placholder row has no elements`, this._placeholderRow);
console.error(`Placeholder row has no elements`, this._placeholderRow);
}
}

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Expand Up @@ -16,7 +16,7 @@ import {delay, filter, Subscription} from 'rxjs';
import {NgIf} from '@angular/common';

/**
* Side navigation section. Should onyl be used inside ecsact-sidenav
* Side navigation section. Should only be used inside ecsact-sidenav
*/
@Component({
selector: 'ecsact-sidenav > ecsact-sidenav-section',
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4 changes: 2 additions & 2 deletions src/search/search.service.ts
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Expand Up @@ -153,7 +153,7 @@ export class Search {
}

private async _getCompoundDef(repo: string, refid: string) {
const compountDefDoc = await new Promise<Document>((resolve, reject) => {
const compoundDefDoc = await new Promise<Document>((resolve, reject) => {
const xhr = new XMLHttpRequest();
xhr.onload = () => resolve(xhr.responseXML);
xhr.onerror = err => reject(err);
Expand All @@ -163,7 +163,7 @@ export class Search {
});

const compoundDef =
compountDefDoc.documentElement.querySelector('compounddef');
compoundDefDoc.documentElement.querySelector('compounddef');
if (!compoundDef) {
throw new Error(`No compound def with refid ${refid}`);
}
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2 changes: 2 additions & 0 deletions typos.toml
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@@ -0,0 +1,2 @@
[default]
extend-ignore-re = ["(?Rm)^.*(#|//)\\s*typos:disable-line$"]

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