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chore: Remove repetitive words (#3118)
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Replace this text.

Signed-off-by: guqicun <[email protected]>
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guqicun authored Apr 6, 2024
1 parent cca12b8 commit 67e24a2
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Showing 9 changed files with 9 additions and 9 deletions.
2 changes: 1 addition & 1 deletion doc/bridge_packages/flame_forge2d/joints.md
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Expand Up @@ -482,7 +482,7 @@ joint.getCurrentLengthB()

```{warning}
`PulleyJoint` can get a bit troublesome by itself. They often work better when
combined with prismatic joints. You should also cover the the anchor points
combined with prismatic joints. You should also cover the anchor points
with static shapes to prevent one side from going to zero length.
```

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2 changes: 1 addition & 1 deletion doc/development/documentation.md
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Expand Up @@ -194,7 +194,7 @@ rebuild the documents that have changed since the previous run, so usually, a re
second or two.

If you want to automatically recompile the docs every time there is a change to one of the files
you can use the the built-in Melos target below, which will also serve and open your default
you can use the built-in Melos target below, which will also serve and open your default
browser with the docs.

```shell
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2 changes: 1 addition & 1 deletion doc/flame/rendering/text_rendering.md
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Expand Up @@ -81,7 +81,7 @@ You can decide if the box should grow as the text is written or if it should be
`growingBox` variable in the `TextBoxConfig`. A static box could either have a fixed size (setting
the `size` property of the `TextBoxComponent`), or to automatically shrink to fit the text content.

In addition, the `align` property allows you to control the the horizontal and vertical alignment of
In addition, the `align` property allows you to control the horizontal and vertical alignment of
the text content. For example, setting `align` to `Anchor.center` will center the text within its
bounding box both vertically and horizontally.

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Expand Up @@ -13,7 +13,7 @@ class SimpleIsolateExample extends FlameGame {
This example showcases a simple FlameIsolate example, making it easy to
continually run heavy load without stutter.
Tap the brown square to swap between running heavy load in in an isolate or
Tap the brown square to swap between running heavy load in an isolate or
synchronous.
The selected backpressure strategy used for this example is
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2 changes: 1 addition & 1 deletion packages/flame/lib/src/camera/camera_component.dart
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Expand Up @@ -393,7 +393,7 @@ class CameraComponent extends Component {
/// the world to which the given [component] belongs (if any). This means, in
/// such cases, any component overlapping the [visibleWorldRect] will be
/// reported as visible, even if it is not part of the [world] this camera is
/// currently looking at. This can be changed by passing the the component's
/// currently looking at. This can be changed by passing the component's
/// world as [componentWorld].
bool canSee(PositionComponent component, {World? componentWorld}) {
if (!(world?.isMounted ?? false) ||
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Expand Up @@ -134,7 +134,7 @@ class SpriteAnimationGroupComponent<T> extends PositionComponent
/// Returns the current group state.
T? get current => _current;

/// The the group state to given state.
/// The group state to given state.
///
/// Will update [size] if [autoResize] is true.
set current(T? value) {
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Expand Up @@ -64,7 +64,7 @@ class SpriteGroupComponent<T> extends PositionComponent
/// Returns the current group state.
T? get current => _current;

/// The the group state to given state.
/// The group state to given state.
///
/// Will update [size] if [autoResize] is true.
set current(T? value) {
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2 changes: 1 addition & 1 deletion packages/flame/lib/src/extensions/image.dart
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Expand Up @@ -96,7 +96,7 @@ extension ImageExtension on Image {
/// Resizes this image to the given [newSize].
///
/// Keep in mind that is considered an expensive operation and should be
/// avoided in the the game loop methods. Prefer using it
/// avoided in the game loop methods. Prefer using it
/// in the loading phase of the game or components.
Future<Image> resize(Vector2 newSize) async {
final recorder = PictureRecorder();
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2 changes: 1 addition & 1 deletion packages/flame/lib/src/parallax.dart
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Expand Up @@ -189,7 +189,7 @@ class ParallaxAnimation extends ParallaxRenderer {
///
/// _IMPORTANT_: This method pre render all the frames of the animation into
/// image instances so it can be used inside the parallax. Just keep that in
/// mind when using animations in in parallax, the over use of it, or the use
/// mind when using animations in parallax, the over use of it, or the use
/// of big animations (be it in number of frames or the size of the images)
/// can lead to high use of memory.
static Future<ParallaxAnimation> load(
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