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Just fixing some typos (#15)
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mabdelaal86 authored Nov 28, 2023
1 parent 91e8edd commit f92eaec
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Showing 3 changed files with 5 additions and 5 deletions.
4 changes: 2 additions & 2 deletions lib/game/enemy.dart
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ class Enemy extends SpriteComponent
// Defaults to vertically downwards.
Vector2 moveDirection = Vector2(0, 1);

// Controls for how long enemy should be freezed.
// Controls for how long enemy should be frozen.
late Timer _freezeTimer;

// Holds an object of Random class to generate random numbers.
Expand Down Expand Up @@ -128,7 +128,7 @@ class Enemy extends SpriteComponent
}
}

// This method will destory this enemy.
// This method will destroy this enemy.
void destroy() {
// Ask audio player to play enemy destroy effect.
game.addCommand(Command<AudioPlayerComponent>(action: (audioPlayer) {
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4 changes: 2 additions & 2 deletions lib/game/game.dart
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Expand Up @@ -57,7 +57,7 @@ class SpacescapeGame extends FlameGame
// List of commands to be processed in next update.
final _addLaterCommandList = List<Command>.empty(growable: true);

// Indicates wheater the game world has been already initilized.
// Indicates weather the game world has been already initialized.
bool _isAlreadyLoaded = false;

// Returns the size of the playable area of the game window.
Expand All @@ -67,7 +67,7 @@ class SpacescapeGame extends FlameGame
// Assets loading and adding component should be done here.
@override
Future<void> onLoad() async {
// Initilize the game world only one time.
// Initialize the game world only one time.
if (!_isAlreadyLoaded) {
// Loads and caches all the images for later use.
await images.loadAll([
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2 changes: 1 addition & 1 deletion lib/game/power_up_manager.dart
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ class PowerUpManager extends Component with HasGameReference<SpacescapeGame> {
late Timer _spawnTimer;

// Controls the amount of time for which this component
/// should be freezed when [Freeze] power is activated.
/// should be frozen when [Freeze] power is activated.
late Timer _freezeTimer;

// A random number generator.
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