Fix non-crate typos (#18219)

# Objective

Correct spelling

## Solution

Fix typos, specifically ones that I found in folders other than /crates

## Testing

CI

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
Benjamin Brienen 2025-03-11 07:17:48 +01:00 committed by GitHub
parent f5210c54d2
commit c3ff6d4136
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GPG Key ID: B5690EEEBB952194
15 changed files with 26 additions and 26 deletions

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@ -1835,7 +1835,7 @@ path = "examples/asset/multi_asset_sync.rs"
doc-scrape-examples = true
[package.metadata.example.multi_asset_sync]
name = "Mult-asset synchronization"
name = "Multi-asset synchronization"
description = "Demonstrates how to wait for multiple assets to be loaded."
category = "Assets"
wasm = true

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@ -2,7 +2,7 @@
//! between the vertex and fragment shader. Also shows the custom vertex layout.
// First we import everything we need from bevy_pbr
// A 2d shader would be vevry similar but import from bevy_sprite instead
// A 2D shader would be very similar but import from bevy_sprite instead
#import bevy_pbr::{
mesh_functions,
view_transformations::position_world_to_clip

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@ -79,7 +79,7 @@ pub fn build_schedule(criterion: &mut Criterion) {
// Benchmark graphs of different sizes.
for graph_size in [100, 500, 1000] {
// Basic benchmark without constraints.
group.bench_function(format!("{graph_size}_schedule_noconstraints"), |bencher| {
group.bench_function(format!("{graph_size}_schedule_no_constraints"), |bencher| {
bencher.iter(|| {
let mut app = App::new();
for _ in 0..graph_size {

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@ -251,7 +251,7 @@ Example | Description
[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
[Mult-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Multi-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
## Async Tasks

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@ -42,7 +42,7 @@ fn main() {
.add_systems(OnEnter(GameState::GameOver), display_score)
.add_systems(
Update,
gameover_keyboard.run_if(in_state(GameState::GameOver)),
game_over_keyboard.run_if(in_state(GameState::GameOver)),
)
.run();
}
@ -378,7 +378,7 @@ fn scoreboard_system(game: Res<Game>, mut display: Single<&mut Text>) {
}
// restart the game when pressing spacebar
fn gameover_keyboard(
fn game_over_keyboard(
mut next_state: ResMut<NextState<GameState>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {

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@ -72,7 +72,7 @@ impl Plugin for SteppingPlugin {
/// Struct for maintaining stepping state
#[derive(Resource, Debug)]
struct State {
// vector of schedule/nodeid -> text index offset
// vector of schedule/node id -> text index offset
systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
// ui positioning

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@ -121,7 +121,7 @@ fn setup(
// Spawn the 2D heart
commands.spawn((
// We can use the methods defined on the meshbuilder to customize the mesh.
// We can use the methods defined on the `MeshBuilder` to customize the mesh.
Mesh3d(meshes.add(HEART.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
emissive: RED.into(),
@ -134,7 +134,7 @@ fn setup(
// Spawn an extrusion of the heart.
commands.spawn((
// We can set a custom resolution for the round parts of the extrusion aswell.
// We can set a custom resolution for the round parts of the extrusion as well.
Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
@ -358,7 +358,7 @@ impl BoundedExtrusion for Heart {}
// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
impl Meshable for Heart {
// The meshbuilder can be used to create the actual mesh for that primitive.
// The `MeshBuilder` can be used to create the actual mesh for that primitive.
type Output = HeartMeshBuilder;
fn mesh(&self) -> Self::Output {
@ -369,7 +369,7 @@ impl Meshable for Heart {
}
}
// You can include any additional information needed for meshing the primitive in the meshbuilder.
// You can include any additional information needed for meshing the primitive in the `MeshBuilder`.
struct HeartMeshBuilder {
heart: Heart,
// The resolution determines the amount of vertices used for each wing of the heart
@ -377,7 +377,7 @@ struct HeartMeshBuilder {
}
// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D `MeshBuilder`.
trait HeartBuilder {
/// Set the resolution for each of the wings of the heart.
fn resolution(self, resolution: usize) -> Self;

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@ -47,7 +47,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
.with_children(|parent| {
// header
parent.spawn((
Text::new("Horizontally Scrolling list (Ctrl + Mousewheel)"),
Text::new("Horizontally Scrolling list (Ctrl + MouseWheel)"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: FONT_SIZE,

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@ -175,7 +175,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
},
));
p.spawn((
TextSpan::new(" this text has zero fontsize"),
TextSpan::new(" this text has zero font size"),
TextFont {
font: font.clone(),
font_size: 0.0,
@ -229,7 +229,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
TextColor(BLUE.into()),
));
p.spawn((
TextSpan::new(" this text has negative fontsize"),
TextSpan::new(" this text has negative font size"),
TextFont {
font: font.clone(),
font_size: -42.0,

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@ -1,8 +1,8 @@
//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! This example creates two UI node trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed UI node tree has changed
//! (red for viewport, yellow for pixel).
use bevy::{color::palettes::css::*, prelude::*};

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@ -43,7 +43,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
},
));
}
// A simple system to handle some keyboard input and toggle on/off the hittest.
// A simple system to handle some keyboard input and toggle on/off the hit test.
fn toggle_mouse_passthrough(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window>,

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@ -94,7 +94,7 @@ fn update_winit(
// Sending a `WakeUp` event is useful when you want the app to update the next
// frame regardless of any user input. This can be used from outside Bevy, see example
// `window/custom_user_event.rs` for an example usage from outside.
// Note that in this example the Wakeup winit event will make the app run in the same
// Note that in this example the `WakeUp` winit event will make the app run in the same
// way as continuous
let _ = event_loop_proxy.send_event(WakeUp);
WinitSettings::desktop_app()

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@ -47,7 +47,7 @@ fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
window.mode = match window.mode {
WindowMode::Windowed => {
//it takes a while for the window to change from windowed to fullscreen and back
// it takes a while for the window to change from `Windowed` to `Fullscreen` and back
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Fullscreen(
MonitorSelection::Entity(entity),

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@ -1,7 +1,7 @@
fn main() -> compile_fail_utils::ui_test::Result<()> {
// Run all tests in the tests/example_tests folder.
// If we had more tests we could either call this function
// on everysingle one or use test_multiple and past it an array
// on every single one or use test_multiple and past it an array
// of paths.
//
// Don't forget that when running tests the working directory