From e406b12eaaa23c620bd08ecd455115654f329886 Mon Sep 17 00:00:00 2001
From: linshun
Date: Mon, 18 Nov 2013 17:02:43 +0800
Subject: [PATCH 01/15] fixed typo
---
CHANGELOG.txt | 8 ++++----
cocos2d/base_nodes/CCNode.js | 32 ++++++++++++++++----------------
cocos2d/textures/CCTexture2D.js | 2 +-
3 files changed, 21 insertions(+), 21 deletions(-)
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index 0baacb6775..2c54396c06 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -1,13 +1,13 @@
Cocos2d-html5-v2.2.1 @ Nov.19, 2013
* CocoStudio is now supported on Cocos2d-html5. The GUI, scene and component modules have been added to it.
* cc.EGLView and most render classes have been re-written to adapt multiple resolution resources in-order to optimize performance on mobile browsers.
-* Refactored cc.LabelTTF, now it's contentSize and position is correct for labels which has defined stroke and shadow.
+* Refactored cc.LabelTTF, now its contentSize and position is correct for labels which has defined stroke and shadow.
* Corrected the behavior of "CascadeColorEnabled" and "CascadeOpacityEnabled" for cc.NodeRGBA and cc.LayerRGBA.
* All cc.Assert has being replaced, and more arguments checking and log information have added to engine's function.
-* Add cc.Screen to engine, it uses to enter/exit fullscreen mode.
-* Add cc.VisibleRect to engine, it provides nine points of game view for positioning.
+* Added cc.Screen to engine, it uses to enter/exit FullScreen mode.
+* Added cc.VisibleRect to engine, it provides nine points of game view for positioning.
* cc.WebAudioEngine now works perfectly on chrome.
-* CocoStudio's namespace changes to CCS now, and the other module's namespace will be renamed in next version.
+* CocoStudio's namespace changes to 'ccs' now, and the other module's namespace will be renamed and support NPM in next version.
* cc.rect now accepts more types of parameters on JSB and HTML5 now, for example: cc.rect(1,1,1,1) and cc.rect(aRect), and cc.rect(cc.p(1,1),cc.size(10,10));
* Optimized cc.Node's getBoundingBoxToWorld for better Performance.
* Modified the _sequenceCompleted method in CCBAnimation, it can set the next sequence in callback now.
diff --git a/cocos2d/base_nodes/CCNode.js b/cocos2d/base_nodes/CCNode.js
index e27bb08966..c40eb59756 100644
--- a/cocos2d/base_nodes/CCNode.js
+++ b/cocos2d/base_nodes/CCNode.js
@@ -331,8 +331,8 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
*
* This is an internal method. Don't call it outside the framework.
* The difference between setZOrder(int) and _setOrder(int) is:
- * - _setZOrder(int) is a pure setter for m_nZOrder memeber variable
- * - setZOrder(int) firstly changes m_nZOrder, then recorder this node in its parent's chilren array.
+ * - _setZOrder(int) is a pure setter for m_nZOrder member variable
+ * - setZOrder(int) firstly changes m_nZOrder, then recorder this node in its parent's children array.
*
* @param {Number} z
* @private
@@ -596,7 +596,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
* Composing a "tree" structure is a very important feature of CCNode
* @return {Array} An array of children
* @example
- * //This sample code traverses all children nodes, and set theie position to (0,0)
+ * //This sample code traverses all children nodes, and set their position to (0,0)
* var allChildren = parent.getChildren();
* for(var i = 0; i< allChildren.length; i++) {
* allChildren[i].setPosition(0,0);
@@ -718,7 +718,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
* Returns a pointer to the parent node
- * @return {cc.Node} A pointer to the parnet node
+ * @return {cc.Node} A pointer to the parent node
*/
getParent:function () {
return this._parent;
@@ -726,7 +726,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
* Sets the parent node
- * @param {cc.Node} Var A pointer to the parnet node
+ * @param {cc.Node} Var A pointer to the parent node
*/
setParent:function (Var) {
this._parent = Var;
@@ -760,7 +760,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
* Returns a tag that is used to identify the node easily.
*
- * @return {Number} A interger that identifies the node.
+ * @return {Number} An integer that identifies the node.
* @example
* //You can set tags to node then identify them easily.
* // set tags
@@ -812,7 +812,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
* Sets a custom user data pointer
* You can set everything in UserData pointer, a data block, a structure or an object, etc.
*
- * @warning Don't forget to relfease the memroy manually,especially before you change this data pointer, and before this node is autoreleased.
+ * @warning Don't forget to release the memory manually,especially before you change this data pointer, and before this node is autoreleased.
* @param {object} Var A custom user data
*/
setUserData:function (Var) {
@@ -832,8 +832,8 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
*
* Returns a user assigned CCObject
* Similar to UserData, but instead of holding a void* it holds an object.
- * The UserObject will be retained once in this method, and the previous UserObject (if existed) will be relese.
- * The UserObject will be released in CCNode's destructure.
+ * The UserObject will be retained once in this method, and the previous UserObject (if existed) will be release.
+ * The UserObject will be released in CCNode's destruction.
*
* @param {object} newValue A user assigned CCObject
*/
@@ -845,7 +845,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
- * Returns the arrival order, indecates which children is added previously.
+ * Returns the arrival order, indicates which children is added previously.
* @return {Number} The arrival order.
*/
getOrderOfArrival:function () {
@@ -910,7 +910,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
* Sets a CCScheduler object that is used to schedule all "updates" and timers.
*
* @warning If you set a new CCScheduler, then previously created timers/update are going to be removed.
- * @param scheduler A cc.Shdeduler object that is used to schedule all "update" and timers.
+ * @param scheduler A cc.Scheduler object that is used to schedule all "update" and timers.
*/
setScheduler:function (scheduler) {
if (this._scheduler != scheduler) {
@@ -922,7 +922,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
* Returns a "local" axis aligned bounding box of the node.
* The returned box is relative only to its parent.
- * @note This method returns a temporaty variable, so it can't returns const CCRect&
+ * @note This method returns a temporary variable, so it can't returns const CCRect&
* @const
* @return {cc.Rect}
*/
@@ -1085,7 +1085,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
* Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
* If the cleanup parameter is not passed, it will force a cleanup.
- * @param {Boolean | null } cleanup true if all running actions on all children nodes should be cleanup, false oterwise.
+ * @param {Boolean | null } cleanup true if all running actions on all children nodes should be cleanup, false otherwise.
*/
removeAllChildren:function (cleanup) {
// not using detachChild improves speed here
@@ -1166,7 +1166,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
/**
*
* Sorts the children array once before drawing, instead of every time when a child is added or reordered.
- * This appraoch can improves the performance massively.
+ * This approach can improves the performance massively.
*
* @note Don't call this manually unless a child added needs to be removed in the same frame
*/
@@ -1474,7 +1474,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
* // Gets the spriteA's transform.
* var t = spriteA.nodeToParentTransform();
*
- * // Sets the additional transform to spriteB, spriteB's postion will based on its pseudo parent i.e. spriteA.
+ * // Sets the additional transform to spriteB, spriteB's position will based on its pseudo parent i.e. spriteA.
* spriteB.setAdditionalTransform(t);
*
* //scale
@@ -1624,7 +1624,7 @@ cc.Node = cc.Class.extend(/** @lends cc.Node# */{
},
/**
- * Currently JavaScript Bindigns (JSB), in some cases, needs to use retain and release. This is a bug in JSB,
+ * Currently JavaScript Bindings (JSB), in some cases, needs to use retain and release. This is a bug in JSB,
* and the ugly workaround is to use retain/release. So, these 2 methods were added to be compatible with JSB.
* This is a hack, and should be removed once JSB fixes the retain/release bug
*/
diff --git a/cocos2d/textures/CCTexture2D.js b/cocos2d/textures/CCTexture2D.js
index 127881dcbd..91be5ac05a 100644
--- a/cocos2d/textures/CCTexture2D.js
+++ b/cocos2d/textures/CCTexture2D.js
@@ -1015,7 +1015,7 @@ cc.Texture2DCanvas = cc.Class.extend(/** @lends cc.Texture2D# */{
},
/**
- * Intializes with a texture2d with data
+ * Initializes with a texture2d with data
* @param {Array} data
* @param {Number} pixelFormat
* @param {Number} pixelsWide
From 63735d3e602f12d7cc9b1af63416e337c42b2610 Mon Sep 17 00:00:00 2001
From: linshun
Date: Mon, 18 Nov 2013 17:03:26 +0800
Subject: [PATCH 02/15] Removed three games and added Simulator link to index
page.
---
index.html | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/index.html b/index.html
index 80b0b618c2..b5ac4f320c 100644
--- a/index.html
+++ b/index.html
@@ -56,9 +56,7 @@