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资源编辑器-完成
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yunzlp committed Mar 11, 2024
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7 changes: 7 additions & 0 deletions language/zh/global.json
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"Animation Curves":"动画曲线",
"Another name for a texture page, which is simply a collection of images required by one or more sprites in your game, organised in an optimal way to use as little texture memory as possible.":"纹理页面的另一个名称,它只是游戏中一个或多个精灵所需的图像集合,以一种最佳方式进行组织,以使用尽可能少的纹理内存。",
"Any":"任何",
"Applies To":"适用于",
"Argument":"参数",
"Arguments:":"参数:",
"Array":"数组(Array)",
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"Device Input":"设备输入",
"Dialog":"对话框",
"Direction":"方向",
"Directive":"指令",
"Disabled":"禁用",
"Domain Name System - This system associates domain names (e.g. gamemaker.io) to other info, such as IP addresses. DNS records are returned from a DNS lookup.":"域名系统——该系统将域名(如gamemaker.io)与其他信息(如IP地址)相关联。DNS记录从DNS查找返回。",
"Double Tap Event":"双击事件",
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"Drawing And Miscellaneous":"绘制和其他",
"Dynamic Textures":"动态纹理",
"Editing Code":"编辑代码",
"Effect":"效果",
"Effects (in-game only)":"特效(仅限于游戏中)",
"Emitter Properties":"发射器属性",
"Enabled":"启用",
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"External Merge/Diff Tools":"外部合并/差异工具",
"FX Types & Parameters":"滤镜效果类型和参数",
"Feather Data Types":"语法检查数据类型",
"Feather Directives":"羽毛指令",
"Feather Features":"语法检查功能",
"Feather Preferences":"语法检查首选项",
"File Directories":"文件目录",
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"Particle Type Info Struct":"粒子类型信息结构",
"Particle Types":"粒子类型",
"Particles":"粒子",
"Path":"路径",
"Path Manipulation":"路径操控",
"Path Variables":"路径变量",
"Paths":"路径",
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"Soft Body Particles":"柔体粒子",
"Sound Effects":"音效",
"Sound Mixer":"混音器",
"Sound in Sequences":"声音序列",
"Sounds":"声音",
"Source Control":"源码控制",
"Source Examples":"示例代码",
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"Virtual Key Constant (vk_*) (keyboard_check_direct only)":"虚拟键常量 (vk_*) (仅 keyboard_check_direct)",
"Virtual Keys And Virtual Keyboards":"虚拟按键和虚拟键盘",
"Wallpaper Config Event":"壁纸配置事件",
"Wallpaper Events":"壁纸事件",
"Watches":"监视器",
"Web And HTML5":"Web 和 HTML5",
"What Is Programming":"什么是编程",
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"Bitmap fills {}are {}supported, though if you use tiled bitmap fills as part of your SWF file you need to make sure the bitmap is a power-of-two in size, otherwise it won\u0027t tile properly. Text rendering is also supported, but you need to embed the font in your SWF file for it to show up in the resulting sprite. Also, currently only left-aligned single line text is supported.":"{}支持位图填充{},但如果将图块位图填充用作SWF文件的一部分,则需要确保位图的大小为二的倍数,否则将无法正确图块。也支持文本渲染,但您需要将字体嵌入到SWF文件中,以便在生成的精灵中显示该字体。此外,当前仅支持左对齐的单行文本。",
"Currently {}GameMaker{} has {}limited {}support for vector sprites. and can only import vector images from {}SWF{} format files. The way of importing them into the program is almost identical to that for adding a normal bitmap image. To add a vector sprite, create a new sprite, which will bring up the standard Load Sprite dialogue, but make sure that you have selected {}*.swf{} from the file filter at the bottom.":"{}GameMaker{}目前对矢量精灵的{}支持{}有限。并且只能从{}SWF{}格式文件导入矢量图像。将它们导入程序的方式几乎与添加普通位图图像的方式相同。若要添加矢量精灵,请创建新的精灵,这将打开标准的\"加载精灵\"对话框,但请确保已从底部的文件筛选器中选择了{}*.swf{}。",
"Generally all sprites in GameMaker use bitmaps which - while flexible in terms of content - place limitations on both the size and number of frames possible in a sprite before memory usage can become prohibitive. Vector sprites work around these limitations by storing and drawing their contents differently: instead of a grid of pixels, which can become blocky or fuzzy when scaled, they are drawn as triangles using vector maths and these can be scaled up (or down) without losing definition, as illustrated in the image below:":"通常,GameMaker中的所有精灵都使用位图,这些位图虽然在内容方面很灵活,但在内存使用之前,会对精灵中可能的帧的大小和数量进行限制。矢量精灵通过以不同的方式存储和绘制它们的内容来绕过这些限制:不是像素网格(缩放时可能会变成块状或模糊),而是使用矢量数学将它们绘制为三角形,并且可以在不丢失定义的情况下向上(或向下)缩放这些三角形,如下图所示:",
"Generally all sprites in {}Non-Bitmap Sprites{} use bitmaps which - while flexible in terms of content - place limitations on both the size and number of frames possible in a sprite before memory usage can become prohibitive. Vector sprites work around these limitations by storing and drawing their contents differently: instead of a grid of pixels, which can become blocky or fuzzy when scaled, they are drawn as triangles using vector maths and these can be scaled up (or down) without losing definition, as illustrated in the image below:":"一般来说,{}非位图精灵{}中的所有精灵都使用位图,尽管位图在内容方面很灵活,但在内存使用变得过高之前,它会对精灵中可能的帧的大小和数量进行限制。矢量精灵通过以不同的方式存储和绘制其内容来解决这些限制:像素网格在缩放时可能会变得块状或模糊,而不是像素网格,而是使用矢量数学将它们绘制为三角形,并且可以在不失去清晰度的情况下放大(或缩小),如下图所示:",
"Hitting the \"load\" button will add the skeletal animation to the {}Asset Browser{} as a sprite, with a progress bar being shown as the file is processed. Note that, depending on the complexity of the file, this may take a moment or two. When processing has finished you\u0027ll be returned to the sprite properties dialogue, which will now look like this:":"单击\"加载\"按钮将骨骼动画作为精灵添加到{}资源浏览器{},并在处理文件时显示进度条。请注意,根据文件的复杂性,这可能需要一两分钟的时间。处理完成后,您将返回到精灵属性对话框,现在显示如下:",
"If you quadruple the resolution of the sprite:":"如果将精灵的分辨率提高两倍:",
"If your vector file has particularly fine detail you may occasionally find that holes or strange triangles will appear in the resulting sprites. This is because at small scales geometry can sometimes collapse together to create shapes that just don\u0027t triangulate well. In this case you have two options - you can scale up the contents of the vector file which will give the importer more room to play with, or you can try to reduce the level of detail in the object that is breaking.":"如果矢量文件具有特别精细的细节,您可能偶尔会发现在生成的精灵中会出现孔或奇怪的三角形。这是因为在小比例尺下,几何体有时会塌陷在一起,以创建只是不能很好地三角剖分的形状。在这种情况下,您有两个选项-您可以放大矢量文件的内容,这将给导入器更多的播放空间,或者您可以尝试减少正在破坏的对象中的细节级别。",
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"As you might have noticed, parts of the script text are coloured. The script editor \"knows\" about existing objects, built-in variables and functions, etc... and colour codes them accordingly. Colour-coding helps a lot in avoiding mistakes as you can see immediately if you have misspelled some name or used a keyword as a variable, or have a syntax error. However, if you don\u0027t like the colour coding, in the {}Preferences{} you can switch it on and off (you can also use {}F10{} to toggle it on or off in the editor) as well as customise the colours that are used.":"您可能已经注意到,脚本文本的某些部分是着色的。脚本编辑器\"了解\"现有对象、内置变量和函数等...并相应地对它们进行颜色编码。颜色编码有助于避免错误,如果您拼写错误、使用关键字作为变量或出现语法错误,您可以立即看到这一点。但是,如果您不喜欢颜色编码,可以在{}首选项{}中打开和关闭颜色编码(您也可以在编辑器中使用{}F10{}切换颜色编码),以及自定义使用的颜色。",
"By default all code that is written will have {}code folding{} icons beside each set of matching braces {}{}{}. These take the form of a little plus {}+{} or minus {}-{} icons, and clicking on these will \"fold\" the code within the matching braces so that it takes up less visual space.":"默认情况下,所有编写的代码在每组匹配的大括号 {}{ }{} 旁边都有 {0} 代码折叠 {1} 图标。这些图标采用小型加号 {}+{} 或减号 {}-{} 图标的形式,单击这些图标将在匹配的大括号内 \"折叠\" 代码,从而占用较少的视觉空间。",
"Commenting your code is simple, as you just have to use \"{}//{}\" before any line of text or you can comment out whole paragraphs by using \"{}/* text here */{}\". There are even two keyboard shortcuts to comment and un-comment selected lines of code: {} / {} + \"{}K{}\" to comment, and {} / {} + {} + \"{}K{}\" to un-comment. The following image illustrates code written using both these methods as well as some {}JS Doc{} comments (explained in more detail beliow):":"注释您的代码很简单,因为您只需在任何文本行之前使用 \"{}//{}\",或者您可以在此处使用 \"{}/* text */{}\" 注释整个段落。甚至还有两个键盘快捷键可用于注释和取消注释选定的代码行:{}/{}+\"{}K{}\" 表示注释,{}/{}+{}+\"{}K{}\" 表示取消注释。下图说明了使用这两种方法编写的代码以及一些 {}Js Doc{} 注释 (相信会有更详细的说明):",
"Commenting your code is simple, as you just have to use \"{}//{}\" before any line of text or you can comment out whole paragraphs by using \"{}/* text here */{}\". There are even two keyboard shortcuts to comment and un-comment selected lines of code: {} / {} + \"{}K{}\" to comment, and {} / {} + {} + \"{}K{}\" to un-comment. The following image illustrates code written using both these methods as well as some {}JS Doc{} comments (explained in more detail below):":"注释代码很简单,因为您只需在任何文本行之前使用“{}//{}”,或者可以使用“{}/*这里的文本*/{}”注释掉整个段落。 甚至还有两个键盘快捷键可用于注释和取消注释选定的代码行:{} / {} +“{}K{}”用于注释,以及 {} / {} + {} +“{}K{}” 取消评论。 下图展示了使用这两种方法编写的代码以及一些 {}JS 文档 {} 注释(下面有更详细的说明):",
"Editing Code":"编辑代码",
"It is worth noting that you can {}comment {}your code in various ways. Commenting your code is very important for maintaining productivity as it keeps things clear and separates sections of code in such a way that it is obvious what each part does and why it is there. It also means that if you are working in a team then you can leave notes for other members and that they will know exactly what you have done or what a specific section of code is for. Even if you are a solo developer, leaving comments in your code is important, especially if you have to leave the project and come back to it at a later date.":"值得注意的是,您可以通过各种方式{}注释{}您的代码。注释代码对于保持工作效率非常重要,因为它可以使事情保持清晰,并以一种明显的方式分隔代码的各个部分,即每个部分的作用以及它存在的原因。它还意味着,如果您在一个团队中工作,那么您可以为其他成员留下注释,他们将确切知道您已经完成了哪些操作或代码的特定部分。即使您是一个单独的开发人员,在代码中留下注释也很重要,尤其是如果您必须离开项目并在稍后的日期返回到它。",
"The other options in this menu are to toggle a breakpoint for use with the {}Debugger{}, and to convert the GML code into GML Visual or vice versa. Note that if converting code to GML Visual, then it will {}not {}create individual actions for each line of code, but rather use a single code action to hold everything that was previously in the event or script.":"此菜单中的其他选项包括切换断点以便与 {} 调试器 {} 一起使用,以及将 GML 代码转换为 GML 可视化代码,反之亦然。请注意,如果将代码转换为 GML 可视化,则 {} 不会 {} 为每行代码创建单独的操作,而是使用单个代码操作来保存事件或脚本中以前的所有内容。",
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"A specifier is added after the base data type using a dot {}.{}, to specify the exact type of data in that group.":"使用点 {}.{} 在基本数据类型之后添加说明符,以指定该组中数据的确切类型。",
"A string":"字符串",
"A struct, may include specifiers":"结构,可以包括说明符",
"A struct, may include specifiers (such as constructors)":"一个结构,可以包括说明符(如构造函数)",
"Allowed":"允许",
"An ID, requires specifiers":"ID,需要说明符",
"An array, may include specifiers":"数组,可以包括说明符",
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"For example, specifying {}undefined{} (first row) for a parameter requiring a string (second column) results in an error.":"例如,为需要字符串 (第二列) 的参数指定 {}undefined{}(第一行) 会导致错误。",
"It also allows you to specify the data types for the parameters and return values of your own {}script functions{}, using {}JSDoc comments{}.":"它还允许您使用 {}JSDoc 注释 {} 为自己的 {} 脚本函数 {} 的参数和返回值指定数据类型。",
"JSDoc Script Comments":"JSDoc 脚本注释",
"Multiple Types":"多种类型",
"Multiple data types can also be listed, separated by a comma {},{}. For example {}String,Array<String>{}, {}Id.Instance,Asset.GMObject{}, etc.":"还可以列出多个数据类型,用逗号{},{}分隔。例如{}String,Array String{},{}Id.Instance、Asset.GMObject{}等。",
"See Also":"另请参阅",
"Specifiers":"说明符",
"Syntax Errors (Feather Messages)":"语法错误(语法检查消息)",
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"Type Validation":"类型验证",
"Types such as {}Array{} and {}Id.DsList{}, which are data structures that contain multiple values, are able to specify a single data type for all of their contents.":"例如 {}Array{} 和 {}Id.DsList{} 等类型是包含多个值的数据结构,它们能够为其所有内容指定单个数据类型。",
"Types such as {}Id.DsList{}, {}Asset.GMObject{}, and {}Constant.Color{} use specifiers.":"例如 {}Id.DsList{}、{}Asset.GMObject{} 和 {}Constant.Color{} 等类型使用说明符。",
"Types such as {}Id.DsList{}, {}Asset.GMObject{}, and {}Constant.Color{} use specifiers. Constructors are specified through the syntax {}Struct.{ConstructorName}{}. For example:":"{}Id.DsList{}、{}Asset.GMObject{}和{}Constant.Color{}等类型使用说明符。构造函数通过语法{}Struct.{ConstructorName}{}指定。例如:",
"Warning":"警告",
"You may see an {}Any{}*{}{} type in the IDE when using Feather, which indicates that the type of the identifier (which may be a variable, parameter, return value, etc.) can\u0027t be discerned by Feather at the moment. When more code is added for that identifier, it may be able to assume a specific type.":"使用语法检查时,您可能会在 IDE 中看到 {}Any{}*{}{} 类型,这表示标识符的类型 (可能是变量、参数、返回值等) 此时语法检查无法识别。当为该标识符添加更多代码时,它可能能够采用特定类型。",
"{}Feather{} uses data types to provide smart syntax-checking when writing code, ensuring you don\u0027t use the wrong data type for a variable or function parameter.":"{}语法检查{}在编写代码时使用数据类型提供智能语法检查,确保不会将错误的数据类型用于变量或函数参数。",
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