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截止到 柔性面板
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yunzlp committed Jul 25, 2024
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8 changes: 8 additions & 0 deletions language/zh/global.json
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"Example 1: Basic Use":"示例1:基本使用",
"Example 1: Check if any of the given values is present in an array":"示例1:检查数组中是否存在任何给定值",
"Example 1: Copying an entire buffer\u0027s contents":"示例 1:复制整个缓冲区的内容",
"Example 1: Creating An Empty Node":"示例 1:创建空节点",
"Example 1: Deleting the first 5 elements":"示例1:删除前5个元素",
"Example 1: Inserting a single value":"示例1:插入单个值",
"Example 1: Launching an Included Game (on Windows)":"示例 1:启动附带的游戏 (在 Windows 上)",
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"Example 2: Negative Offset & Stride":"示例 2:负偏移量和负偏移量跨步",
"Example 2: Optimised Removal of the Same Variable in Many Items":"示例 2:在多个项中优化删除相同变量",
"Example 2: Optional Properties":"示例 2:可选属性",
"Example 2: Passing a Struct":"示例 2:传递结构",
"Example 2: Playing a sound on an emitter (similar to audio_play_sound_on)":"示例 2:在发射器上播放声音 (类似于 audio_play_sound_on)",
"Example 2: Pretty Print":"示例2:美化输出",
"Example 2: Progressively Drawing a Line":"示例 2:逐步绘制一条线",
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"Example 3: Deleting a range":"示例3:删除范围",
"Example 3: Groups of Vertices":"示例 3:顶点组",
"Example 3: Overriding Values":"示例 3:覆盖值",
"Example 3: Passing a JSON String":"示例 3:传递 JSON 字符串",
"Example 3: Playing a sound at a given position in 3D audio space (similar to audio_play_sound_at)":"示例 3:在 3D 音频空间中的给定位置播放声音 (类似于 audio_play_sound_at)",
"Example 3: Rotate an Array":"示例3:旋转数组",
"Example 3: Stride set to 0":"示例 3:步幅设置为 0",
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"Filters":"滤镜",
"Filters and Effects":"滤镜和效果",
"Fixtures":"装置",
"Flex Panel Functions":"柔性面板函数",
"Flex Panel Struct Members":"柔性面板结构成员",
"Flex Panels":"柔性面板",
"Flick Event":"轻击事件",
"Floating point numbers are numbers that contain decimal points. For example, the numbers 5.5, 0.001, and -2,345.6789 are floating point numbers. Numbers that do not have decimal places are called integers (e.g. 2, 56, 1400).":"浮点数是包含浮点小数的数字。例如,数字5.5、0.001和-2,345.6789是浮点数。没有小数位的数字称为整数。",
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"Project Image Generator":"项目图像生成器",
"Project Tool":"项目工具",
"ProjectTool":"项目工具",
"Property":"属性",
"Property Value":"属性的值",
"Purchasing An Asset":"购买资源",
"Push Notifications":"推送通知",
"Quick Start Guide":"快速入门指南",
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"Struct Forbidden Variables":"结构禁止的变量",
"Struct Member":"结构成员",
"Structs & Constructors":"结构与构造函数",
"Styling Functions":"样式函数",
"Submission Guidelines":"提交指引",
"Summary":"总结",
"Surfaces":"表面",
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{
"A DS grid is a type of{} {}array{} with 2 dimensions{}. You define the grid by setting its integer width and height, which sets the total number of \"cells\" within the grid (the width and height multiplied). These cells are then used to hold different data values (real numbers or strings).":"DS 网格是一种具有 2 维的{} {} 数组 {}。 您可以通过设置网格的整数宽度和高度来定义网格,这设置了网格内 \" 单元格 \" 的总数 (宽度和高度的乘积)。然后,这些单元格用于保存不同的数据值 (实数或字符串)。",
"A DS grid is basically a type of{} {}array{} with 2 dimensions{}. You define the grid by setting its integer width and height, which then sets the total number of \"cells\" within the grid (the width and height multiplied) and these cells are then used to hold different data values (real numbers or strings).":"DS网格基本上是具有2个维度{}的{}{}数组{}的类型。您可以通过设置网格的整数宽度和高度来定义网格,然后设置网格中\"单元格\"的总数(宽度和高度的乘积),这些单元格将用于保存不同的数据值(实数或字符串)。",
"Apart from the specific functions listed below you can all use an {}expression{} (called an {}accessor{}) to add or modify the contents of your DS grid. This accessor looks similar to a 2D array with the following syntax:":"除了下面列出的特定函数外,您还可以使用 {} 表达式 {}( 称为 {} 访问器 {}) 来添加或修改 DS 网格的内容。此存取器类似于 2D 阵列,具有以下语法:",
"DS Grids":"DS 网格",
"Function Reference":"功能参考",
"General":"基本",
"MP Grid":"MP网格",
"Serialisation":"序列化",
"Serialization":"序列化",
"The following functions exist that deal with DS grids:":"存在以下处理DS网格的函数:",
"When accessing DS grid data structures, you should always try to use {}integer values{} for the cell position, and all non-integer indices will be floored by {}GameMaker{} if you do not. If that is not what you require, then you will need to do the rounding yourself previously before passing the index that you wish to check.":"访问D的网格数据结构时,应始终尝试对单元格位置使用{}整数值{},否则{}GameMaker{}将泛洪所有非整数索引。如果这不是您所需要的,那么在传递要检查的索引之前,您需要先进行舍入。",
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"The width of the grid to be created.":"要创建的网格的宽度。",
"This creates a grid 10 cells high and 10 cells wide.":"这将创建一个高10个单元格和宽10个单元格的栅格。",
"This function creates a new DS grid data structure of the specified cell width and height. The function returns an ID which must be used in all further functions that deal with this DS grid.":"此函数创建指定单元格宽度和高度的新 DS 网格数据结构。该函数返回一个 ID,必须在处理此 DS 网格的所有其他函数中使用该 ID。",
"This function creates a new DS grid data structure of the specified cell width and height. The function returns {}{}DS Grid{}{} {}{}Handle{}{} which must be used in all further functions that deal with this DS grid.":"此函数创建指定单元格宽度和高度的新 DS 网格数据结构。该函数返回 {}{}DS Grid{}{} {}{}Handle{}{},必须在处理此 DS 网格的所有其他函数中使用它。",
"With this function you can create a new DS grid data structure of the specified cell width and height. This function returns an id which must be used in all further functions that deal with this DS grid.":"使用此函数,可以创建具有指定单元格宽度和高度的新DS网格数据结构。此函数返回一个ID,该ID必须用于处理此DS网格的所有其他函数。",
"{}IMPORTANT!{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}{}ds_exists(){}{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards.":"{}重要!{}创建数据结构时,用于标识它的索引值是一个从0开始的整数值。这意味着不同类型的数据结构可以具有{}相同的{}索引值,因此如果有疑问,您应该在访问之前使用{}{}{}ds_exists(){}{}{}函数。另请注意,索引是重复使用的,因此销毁的数据结构索引值之后可能会被新创建的索引值使用。",
"{}{}IMPORTANT{}{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}ds_exists{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards.":"{}{} 重要信息{}{} 创建数据结构时,用于标识该数据结构的索引值是从 0 开始的整数值。这意味着不同类型的数据结构可以具有 {} 相同 {} 的索引值,因此如果有疑问,您应该在访问它们之前使用 {}{}ds_exists{}{} 函数。另请注意,索引是重复使用的,因此被破坏的数据结构索引值可能会被随后新创建的索引值使用。"
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{
"The above code will check the value of the built in global variable \"lives\" and if it is 0, it destroys the DS grid indexed in the variable \"Wall_Grid\" and then changes rooms.":"上述代码将检查内置全局变量\"life\"的值,如果该值为0,则会销毁变量\"Wall_Grid\"中索引的DS网格,然后更改房间。",
"The above code will check the value of the built in global variable {}{}lives{}{} and if it is 0, it destroys the DS grid referenced in the variable {}Wall_Grid{} and then changes rooms.":"上面的代码将检查内置全局变量 {}{}lives{}{} 的值,如果为 0,则会销毁变量 {}Wall_Grid{} 中引用的 DS 网格,然后更改房间。",
"This function will remove the given grid data structure from memory, freeing up the resources it was using and removing all values that it contained. This function should always be used when you are finished using the DS grid to prevent memory leaks that can slow down and crash your game.":"此函数将从内存中删除给定的网格数据结构,释放其正在使用的资源并删除其包含的所有值。当您使用完 DS grid 后,应始终使用此功能,以防止内存泄漏导致游戏速度减慢和崩溃。",
"This function will remove the given grid data-structure from memory, freeing up the resources it was using and removing all values that it contained. This function should always be used when you are finished using the DS grid to prevent memory leaks that can slow down and crash your game.":"此函数将从内存中删除给定的网格数据结构,从而释放它使用的资源并删除它包含的所有值。完成使用DS网格时,应始终使用此函数,以防止内存泄漏,从而降低速度并导致游戏崩溃。",
"This index of the grid to destroy.":"要销毁的网格的索引。",
"{}IMPORTANT!{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}{}ds_exists(){}{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards so we recommend always setting the variable that held the DS index to -1 after destroying.":"{}重要!{}创建数据结构时,用于标识它的索引值是一个从0开始的整数值。这意味着不同类型的数据结构可以具有{}相同的{}索引值,因此如果有疑问,您应该在访问之前使用{}{}{}ds_exists(){}{}{}函数。另请注意,索引将被重复使用,因此新创建的索引之后可能会使用已销毁的数据结构索引值,因此我们建议在销毁之后始终将保留D索引的变量设置为-1。"
"{}IMPORTANT!{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}{}ds_exists(){}{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards so we recommend always setting the variable that held the DS index to -1 after destroying.":"{}重要!{}创建数据结构时,用于标识它的索引值是一个从0开始的整数值。这意味着不同类型的数据结构可以具有{}相同的{}索引值,因此如果有疑问,您应该在访问之前使用{}{}{}ds_exists(){}{}{}函数。另请注意,索引将被重复使用,因此新创建的索引之后可能会使用已销毁的数据结构索引值,因此我们建议在销毁之后始终将保留D索引的变量设置为-1。",
"{}{}NOTE{}{} You should always set the variable that held the data structure reference to -1 after calling this function, since the reference will no longer be valid.":"{}{} 注意{}{} 调用此函数后,您应始终将保存数据结构引用的变量设置为 -1,因为该引用将不再有效。"
}
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{
"A DS list is a data structure that stores information sequentially as it is added (much like an {}array{}). DS lists are very flexible data structures that permit you to add values at the end or insert them somewhere in the middle of the list, as well as giving you the ability to shuffle the order (to randomise the values) or sort them in an ascending or descending order.":"DS 列表是一种数据结构,它在添加信息时按顺序存储信息 (很像 {} 数组 {})。 DS 列表是非常灵活的数据结构,允许您在末尾添加值或将它们插入到列表中间的某个位置,并且使您能够打乱顺序 (随机化值) 或按升序对它们进行排序或降序排列。",
"A DS list is a data-structure that stores information sequentially as it is added (much like an {}array{}). DS lists are very flexible data structures that permit you to add values at the end or insert them somewhere in the middle of the list, as well as giving you the ability to shuffle the order (to randomise the values) or sort them in an ascending or descending order.":"DS列表是一种数据结构,它在添加时按顺序存储信息(非常类似于{}数组{})。DS列表是非常灵活的数据结构,允许您在列表末尾添加值或在列表中间的某个位置插入值,并使您能够改变顺序(随机化值)或按升序或降序对其进行排序。",
"Apart from the specific functions listed below you can all use an {}expression{} (called an {}accessor{}) to add or modify the contents of your DS list. This accessor looks similar to a 1D array with the following syntax:":"除了下面列出的特定函数外,您还可以使用{}表达式{}(称为{}访问器{})来添加或修改DS列表的内容。此存取器类似于1D阵列,具有以下语法:",
"DS Lists":"DS 列表",
"DS lists can be used hold {}DS maps{} and other DS lists too, and so we have some special functions that are used to \"flag\" or \"mark\" positions within the list as holding these data structures. In general this is not required, but it has the advantage of automatically garbage collecting (destroying) the marked data structures when the parent list is destroyed, and it\u0027s also required when used in conjunction with the {}{}json_encode{}{} function so that the list and its data are properly encoded. The functions for this are:":"DS 列表也可用于保存 {}DS 映射 {} 和其他 DS 列表,因此我们有一些特殊函数,用于将列表中的位置 \" 标记 \"\" 标记 \" 为保存这些数据结构。一般来说,这不是必需的,但它的优点是在销毁父列表时自动垃圾收集 (销毁) 标记的数据结构,并且与 {}{}json_encode{}{} 函数结合使用时也是必需的以便列表及其数据被正确编码。其功能是:",
"Ds lists can be used hold {}DS maps{} and other DS lists too, and so we have some special functions that are used to \"flag\" or \"mark\" positions within the list as holding these data structures. In general this is not required, but it has the advantage of automatically garbage collecting (destroying) the marked data structures when the parent list is destroyed, and it\u0027s also required when used in conjunction with the {}{}json_encode(){}{} function so that the list and it\u0027s data is properly encoded. The functions for this are:":"DS列表也可以用于保存{}DS映射{}和其他DS列表,因此我们有一些特殊函数用于\"标记\"\"标记\"列表中的位置以保存这些数据结构。一般来说,这不是必需的,但它的优点是,当父列表被销毁时,它会自动垃圾收集(销毁)标记的数据结构,并且当与{}{}json_encode{}{}函数结合使用时,它也是必需的,以便列表及其数据得到正确编码。这方面的函数是:",
"Function Reference":"功能参考",
"General":"常规",
"Serialisation":"序列化",
"The following functions exist that deal with DS lists:":"存在以下处理DS列表的函数:",
"When accessing DS list data structures, you should always try to use {}integer values{} for the list position, and all non-integer indices will be floored by {}GameMaker{} if you do not. If that is not what you require, then you will need to do the rounding yourself previously before passing the index that you wish to check.":"访问DS列表数据结构时,您应该始终尝试使用{}整数值{}作为列表位置,如果不这样做,所有非整数索引都将被{}GameMaker{}打乱。如果这不是您所需要的,那么在传递您希望检查的索引之前,您需要自己进行四舍五入。",
"You can find more information, plus examples, from from the GML Overview page on {}Accessors{}.":"您可以从{}访问器{}的GML概述页面中找到更多信息和示例。",
"You can find more information, plus examples, from the GML Overview page on {}Accessors{}.":"您可以从有关 {} 访问器 {} 的 GML 概述页面找到更多信息以及示例。",
"{}NOTE{}: As with all dynamic resources, data structures take up memory and so should {}always{} be destroyed when no longer needed to prevent memory leaks which will slow down and eventually crash your game.":"{}注意{}:与所有动态资源一样,数据结构占用内存,因此当不再需要防止内存泄漏时,应始终销毁{}{},这将降低速度并最终导致游戏崩溃。",
"{}NOTE{}: It is recommended to use {}arrays{} over DS lists as they have similar features, are easier to use and are garbage collected automatically.":"{}注意{}:建议在DS列表上使用{}数组{},因为它们具有相似的函数、更易于使用并且会自动进行垃圾收集。",
"{}{}NOTE{}{} As with all dynamic resources, data structures take up memory and so should {}always{} be destroyed when no longer needed to prevent memory leaks which will slow down and eventually crash your game.":"{}{} 注意{}{} 与所有动态资源一样,数据结构也会占用内存,因此在不再需要时应 {} 始终 {} 销毁,以防止内存泄漏,否则会减慢游戏速度并最终崩溃。",
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