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GameMaker Runner检查完毕
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LiarOnce committed May 30, 2024
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1 change: 1 addition & 0 deletions language/zh/global.json
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"Pitch":"音高",
"Platform":"平台",
"Platform Preferences":"平台首选项",
"Platform-Specific Steps":"平台特定步骤",
"Player Preferences":"玩家首选项",
"Plugin Preferences":"插件首选项",
"Pointer":"指针(Pointer)",
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4 changes: 4 additions & 0 deletions language/zh/www/Settings/Building_via_Command_Line.json
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"The JSON file should contain an array of objects":"JSON 文件应该包含一个对象数组",
"The actual file name of the ZIP file or NSIS installer that is created":"创建的 ZIP 文件或 NSIS 安装程序的实际文件名",
"The cache directory to use (defaults to {}\\cache{} in the current directory)":"要使用的缓存目录(默认为当前目录中的{}\\cache{})",
"The filename of the output executable without the extension, e.g. {}C:/output/game{}, which would output the executable at {}C:/output/game.zip{} (or a different file format depending on the platform){} {} If this is not specified, a directory named {}output{} will be created in the same directory as the {}.bat{} file (or where the command is running from), containing the extracted build files ":"不带扩展名的输出可执行文件的文件名,例如 {}C:/output/game{},它将在 {}C:/output/game.zip{} (或不同的文件格式,具体取决于平台) 输出可执行文件 {}{} 如果未指定此文件名,则将在与 {}.bat{} 文件相同的目录 (或运行命令的目录) 中创建一个名为 {}output{} 的目录,其中包含提取的构建文件",
"The full path to the licence file, either from the IDE or from the {}Access Key{} service{} {} To retrieve the licence from the IDE, the paths are as follows:{} Windows: {}{}%appdata%\\GameMaker\\<user_name>_<number>\\licence.plist{}{}{} macOS: {}{}~/.config/GameMaker/<user_name>_<number>/licence.plist{}{} ":"许可证文件的完整路径,可从IDE或从{}Access Key{}服务{}{}获取。要从IDE中获取许可证,路径如下:{}Windows: {}{}%appdata%\\GameMaker<user_name>_<number>\\licence.plist{}{}{} macOS: {}{}~/.config/GameMaker/<user_name>_<number>/licence.plist{} {} ",
"The full path to the licence file, either from the IDE or from the {}Access Key{} service{} {} To retrieve the licence from the IDE, the paths are as follows:{} Windows:&nbsp;{}{}%appdata%\\{}GameMakerStudio2{}\\&lt;user_name&gt;_&lt;number&gt;\\licence.plist{}{}{} macOS:&nbsp;{}{}~/.config/{}GameMakerStudio2{}/&lt;user_name&gt;_&lt;number&gt;/licence.plist{}{} ":"许可证文件的完整路径,可以从IDE或访问{}密钥{}服务{}{}<div>路径如下:{} Windows:&nbsp;{}{}%appdata%\\{}GameMakerStudio2{}\\&lt;user_name&gt;_&lt;number&gt;\\licence.plist{}{}{} macOS:&nbsp;{}{}~/.config/{}GameMakerStudio2{}/&lt;user_name&gt;_&lt;number&gt;/licence.plist{}{} </div>",
"The full path to the project\u0027s {}.yyp{} file":"*{}.yyp{}文件的完整路径",
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"{}GameMaker{}除了通过IDE{}构建项目外,还允许您使用下面介绍的许多选项和命令通过命令行界面构建项目。您可以通过运行一个批处理文件来生成项目、测试项目并将其部署到多个平台,以及通过自动化服务器(如{}Jenkins{})设置连续集成。":"GameMaker{}除了通过IDE{}构建项目外,还允许您使用下面介绍的许多选项和命令通过命令行界面构建项目。您可以通过运行一个批处理文件来生成项目、测试项目并将其部署到多个平台,以及通过自动化服务器(如{}Jenkins{})设置连续集成。",
"{}Note{} that on Mac you will need to use mono to run Igor, so you will need to write {}{}mono{}{} before all your commands, e.g.:&nbsp;{}mono Igor.exe [options]{}":"{}注意{},在 Mac 上需要使用 mono 来运行 Igor,所以在所有命令之前需要编写{}{} mono {}{} ,例如: {}mono Igor.exe [options]{}",
"{}{}Access Key":"{}{}访问密钥",
"{}{}IMPORTANT{}{}&nbsp;On Mac you will need to use {}mono{} to run Igor, so you will need to write {}{}mono{}{} before all your commands, e.g.:&nbsp;{}mono Igor.exe [options]{}":"{}{}重要{}{} 在 Mac 上需要使用 {}mono{} 来运行 Igor,所以在所有命令之前需要编写{}{} mono {}{} ,例如: {}mono Igor.exe [options]{}\"",
"{}{}NOTE{}{}&nbsp;Building executable packages via command line is only&nbsp;available on specific licences, so please look at {}this page{} to find out whether your licence supports that. For all other licences, you can run and debug your project through a command line without any restrictions.":"{}{}注意{}{}通过命令行生成可执行文件包仅在特定许可证上可用,因此请查看{}此页面{}以了解您的许可证是否支持此操作。对于所有其他许可证,您可以通过命令行运行和调试项目,而不受任何限制。",
"{}{}NOTE{}{}&nbsp;Building executables via command line requires you to have&nbsp;{}logged in to the IDE{}.":"{}{}注意{}{} 通过命令行生成可执行文件需要{}登录到 IDE{}。",
"{}{}NOTE{}{}&nbsp;Use&nbsp;{}PackageZip{}&nbsp;to build a ZIP file, and {}PackageDMG{}&nbsp;to build a DMG. These examples use {}PackageZip{}.":"{}{}注意{}{} 使用 {}PackageZip{} 构建 ZIP 文件,使用 {}PackageDMG{} 构建 DMG。这些示例使用 {}PackageZip{}。",
"{}{}NOTE{}{}&nbsp;You must have logged into the IDE with your account at least once before attempting command line building.":"{}{}注意{}{}&nbsp;在尝试命令行构建之前,你必须至少用你的账户登录过IDE。",
"某些平台可能会遇到文件路径长度问题,在这种情况下,您需要在PC上通过{}{}subst{}{}命令创建虚拟驱动器(如IDE所做的),然后才能将它们传递到您的命令中":"某些平台可能会遇到文件路径长度问题,在这种情况下,您需要在PC上通过{}{}subst{}{}命令创建虚拟驱动器(如IDE所做的),然后才能将它们传递到您的命令中"
}
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"The&nbsp;{}GameMaker{} compiler allows you to place Batch files (Windows) or Shell scripts (on macOS and Linux) in your project directory, and in the directory for each extension in your project.":"{}GameMaker {}编译器允许您将批处理文件(Windows)或 Shell 脚本(在 macOS 和 Linux 上)放在项目目录中,并放在项目中每个扩展的目录中。",
"These script files are supported when building on all target platforms.":"在所有目标平台上构建时都支持这些脚本文件。",
"This is executed after the asset compiler has been started for building the game":"这是在资源编译器已经开始构建游戏之后执行的",
"This is executed after the asset compiler has loaded the project files":"这是在资源编译器加载了项目文件之后执行的",
"This is executed after the final packaging step has completed and the final ZIP file or store package has been prepared":"这是在最终打包步骤完成并准备好最终的 ZIP 文件或存储包之后执行的",
"This is executed after the textures for your game have been generated. You can use this step to optimise your game textures manually.{} {} This script receives an environment variable called {}TexturesDir{}, which stores the path to the generated textures. ":"这是在游戏的纹理生成之后执行的。您可以使用此步骤手动优化游戏纹理。{}{}这个脚本接收一个名为 {}TexturesDir{} 的环境变量,它存储到生成的纹理的路径。",
"This is executed before the asset compiler has loaded the project files":"这在资源编译器加载项目文件之前执行",
"This is executed before the asset compiler is asked to build the game":"这是在要求资源编译器构建游戏之前执行的",
"This is executed before the asset compiler is started for building the game":"这是在资源编译器开始构建游戏之前执行的",
"This is executed before the final packaging step, which is when all files are ready but the final ZIP file or store package is about to be created":"这在最终打包步骤之前执行,最终打包步骤是所有文件都准备就绪但即将创建最终 ZIP 文件或存储包的时候",
"This is executed before the game deployment is about to start":"这是在游戏部署即将开始之前执行的",
"This is executed on the remote machine, when you are on a Windows machine and compiling remotely for macOS/iOS/tvOS or Ubuntu.":"当您在Windows机器上并为macOS/iOS/tvOS或Ubuntu远程编译时,这将在远程机器上执行。",
"This is executed when the game is prepared and ready to run; after the script\u0027s execution the game is started":"这是在游戏准备好并准备运行时执行的。在脚本执行之后,游戏就开始了",
"Version number:&nbsp;{}GMEXT_&lt;ExtensionName&gt;_version{}":"版本号:&nbsp;{}GMEXT_&lt;ExtensionName&gt;_version{}",
"You can retrieve the extension version and any of the extension options in the Batch files/Shell scripts:&nbsp;":"您可以在批处理文件/外壳脚本中检索扩展版本和任何扩展选项:"
"You can retrieve the extension version and any of the extension options in the Batch files/Shell scripts:&nbsp;":"您可以在批处理文件/外壳脚本中检索扩展版本和任何扩展选项:",
"{}Android{} This is executed when the files necessary for the Android tools have been created, but before Gradle is called. You can use this step to access and modify the Android files yourself, before the Android tools compile it into a final executable.":"{}Android{} 这是在创建 Android 工具所需的文件时执行的,但在调用 Gradle 之前。您可以使用此步骤在 Android 工具将其编译为最终可执行文件之前自行访问和修改 Android 文件。",
"{}Only runs when creating a package/executable{}{} {} This is executed after the final packaging step has completed and the final ZIP file or store package has been prepared ":"{}仅在创建包/可执行文件时运行{}{}{}这在完成最终打包步骤并准备好最终ZIP文件或存储包后执行",
"{}Only runs when testing the game (\"Run\" or F5 in the IDE), not run when creating a package{}{} {} This is executed before the game deployment is about to start ":"{}仅在测试游戏时运行 (IDE 中的\"运行\"或 F5 键),在创建软件包时不运行{}{}{}此操作在游戏部署即将开始之前执行",
"{}Only runs when testing the game (\"Run\" or F5 in the IDE), not run when creating a package{}{} {} This is executed when the game is prepared and ready to run; after the script\u0027s execution the game is started ":"{}仅在测试游戏时运行(IDE中的\"运行\"或 F5 键),而不是在创建软件包时运行{}{}{}这在游戏准备就绪并准备运行时执行脚本执行后,游戏将启动",
"{}{}NOTE{}{}&nbsp;These steps are listed in the order that they are run, except for those under \"{}Platform-Specific Steps{}\".":"{}{}注意{}{} 这些步骤按运行顺序列出,但\"{}平台特定步骤{}\"下的除外。"
}
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"This setting disables automatic loading of Dynamic groups, meaning you have to {}load them manually{}. When you try drawing an image from a Texture Group that hasn\u0027t been loaded, the image will not draw, and an error will be printed to the output log.{} {} You can set a \"fallback\" sprite in&nbsp;{}{}texturegroup_set_mode(){}{}&nbsp;which would be drawn in place of a texture that hasn\u0027t been loaded. ":"此设置禁用动态组的自动加载,这意味着您必须{}手动加载它们{}。当您尝试从尚未加载的纹理组绘制图像时,图像将不会绘制,并且错误将打印到输出日志中。{}{}您可以在{}{}texturegroup_set_mode(){}{}中设置\"回退\"精灵,该精灵将代替尚未加载的纹理。",
"This setting is global and can\u0027t be applied per-group.":"此设置是全局设置,不能按组应用。",
"Using&nbsp;{}{}texturegroup_set_mode(){}{}&nbsp;you can set the \"mode\" for Dynamic groups to either \"{}Implicit{}\" (default) or \"{}Explicit{}\". This changes whether Dynamic groups can be loaded automatically.":"使用{}{}texturegroup_set_mode(){}{}可以将动态组的\"模式\"设置为\"{}隐式{}\"(默认值)或\"{}显式{}\"。这将更改是否可以自动加载动态组。",
"When an image from a Texture Group is drawn or one of the {}pre-fetch{} functions is run, all texture pages of the Texture Group are loaded into {}VRAM{}. For most texture group formats the texture is first decompressed before being loaded into VRAM. If you\u0027re using a {}Custom{} texture group format, however, the texture is decompressed in real time on the GPU.":"绘制纹理组中的图像或运行其中一个{}预取{}函数时,该纹理组的所有纹理页面都会加载到 {}VRAM{} 中。对于大多数纹理组格式,纹理在加载到 VRAM 之前首先进行解压缩。但是,如果您使用的是{}自定义{}纹理组格式,则会在 GPU 上实时解压缩纹理。",
"When an image from a Texture Group is drawn, or one of the {}pre-fetch{} functions is run, then the Texture Group is decompressed and loaded into VRAM (video memory).":"当从纹理组中绘制图像或运行{}预取{}功能之一时,纹理组将被解压缩并加载到VRAM(视频存储器)中。",
"When the fallback sprite is displayed, its whole texture page is drawn, so it\u0027s recommended to enable {}Separate Texture Page{} for your fallback sprite, preventing unintended graphics from appearing. The texture page for the fallback sprite is automatically loaded even if it\u0027s set as a Dynamic page.":"显示回退精灵时,将绘制其整个纹理页面,因此建议为回退精灵启用{}单独纹理页面{},以防止出现意外的图形。回退精灵的纹理页面将自动加载,即使其设置为\"动态\"页面也是如此。",
"While in RAM memory, the Texture Group stays compressed, as it was on disk.":"在 RAM 内存中时,纹理组保持压缩状态,就像它在磁盘上一样。",
"While in the RAM, the Texture Group stays compressed, as it was on disk.":"\"RAM\"中,纹理组保持压缩状态,因为它在磁盘上。",
"You can also unload a texture group using&nbsp;{}{}texturegroup_unload(){}{}, which will remove it from memory and place it back into disk in its original, compressed form.":"也可以使用{}{}texturegroup_unload(){}{}卸载纹理组,这将从内存中删除该纹理组并将其以其原始压缩形式放回磁盘。",
"You can disable pre-fetching by setting the function\u0027s second argument to {}false{}. This will leave you to manually {}pre-fetch{} it later, or have it fetched automatically when an image is drawn from it (the latter is not recommended due to it being synchronous).":"您可以通过将函数的第二个参数设置为{}false{}来禁用预取。这将使您稍后手动{}预取{}它,或者在从中绘制图像时自动获取它(由于它是同步的,不建议使用后者)。",
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"{}In the {}Texture Group{} settings, you can mark a group as \"{}Default{}\" or \"{}Dynamic{}\".":"{}在{}纹理组{}设置中,可以将组标记为\"{}默认值{}\"\"{}动态{}\"",
"{}In the&nbsp;{}Texture Groups{}&nbsp;settings, you can set the path where the Dynamic group will be placed within the final game directory. Without a set path, the textures will be placed at the root of the game\u0027s directory.":"{}在{}纹理组{}设置中,您可以设置动态组将放置在最终游戏目录中的路径。如果没有设置路径,纹理将被放置在游戏目录的根目录中。",
"{}{}NOTE{}{}&nbsp;Before a Dynamic Texture Group is loaded, you can\u0027t run operations that require reading its contained assets, such as {}duplicating a sprite{}&nbsp;(this will trigger the texture group to load but the function will still fail as it can\u0027t load immediately). You can however read texture information such as {}UVs{} and {}TPE{}.":"{}{}注意{}{}在加载动态纹理组之前,无法运行需要读取其包含的资源的操作,例如{}复制精灵{}(这将触发加载纹理组,但该功能仍将失败,因为无法立即加载)。但是,您可以读取纹理信息,如{}UVs{}和{}TPE{}。",
"{}{}NOTE{}{}&nbsp;Texture decompression is asynchronous on all platforms except GX.games, which might cause stutters as textures are decompressed in-game. To avoid this, ensure your textures are prefetched during loading screens or another inactive parts of your game.":"{}{}注意{}{}除GX.games外,所有平台上的纹理解压缩都是异步的。这可能会导致游戏中纹理解压缩时出现卡顿。要避免这种情况,请确保在加载屏幕或游戏的其他非活动部分时预取纹理。",
"{}{}NOTE{}{}&nbsp;Texture decompression is asynchronous on all platforms except GX.games, which might cause stutters as textures are decompressed in-game. To avoid this, ensure your textures are prefetched during loading screens or another inactive parts of your game.":"{}{}注意{}{} 除GX.games外,所有平台上的纹理解压缩都是异步的。这可能会导致游戏中纹理解压缩时出现卡顿。要避免这种情况,请确保在加载屏幕或游戏的其他非活动部分时预取纹理。",
"{}{}NOTE{}{}&nbsp;Texture decompression is asynchronous on all platforms except GX.games, which might cause stutters as textures are decompressed in-game. To avoid this, ensure your textures are prefetched during loading screens or other inactive parts of your game.":"{}{}注意{}{} 除 GX.games 外,所有平台上的纹理解压缩都是异步的。这可能会导致游戏中纹理解压缩时出现卡顿。要避免这种情况,请确保在加载屏幕或游戏的其他非活动部分时预取纹理。",
"{}{}texturegroup_get_status(){}{}: This returns the status of a texture group, telling you whether it\u0027s loaded, unloaded, currently loading, or fetched into VRAM.":"{}{}texturegroup_get_status(){}{}:这将返回纹理组的状态,告诉您该纹理组是已加载、已卸载、当前正在加载还是已读取到VRAM。",
"{}{}texturegroup_set_mode(){}{}: In addition to setting the mode, you can also enable debugging with this function, which will display information about all Texture Pages on-screen:{} {} ":"{}{}texturegroup_set_mode(){}{}:除了设置模式外,还可以使用此函数启用调试,此函数将在屏幕上显示有关所有纹理页面的信息:{}{}",
"这是默认设置。这样可以自动加载动态组,因此当绘制来自已卸载的动态组的图像时,它将触发该纹理组的加载。{}{}当纹理加载到 VRAM 中并解压缩时,这可能会导致小幅冻结,因此{}不推荐{}使用隐式加载。{}{}当隐式触发纹理组时,仅加载所需的纹理页面。例如,如果您卸载的纹理组有 4 个纹理页面,而您尝试从 Texture Page 2 中绘制某些内容,则只加载该页面,纹理页面 1、3 和 4 将保留在磁盘上。":"这是默认设置。这样可以自动加载动态组,因此当绘制来自已卸载的动态组的图像时,它将触发该纹理组的加载。{}{}当纹理加载到 VRAM 中并解压缩时,这可能会导致小幅冻结,因此{}不推荐{}使用隐式加载。{}{}当隐式触发纹理组时,仅加载所需的纹理页面。例如,如果您卸载的纹理组有 4 个纹理页面,而您尝试从 Texture Page 2 中绘制某些内容,则只加载该页面,纹理页面 1、3 和 4 将保留在磁盘上。"
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