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新增函数翻译完毕
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LiarOnce committed Jul 8, 2023
1 parent 5e1e1b4 commit 9955654
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19 changes: 19 additions & 0 deletions language/zh/global.json
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"Code Snippets":"代码片段",
"Collision Compatibility Mode":"碰撞兼容模式",
"Collisions":"碰撞",
"Color & Alpha":"颜色 & 透明度",
"Colour":"颜色",
"Colour And Alpha":"颜色和 Alpha",
"Command Line Parameters":"命令行参数",
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"Description":"描述",
"Device Input":"设备输入",
"Dialog":"对话框",
"Direction":"方向",
"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",
"Downsampling is the process of reducing samples in audio and, more generally, in signals. For audio it means that samples are thrown away and less samples remain, leading to a loss of information. The sample frequency of the audio is lowered as well as the quality of the audio. This change distorts the audio.":"降采样是在音频和信号中减少样本的过程。对于音频来说,这意味着样本被丢弃,剩下的样本更少,导致信息丢失。音频的采样频率和音频的质量都降低了。这个改变会使音频失真。",
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"Example":"示例",
"Example 1:":"示例1:",
"Example 1: Basic Movement":"例1:基本运动",
"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: Particle Type Info":"示例1:粒子类型信息",
"Example 1: Playing a basic sound (similar to audio_play_sound)":"示例 1:播放基本声音 (类似于 audio_play_sound)",
"Example 1: Replace an object ID with another object ID":"示例 1:用另一个对象 ID 替换对象 ID",
"Example 1: Showing the output ":"示例1:显示输出",
"Example 2:":"示例2:",
"Example 2: Check if all values are present in an array":"示例2:检查数组中是否存在所有值",
"Example 2: Listing Emitter Names":"示例2:列出发射器名称",
"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: Queue using array_shift and array_push":"示例2:使用 array_shift 和 array_push 的队列",
"Example 2: Replace the first instance of an object ID with an instance ID":"示例 2:将对象 ID 的第一个实例替换为实例 ID",
"Example 2: Reserved Strings":"示例2:保留字符串",
"Example 2: Showing Instances Collided With":"例2:显示与之碰撞的实例",
"Example 2: array of arrays":"示例2:数组的数组",
"Example 2: Finding the top-left corner position of a tile":"示例2:查找拼贴的左上角位置",
"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:":"例子:",
"Expressions And Operators":"表达式和运算符",
"Extended Blend Mode":"扩展混合模式",
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"GameMaker website":"GameMaker 网站",
"Gamepad Input":"游戏手柄输入",
"Garbage Collection":"垃圾回收",
"General":"通用",
"General Game Control":"通用游戏控制",
"General Layer Functions":"常规图层函数",
"General Preferences":"常规首选项",
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"Global Pinch In /Pinch Out Event":"全局捏入/捏出事件",
"Global Variables":"全局变量",
"Go To":"转到",
"Gravity":"重力",
"Guide To Primitives And Vertex Building":"图元和顶点构建指南",
"Guide To Using Blendmodes":"混合模式使用指南",
"Guide To Using Buffers":"缓冲区使用指南",
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"Level":"等级",
"Licencing & Logging In":"许可及登录",
"Licencing & Versions":"授权 & 版本",
"Life":"生命周期",
"Lighting":"光照",
"Linear interpolation involves estimating a new value by connecting two adjacent known values with a straight line. You can then get the interpolated value by checking any point along the line. In graphics, linear interpolation refers to a basic method of smoothing pixel edges.":"线性插值是通过用一条直线连接两个相邻的已知值来估计一个新值。然后你可以通过检查直线上的任意一点来得到插值值。在图形学中,线性插值是指平滑像素边缘的一种基本方法。",
"Listener Mask":"监听掩码",
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"Operating System":"操作系统",
"Operation":"类型",
"Option":"选项",
"Orientation":"定位",
"Other Events":"其他事件",
"Our Knowledge Base":"我们的知识库",
"Our Social Links":"我们的联系方式",
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"Parameters":"参数",
"Parent Objects":"父对象",
"Particle Draw Order":"粒子绘制顺序",
"Particle Emitter Inf{}o{} Struct":"粒子发射器信息{}{}结构",
"Particle Emitter Mode Constant":"粒子发射器模式常量",
"Particle Emitters":"粒子发射器",
"Particle System Info Struct":"粒子系统信息结构",
"Particle Systems":"粒子系统",
"Particle Type Info Struct":"粒子类型信息结构",
"Particle Types":"粒子类型",
"Particles":"粒子",
"Path Manipulation":"路径操控",
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"Script Functions And Variables":"脚本函数和变量",
"Script Functions vs. Methods":"脚本函数与方法",
"Scripts":"脚本",
"Secondary Particles":"二次粒子",
"Sequence Direction Constant":"序列方向常量",
"Sequence Events, Moments and Broadcast Messages":"事件、时刻和广播消息的序列",
"Sequence Layers":"序列图层",
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"Shader Uniforms":"着色器 Uniforms 常量",
"Shaders":"着色器",
"Shaders.htm":"着色器",
"Shape / Sprite":"形状/精灵",
"Short for \u0027Graphical User Interface\u0027, which is a user interface that includes graphical elements, such as windows, icons and buttons. In GameMaker you have a specific set of object events (Draw GUI Events) that can draw to this layer specifically designed for things like score, lives, inventories, etc...":"“图形用户界面”(Graphical User Interface)的缩写,它是一个包含图形元素(例如窗口,图标和按钮)的用户界面。在GameMaker中,您有一组特定的对象事件(绘制GUI事件),可以将其吸引到专门为得分,生命,存货等事物设计的这一层。",
"Short for \u0027Rich Site Summary\u0027, and is a standardized system for the distribution of content from an online publisher to Internet users.":"是“丰富网站摘要\u0027Rich Site Summary\u0027”的缩写,是一个用于将内容从在线出版商分发给互联网用户的标准化系统。",
"Short for \u0027Universal Resource Locator\u0027, and is basically the address of something on the internet.":"“通用资源定位器”的缩写,基本上是互联网上某物的地址。统一资源定位符 (Uniform Resource Locator, URL)",
"Similar to human languages, programming languages have their own set of rules on how statements can be conveyed, and this set of rules is known as the syntax. While a number of programming languages share many features, functions, and capabilities, they generally differ in syntax. Without the proper use of syntax, one cannot write an executable program, and wrong syntax will lead to errors when compiling.":"与人类语言类似,编程语言在如何传达语句方面也有自己的一套规则,这套规则称为语法。尽管许多编程语言共享许多功能,特性和功能,但是它们通常在语法上有所不同。如果没有正确使用语法,则无法编写可执行程序,并且错误的语法将导致编译时出错。",
"Sine":"正弦波",
"Size":"大小",
"Skeletal Animation":"骨骼动画",
"Skins":"皮肤",
"Slots":"插槽",
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"Source Examples":"示例代码",
"Source code is the fundamental component of a computer program that is required for the program to run.":"源代码是计算机程序运行所必需的基本组件。",
"Specifier Examples{}*{}":"说明符示例{}*{}",
"Speed":"速度",
"Spline Editor":"样条线编辑器",
"Sprite Editor Preferences":"精灵编辑器首选项",
"Sprite Information":"精灵信息",
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{
"It corresponds to the {}Borderless Window{} option in the Windows {}Graphics{} options; it gets the value of that checkbox {}in-game{}.":"它对应于 Windows {2}图形{3}选项中的{}无边框和窗口{}选项,它会在{}游戏中{}获取该复选框的值。",
"The above code gets whether the window border is shown and stores the result in a temporary variable {}_border_shown{}.":"上面的代码获取是否显示窗口边框并将结果存储在临时变量 {}_border_shown{} 中。",
"This function gets whether the game is shown in a borderless window or not.":"此函数用于获取游戏是否显示在无边框窗口中。",
"{}{}NOTE{}{} This function only works on Windows.":"{}{}注意{}{} 此函数仅适用于Windows。"
}
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{
"It corresponds to the {}Borderless Window{} option in the Windows {}Graphics{} options; it changes the value of that checkbox {}in-game{}.":"它对应于 Windows {2}图形{3}选项中的{}无边框和窗口{}选项,它会在{}游戏中{}更改该复选框的值。",
"The above line of code toggles the window border. ":"上面的代码行用于切换窗口边框。",
"This function sets whether the game is shown in a borderless window or not.":"此功能用于设置游戏是否显示在无边框窗口中。",
"Whether to show the window border":"是否显示窗口边框",
"{}{}NOTE{}{} This function only works on Windows.":"{}{}注意{}{} 此函数仅适用于Windows。"
}
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