Skip to content

Commit

Permalink
截止到游戏输入
Browse files Browse the repository at this point in the history
  • Loading branch information
yunzlp committed Jul 24, 2024
1 parent ed3fc2c commit d468218
Show file tree
Hide file tree
Showing 270 changed files with 1,326 additions and 111 deletions.
19 changes: 19 additions & 0 deletions language/zh/global.json
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@
"Addressing Variables In Other Instances":"在其他实例中处理变量",
"Alignment":"对齐",
"All Element Types":"所有元素类型",
"Alpha Testing":"Alpha测试",
"An absolute value is one where the sign of the value is ignored, essentially converting all values into positive ones or zero. So - for example - an absolute value for -10 would be 10.":"绝对值是指忽略该值的符号的值,实际上将所有值都转换为正值或零。因此例如-10的绝对值为10。",
"An algorithm is basically a set of instructions or rules designed to solve a definite problem. The problem can be simple like adding two numbers or a complex one, such as converting a video file from one format to another or compressing audio into a smaller file size..":"算法基本上是一组旨在解决确定问题的指令或规则。问题可能很简单,例如将两个数字相加或将其复杂化,例如将视频文件从一种格式转换为另一种格式,或者将音频压缩为较小的文件大小。",
"An argument (also known as a parameter) is a value that is passed into a function. For example, the GameMaker Language function \u0027sqr(num)\u0027 is a function that will give you the square of a number that you provide as the argument, eg: \u0027a = sqr(4);\u0027 Here the argument is 4, and the function will return 16, which is stored in the variable \u0027a\u0027.":"也称为参数(parameter argument)是传递给函数的值。例如,GameMaker语言函数\u0027sqr(num)\u0027是将给您提供作为参数的数字平方的函数,例如:\u0027a=sqr(4);\u0027这里的参数是4,函数将返回16,该值存储在变量“ a”中。",
Expand Down Expand Up @@ -97,8 +98,10 @@
"AudioLFOType Enum":"AudioLFOType 枚举",
"Auto Tiles":"自动图块",
"Autocapitalization Type":"自动大写类型",
"Backface Culling":"背面剔除",
"Background":"背景",
"Background Element Type":"背景元素类型",
"Background Elements":"背景元素",
"Background Layers":"背景图层",
"Base Types":"基本类型",
"Basic Code Structure":"基本代码结构",
Expand All @@ -125,6 +128,7 @@
"CPU overhead measures the amount of work a computer\u0027s central processing unit can perform and the percentage of that capacity that\u0027s used by individual computing tasks.":"CPU开销衡量的是计算机中央处理器可以执行的工作量以及单个计算任务所使用的容量百分比。",
"Cameras And Display":"相机及显示",
"Cameras And View Ports":"相机和视口",
"Cameras And Viewports":"相机和视口",
"Clipping Masks":"剪切蒙版",
"Cloning A Repository":"克隆一个仓库",
"Cloud":"",
Expand All @@ -140,6 +144,7 @@
"Colour And Alpha":"颜色和 Alpha",
"Command Line Parameters":"命令行参数",
"Commenting Code":"代码注释",
"Common":"常见的",
"Compatibility Functions":"兼容性函数",
"Compatibility Scripts":"兼容性脚本",
"Compiler Batch Files / Scripts":"编译器批处理文件/脚本",
Expand Down Expand Up @@ -186,6 +191,7 @@
"Decimal Value":"十进制值",
"Default (old to new)":"默认(从旧到新)",
"Defining Inputs":"定义输入",
"Depth and Stencil Buffer":"深度和模板缓冲区",
"Description":"描述",
"Device Input":"设备输入",
"Dialog":"对话框",
Expand Down Expand Up @@ -250,6 +256,7 @@
"Example 2: Negative Length":"示例2:负长度",
"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: 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",
Expand All @@ -263,6 +270,7 @@
"Example 2: Animated Sprite That Starts Playing at Sub-image":"示例2:在子图像处开始播放的动画精灵",
"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 (Using An Array):":"示例 3( 使用数组):",
"Example 3: Asset & Instance Properties":"示例 3:资产和资产实例属性",
"Example 3: Complex Reference":"示例 3:复杂引用",
"Example 3: Deleting a range":"示例3:删除范围",
"Example 3: Groups of Vertices":"示例 3:顶点组",
Expand All @@ -274,6 +282,7 @@
"Example 4: Interleaving Data from Multiple Buffers":"示例 4:交错来自多个缓冲区的数据",
"Example:":"例子:",
"Example: Basic Use":"示例:基本使用",
"Example: Displaying a Depth Texture":"示例:显示深度纹理",
"Example: Particle System Following an Instance":"示例:跟随实例的粒子系统",
"Example: Sprite View for an Instance\u0027s Sprite":"示例:一个实例的精灵的精灵视图",
"Expressions And Operators":"表达式和运算符",
Expand Down Expand Up @@ -303,6 +312,7 @@
"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。",
"Fog":"",
"Font Editor Preferences":"字体编辑器首选项",
"Font Range Constant":"字体范围常数",
"Fonts":"字体",
Expand Down Expand Up @@ -417,6 +427,7 @@
"Layer Element Info Struct":"层元素信息结构",
"Layer Properties":"图层属性",
"Layer Types And Properties":"图层类型和属性",
"Layers":"层(Layers)",
"Legacy Code Editor Preferences":"旧版代码编辑器首选项",
"Level":"等级",
"Licencing & Logging In":"许可及登录",
Expand All @@ -438,6 +449,7 @@
"Maths And Numbers":"数学与数字",
"Matrix Array":"矩阵数列",
"Matrix Functions":"矩阵函数",
"Matrix Index Constant":"矩阵索引常数",
"Member":"成员",
"Menus":"菜单",
"Message":"信息",
Expand Down Expand Up @@ -570,6 +582,7 @@
"Secondary Particles":"二次粒子",
"Sequence Direction Constant":"序列方向常量",
"Sequence Element Type":"序列元素类型",
"Sequence Elements":"序列元素",
"Sequence Events, Moments and Broadcast Messages":"事件、时刻和广播消息的序列",
"Sequence Layers":"序列图层",
"Sequences":"序列",
Expand Down Expand Up @@ -606,6 +619,7 @@
"Spline Editor":"样条线编辑器",
"Sprite Editor Preferences":"精灵编辑器首选项",
"Sprite Element Type":"精灵元素类型",
"Sprite Elements":"精灵元素",
"Sprite Information":"精灵信息",
"Sprite Instance Variables":"精灵实例变量",
"Sprite Layers":"精灵图层",
Expand All @@ -619,6 +633,7 @@
"Static Variables":"静态变量",
"Stats And Leaderboards":"统计数据和排行榜",
"Status Value":"状态值",
"Stencil Op Constant":"模板操作常数",
"Step Event":"步事件",
"String":"字符串(String)",
"String Escape Characters":"字符串转义字符",
Expand All @@ -644,6 +659,7 @@
"Texel (or texture element) is the fundamental unit of texture space, much like a pixel is the fundamental element of picture space. Textures are represented by arrays of Texels, just as pictures are represented by arrays of pixels. When texturing a 3D surface (a process known as texture mapping) the renderer maps texels to appropriate pixels in the output picture.":"Texel(或纹理元素)是纹理空间的基本单位,就像像素是图片空间的基本元素一样。纹理由纹素阵列表示,就像图片由像素阵列表示一样。对3D表面进行纹理化(一种称为纹理贴图的过程)时,渲染器将纹理像素映射到输出图片中的适当像素。",
"Text":"文本",
"Text Editor Preferences":"文本编辑器首选项",
"Text Elements":"文本元素",
"Text Files":"文本文件",
"Text Rendering (Regular)":"文本呈现(常规)",
"Text Rendering (SDF Enabled)":"文本呈现(启用 SDF)",
Expand All @@ -659,6 +675,7 @@
"The Code Editor":"代码编辑器",
"The Debug Overlay":"The Debug Overlay (调试覆盖视图)",
"The Debugger":"调试器",
"The Depth And Stencil Buffer":"深度和模板缓冲区",
"The Device Manager":"设备管理器",
"The Dope Sheet is the visual representation of the sequence timeline, and where you can add, remove and edit the different asset keys and parameter keys that affect how the different tracks in the sequence will behave over time.":"关键帧清单“摄影表”是序列时间轴的直观表示,您可以在其中添加,删除和编辑不同的资源键和参数键,这些键会影响序列中不同音轨随时间的行为。",
"The Edit Menu":"编辑菜单",
Expand Down Expand Up @@ -713,7 +730,9 @@
"This stands for Hue, Saturation and Value and is a way of expressing a colour usually using values from 0 to 255. The hue is the colour hue value, the saturation is amount of the colour to be used, and the value is the brightness of the colour. ":"它代表“色相”,“饱和度”和“明度”,是一种通常使用0到255之间的值表示颜色的方式。色相是色相值,饱和度是要使用的颜色量,而明度是颜色明暗。",
"Tile Element Type":"平铺元素类型",
"Tile Map Element Type":"平铺地图元素类型",
"Tile Map Elements":"平铺地图元素",
"Tile Map Layers":"贴图层",
"Tile Mask Constant":"平铺掩模常数",
"Tile Set Editor Preferences":"图块集编辑器首选项",
"Tile Sets":"图块集",
"Tilesets":"图块",
Expand Down
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
{
"If the asset is not found, the function will return a value of -1, otherwise it will return the unique index ID for the asset being checked. This ID can then be used in other functions as you would any other index value, like the {}{}sprite_index{}{} or the {}{}path_index{}{}, for example. Please note that although this function can be used to reference assets from strings (see example below), you should always make sure that the asset exists before using it otherwise you may get errors that will crash your game.":"如果未找到资产,该函数将返回值 -1,否则将返回正在检查的资产的唯一索引 ID。然后,该 ID 可以在其他函数中使用,就像使用任何其他索引值一样,例如{}{}sprite_index{}{}或{}{}path_index{}{}。请注意,虽然此函数可用于从字符串引用资产(请参见下面的示例),但您应始终确保该资产在使用前存在,否则可能会出现导致游戏崩溃的错误。",
"The above code will get an object asset from a string, and if that asset exists, create an instance of the object in the game.":"上面的代码将从字符串中获取对象资源,如果该资源存在,则在游戏中创建该对象的实例。",
"The above code will get an object index from a string, and if that index exists, create an instance of the object in the game.":"上面的代码将从一个字符串中获取一个对象索引,如果该索引存在,则在游戏中创建该对象的实例。",
"The name of the game asset to get the index of (a string).":"获取 (一个字符串) 的索引的游戏资源的名称。",
"This function gets the unique identifying index for a game asset from its name.":"此函数从游戏资产的名称中获取其唯一标识索引。",
Expand Down
Original file line number Diff line number Diff line change
@@ -1,12 +1,14 @@
{
"Another feature of buffered audio is that you can use a buffer to create a queue of audio which can then be streamed to the device running your project. An audio queue takes a regular buffer which you have previously filled with audio data, and enables you to \"point\" to parts of it and tell {}GameMaker{} to stream the audio in a given order from that buffer. The available functions for audio queues are:":"缓冲音频的另一个函数是,您可以使用缓冲区创建音频队列,然后将其传输到运行项目的设备。音频队列采用您之前已填充音频数据的常规缓冲区,并使您能够\"指向\"它的一部分,并告诉{}GameMaker{}以给定的顺序从该缓冲区流式传输音频。音频队列的可用函数包括:",
"Audio Buffer Queues":"音频缓冲区队列",
"Audio Buffers":"音频缓冲区",
"Audio buffers will also permit you to record sound from any of the available sources (like microphones or the OS), which can then be queued and streamed using the above functions (for example). Recording audio will trigger an {}Audio Recording Asynchronous Event{} which will contain specific information about what is being recorded.{} {} For recording audio, the following functions are available: ":"音频缓冲区还允许您录制来自任何可用源(如麦克风或操作系统)的声音,然后可以使用上述函数(例如)排队和流式传输。录制音频将触发{}音频录制异步事件{},该事件将包含关于正在录制的内容的特定信息。{}{}录音函数如下:",
"Note that once you have created a sound from an audio buffer, you are {}not{} creating a new sound in memory, but rather pointing to the position within the buffer where the sound is stored. You should not change this buffer after a sound has been associated with it otherwise you will get unexpected results, and you cannot delete the buffer while a sound is associated with it. Instead, free the sound (or sounds) first then delete the buffer.":"请注意,从音频缓冲区创建声音后,您{}不会{}在内存中创建新声音,而是指向缓冲区内存储声音的位置。在声音与该缓冲区关联后,不应更改该缓冲区,否则会得到意外结果,并且在声音与该缓冲区关联时无法删除该缓冲区。相反,首先释放声音(或多个声音),然后删除缓冲区。",
"Note that once you have created a sound from an audio buffer, you are {}not{} creating a new sound in memory, but rather pointing to the position within the buffer where the sound is stored. You should not change this buffer after a sound has been associated with it otherwise you will get unexpected results, and you cannot delete the buffer while a sound is associated with it. Instead, free the sound (or sounds) first then delete the buffer. Once you have created your new audio resource from a buffer, you can use it\u0027s index value in any of the regular audio functions to play it, change it\u0027s gain or pitch, pause it, etc... Note that the buffer used to load the audio {}can only support PCM sounds{}, so formats like OGG will not be supported.":"请注意,一旦您从音频缓冲区创建了一个声音,您就不是{}{}在内存中创建一个新的声音,而是指向缓冲区中存储声音的位置。在声音与此缓冲区关联后,不应更改此缓冲区,否则会出现意外结果,并且在声音与此缓冲区关联时,不能删除此缓冲区。相反,首先释放声音(或声音),然后删除缓冲区。一旦你从缓冲区创建了新的音频资源,你可以在任何常规音频函数中使用它的索引值来播放它,改变它的增益或音调,暂停它,等等。请注意,用于加载音频的缓冲区{}只能支持PCM声音{},因此像OGG这样的格式将不受支持。",
"Note that once you have created a sound from an audio buffer, you are {}not{} creating a new sound in memory, but rather pointing to the position within the buffer where the sound is stored. You should not change this buffer after a sound has been associated with it otherwise you will get unexpected results, and you cannot delete the buffer while a sound is associated with it. Instead, free the sound (or sounds) first then delete the buffer. Once you have created your new audio resource from a buffer, you can use its index value in any of the regular audio functions to play it, change its gain or pitch, pause it, etc. Note that the buffer used to load the audio {}can only support PCM sounds{}, so formats like OGG will not be supported.":"请注意,一旦您从音频缓冲区创建了一个声音,您就不是{}{}在内存中创建一个新的声音,而是指向缓冲区中存储声音的位置。在声音与此缓冲区关联后,不应更改此缓冲区,否则会出现意外结果,并且在声音与此缓冲区关联时,不能删除此缓冲区。相反,首先释放声音(或声音),然后删除缓冲区。一旦你从缓冲区创建了新的音频资源,你可以在任何常规音频函数中使用它的索引值来播放它,改变它的增益或音调,暂停它,等等。请注意,用于加载音频的缓冲区{}只能支持PCM声音{},因此像OGG这样的格式将不受支持。",
"Once a queue has been created, you can then use the returned queue index just as you would the sound index for any normal sound to play it, pause it, restart it, or change it\u0027s gain and pitch. The only thing you cannot do is get the track length or set the track position, but other than that, an audio queue can be used just like any other sound. You should also note that some of the audio queue functions will also trigger an {}Audio Playback Asynchronous Event{}.":"创建队列后,您可以像使用任何正常声音的声音索引一样使用返回的队列索引来播放、暂停、重新启动或更改其增益和音调。唯一做不到的是获取音轨长度或设置音轨位置,但除此之外,音频队列可以像任何其他声音一样使用。您还应该注意,一些音频队列函数也会触发{}音频回放异步事件{}。",
"Once you have created your new audio resource from a buffer, you can use its index value in any of the regular audio functions to play it, change its gain or pitch, pause it, etc. Note that the buffer used to load the audio {}can only support PCM sounds{}, so formats like OGG will not be supported.":"从缓冲区创建新的音频资源后,您可以在任何常规音频函数中使用其索引值来播放它、更改其增益或音调、暂停它等。请注意,用于加载音频的缓冲区{ }只能支持 PCM 声音{},因此不支持 OGG 等格式。",
"Recording":"记录",
"You can use {}audio buffers{} to load, save and manipulate audio files within your games. These buffers are created beforehand using the appropriate {}buffer functions{} and then you can use the following functions to create a sound to use in your project:":"您可以使用{}音频缓冲区{}加载、保存和操作游戏中的音频文件。这些缓冲区是事先使用适当的{}缓冲区函数{}创建的,然后可以使用以下函数创建项目中使用的声音:",
"{}{}NOTE{} {}Most platforms {}except HTML5{} support recording audio in some form, but that does not mean that all devices will permit it, even if the platform does, so you should always check that the {}{}{}audio_get_recorder_count(){}{}{} function returns a value greater than 0 to verify that recording devices are available before using the rest of the recording functions.":"{}{}注意{}{}除 HTML5{}以外的大多数平台{}都支持以某种形式录制音频,但这并不意味着所有设备都会允许录制,即使平台允许,因此您应始终检查{}{}{}audio_get_recorder_count(){}{}{}函数返回大于0的值,以在使用其余录制函数之前验证录音设备是否可用。"
}
Loading

0 comments on commit d468218

Please sign in to comment.