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除 gamemaker语言 所有
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yunzlp committed Jul 23, 2024
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12 changes: 12 additions & 0 deletions language/zh/global.json
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"Bool":"布尔值(Bool)",
"Boolean":"布尔型",
"Broadcast Messages":"广播消息",
"Broadcast Messages & Moments":"广播消息和时刻",
"Brush Builder":"笔刷生成器",
"Buffer Data Type Constant":"缓冲区数据类型常量",
"Buffers":"缓冲区",
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"Cloud":"",
"Cloud Saving":"<del>云存储</del> (过时)",
"Code":"代码",
"Code Completion":"代码完成",
"Code Editor Preferences":"代码编辑器首选项",
"Code Snippets":"代码片段",
"Collision Compatibility Mode":"碰撞兼容模式",
"Collisions":"碰撞",
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"Filters":"滤镜",
"Filters and Effects":"滤镜和效果",
"Fixtures":"装置",
"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。",
"Font Editor Preferences":"字体编辑器首选项",
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"Gamepad Input":"游戏手柄输入",
"Garbage Collection":"垃圾回收",
"General":"通用",
"General Asset Editors":"常规资源编辑器",
"General Game Control":"通常游戏控制",
"General Layer Functions":"常规图层函数",
"General Preferences":"常规首选项",
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"In GameMaker, when we talk about an object, instance or room using \u0027physics\u0027 we mean it is using the built-in physics simulation functions, based on the Box2D physics library.":"在GameMaker中,当我们谈论一个使用“物理”的对象、实例或房间时,我们指的是它使用了基于Box2D物理库的内置物理模拟功能。",
"In computer programming, the term hard-coded is used to describe code that is considered fixed and not likely to change. Hardcoded features are built into hardware or software in such a way that they cannot be modified later on. For example, if you are making a game and \u0027hard-code\u0027 the player health to 10, then you would be using the value 10 throughout the game code rather than using a variable.":"在计算机编程中,术语“硬编码”用于描述被认为是固定的并且不太可能更改的代码。硬编码功能以无法稍后修改的方式内置于硬件或软件中。例如,如果您要制作游戏并将玩家的健康状况“硬编码”为10,那么您将在整个游戏代码中使用值10,而不是使用变量。",
"In computing, a server is a computer program or a device that provides functionality for other programs or devices, called \u0027clients\u0027.":"在计算中,服务器是为其他程序或设备提供功能的计算机程序或设备,称为“客户端”。",
"In computing, serialization (or serialisation) is the process of translating a data structure or object state into a format that can be stored (e.g. files in secondary storage devices, data buffers in primary storage devices) or transmitted (e.g. data streams over computer networks) and reconstructed later (possibly in a different computer environment).":"在计算中,序列化 (或序列化) 是将数据结构或对象状态转换为可以存储 (例如辅助存储设备中的文件、主存储设备中的数据缓冲区) 或传输 (例如计算机网络上的数据流) 的格式的过程) 并稍后重建 (可能在不同的计算机环境中)。",
"In games, the HUD stands for the Heads-Up Display. This is the method by which information is visually relayed to the player as part of a game\u0027s user interface, so things like the health bar, status icons, score, etc... all form part of the HUD, and normally HUD elements do not require user interaction.":"在游戏中,HUD代表抬头显示器。这是一种将信息作为游戏用户界面的一部分可视地传递给玩家的方法,因此,诸如健康栏,状态图标,得分等之类的内容都构成了HUD的一部分,而通常HUD元素并不需要用户交互。",
"In programming, a statement is a single line of code written legally in a programming language that expresses an action to be carried out. A statement might have internal components of its own, including expressions, operators and functions. An example of a statement is A = B + 5. A GameMaker Studio 2 program is nothing but a sequence of one or more statements that together perform a task (like move the player). ":"在编程中,语句是用编程语言合法编写的单行代码,表示要执行的操作。语句可能具有自己的内部组件,包括表达式,运算符和函数。语句的一个示例是A = B +5。GameMakerStudio 2程序不过是一系列一起执行任务(如移动玩家)的一个或多个语句的序列。",
"In-Game":"游戏内",
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"Introduction To GameMaker":"GameMaker 简介",
"Introduction To {}GameMaker{}":"介绍{}GameMaker{}",
"Inverse Sawtooth":"反锯齿波",
"JSDoc Comments":"JSDoc 评论",
"JSDoc Script Comments":"JSDoc 脚本注释",
"JSON Data Conversions":"JSON 数据转换",
"JSON stands for JavaScript Object Notatio, and is a lightweight format for storing data. JSON is often used when data is sent from a server to a web page and is considered \u0027self-describing\u0027 and easy to understand and follow when viewed.":"JSON代表JavaScript Object Notatio,并且是用于存储数据的轻量级格式。 JSON通常在将数据从服务器发送到网页时使用,并且被认为是“自我描述”的,易于查看和遵循。",
"Joints":"关节",
"Key":"",
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"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",
"Legacy Code Editor Preferences":"旧版代码编辑器首选项",
"Level":"等级",
"Licencing &amp; Logging In":"许可及登录",
"Licencing &amp; Versions":"许可 &amp; 版本",
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"Reference":"参考文献",
"Release Notes":"发行说明",
"Replacement key":"替换键",
"Reporting Errors":"报告错误",
"Repository Options":"仓库选项",
"Required SDKs":"所需的 SDK",
"Resources":"资源",
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"The Asset Browser":"资源浏览器",
"The Asset Editors":"资源编辑器",
"The Build Menu":"构建菜单",
"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 Device Manager":"设备管理器",
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"{}IDE Navigation{}{}IDE Navigation{}":"{}IDE导航{}{}IDE导航{}",
"{}IDE Preferences &amp; Features{}{}IDE Preferences &amp; Features{}":"{} IDE 首选项和特性{}{} IDE 首选项和特性{}",
"{}Introduction to {}GameMaker{}{}{}Introduction to {}GameMaker{}{}":"{}{}GameMaker{}的介绍{}{}{}GameMaker{}的介绍{}",
"{}Legacy Code Editor{} only":"仅限 {} 旧版代码编辑器 {}",
"{}Quick Start Guide{}{}Quick Start Guide{}":"{}快速入门指南{}{}快速入门指南{}",
"{}Returns:{}":"{}返回:{}",
"{}Setting Up And Version Information{}{}Setting Up And Version Information{}":"{}设置和版本信息{}{}设置和版本信息{}",
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"Syntax Error List":"语法错误列表",
"Syntax Errors (Feather disabled)":"语法错误(语法检查禁用)",
"Syntax error checking happens differently depending on whether you have enabled {}Feather{} in the&nbsp;{}Feather Settings{}.":"根据您是否在{}语法检查设置{}中启用了{}语法检查{} ,语法错误检查会发生不同的情况。",
"Syntax error checking happens differently depending on whether you have enabled {}Feather{} in the&nbsp;{}Feather Settings{}. It is enabled by default.":"根据您是否在 {} 羽化设置 {} 中启用了 {} 羽化 {},语法错误检查的情况会有所不同。默认情况下它是启用的。",
"Syntax errors will update as you write your code (there will be a short pause between typing something and any errors appearing in this window to prevent errors being reported for unfinished code), and will follow the format:":"当你写代码的时候,语法错误会更新(在输入代码和窗口中出现的错误之间会有一个短暂的停顿,以防止未完成代码的错误被报告) ,并且会遵循以下格式:",
"The first level of error reporting when programming your games in {}GameMaker{} is in the code or GML Visual editor, and it\u0027s the&nbsp;{}syntax{}&nbsp;checker. As you write your code - or add your actions - {}GameMaker{}&nbsp;will check that it follows the established syntax for the language, and flag any issues that it finds so you can fix them before it comes to running the game or compiling an executable.":"在{}GameMaker{}中编写游戏时,错误报告的第一级是在代码或 GML 可视化编辑器中,它是{}语法{}检查器。当你编写代码或者添加动作时,{}GameMaker{} 会检查它是否遵循语言的语法,并标记出它发现的任何问题,这样你就可以在运行游戏或者编译可执行文件之前解决这些问题。",
"The table below lists the different syntax errors and their main causes:":"下表列出了不同的语法错误及其主要原因:",
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