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Rémi Verschelde
2018-07-18 14:58:31 +02:00
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@@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-23 08:37+0000\n"
"PO-Revision-Date: 2018-07-18 12:48+0000\n"
"Last-Translator: Tapani Niemi <tapani.niemi@kapsi.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/fi/>\n"
@@ -1069,75 +1069,90 @@ msgid ""
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"Tämä opas kuljettaa sinut läpi Godotin käyttöliittymän. Läpikäytävänä ovat "
"**Projektinhallinta, telakat ja työtilat** sekä kaikki mitä sinun tarvitsee "
"tietää voidaksesi aloittaa pelimoottorin parissa."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
msgstr ""
msgstr "Projektinhallinta"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid ""
"When you launch Godot, the first window youll see is the Project Manager. "
"It lets you create, remove, import or play game projects."
msgstr ""
"Käynnistäessäsi Godotin, ensimmäinen ikkuna, jonka näet on "
"Projektinhallinta. Se antaa sinun luoda, poistaa, tuoda tai pelata "
"peliprojekteja."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46
#: ../../docs/tutorials/assetlib/using_assetlib.rst:16
#: ../../docs/tutorials/assetlib/uploading_to_assetlib.rst:22
msgid "|image0|"
msgstr ""
msgstr "|image0|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18
msgid ""
"In the top-right corner youll find a drop-down menu to change the editors "
"language."
msgstr ""
"Oikeasta yläkulmasta löydät alasvetovalikon editorissa käytettävän kielen "
"vaihtamiseksi."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54
#: ../../docs/tutorials/assetlib/using_assetlib.rst:48
msgid "|image1|"
msgstr ""
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster."
msgstr ""
"**Mallit** välilehdellä voit ladata avoimen lähdekoodin projektipohjia ja "
"esimerkkejä päästäksesi nopeammin alkuun."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:68
#: ../../docs/tutorials/assetlib/using_assetlib.rst:58
msgid "|image2|"
msgstr ""
msgstr "|image2|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
msgstr ""
msgstr "Luo tai tuo projekti"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid ""
"To create a new project, click the ``New Project`` button on the right. Give "
"it a name and choose an empty folder on your computer to save it."
msgstr ""
"Luodaksesi projektin, napsauta oikealla sijaitsevaa ``Uusi projekti`` "
"painiketta. Anna sille nimi ja valitse tietokoneeltasi tyhjä hakemisto, "
"jonne se tallennetaan."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:88
#: ../../docs/tutorials/assetlib/using_assetlib.rst:83
msgid "|image3|"
msgstr ""
msgstr "|image3|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid ""
"Click the Browse button to open Godots file browser and pick a location or "
"type the folders path in the Project Path field."
msgstr ""
"Napsauta Selaa-painiketta avataksesi Godotin tiedostoselaimen ja valitse "
"sijainti, tai kirjoita kansion polku Projektin polku -kenttään."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99
#: ../../docs/tutorials/assetlib/using_assetlib.rst:88
msgid "|image4|"
msgstr ""
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
msgid ""
@@ -1145,18 +1160,23 @@ msgid ""
"empty folder and you may click ``Create``. Godot will create the project for "
"you and open it in the editor."
msgstr ""
"Kun näet vihreän merkin oikealla, se tarkoittaa, että hakemisto on "
"tunnistettu tyhjäksi ja voit napsauttaa ``Luo ja muokkaa``. Godot luo "
"sinulle projektin ja avaa sen editoriin."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:45
msgid ""
"The next time youll open Godot, youll see your new project in the list. "
"Double click on it to open it in the editor."
msgstr ""
"Seuraavan kerran kun avaat Godotin, näet uuden projektisi luettelossa. "
"Kaksoisnapsauta sitä avataksesi sen editoriin."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151
#: ../../docs/tutorials/assetlib/using_assetlib.rst:92
msgid "|image5|"
msgstr ""
msgstr "|image5|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
msgid ""
@@ -1164,23 +1184,26 @@ msgid ""
"Locate the folder that contains the project or the ``project.godot`` file to "
"import and edit it."
msgstr ""
"Voit tuoda olemassa olevia projekteja samaan tapaan käyttämällä Tuo "
"painiketta. Etsi kansio, joka sisältää projektin tai ``project.godot`` "
"tiedoston, tuodaksesi projektin ja muokataksesi sitä."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:54
msgid "|image7|"
msgstr ""
msgstr "|image7|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "When the folder path is correct you'll see a green checkmark."
msgstr ""
msgstr "Kun projektin polku on oikein näet vihreän oikein-merkin."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
#: ../../docs/tutorials/assetlib/using_assetlib.rst:120
msgid "|image8|"
msgstr ""
msgstr "|image8|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
msgid "Your first look at Godots editor"
msgstr ""
msgstr "Ensimmäinen katsauksesi Godotin editoriin"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid ""
@@ -1188,48 +1211,60 @@ msgid ""
"interface with the 3d viewport active. You can change the current workspace "
"at the top of the interface. Click on 2d to switch to the 2d workspace."
msgstr ""
"Tervetuloa Godotiin! Nyt kun projektisi on avoinna sinun pitäisi nähdä "
"editorin käyttöliittymä ja aktiivisena oleva 3D-ikkuna. Voit vaihtaa "
"nykyistä työtilaa käyttöliittymän ylälaidasta. Napsauta 2D vaihtaaksesi 2D-"
"työtilaan."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
#: ../../docs/tutorials/assetlib/using_assetlib.rst:141
msgid "|image9|"
msgstr ""
msgstr "|image9|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
msgid "Now you should see this interface, with empty docks on the right side."
msgstr ""
"Nyt sinun pitäisi nähdä tällainen käyttöliittymä, ja oikeassa laidassa "
"tyhjiä telakoita."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
#: ../../docs/tutorials/assetlib/using_assetlib.rst:147
msgid "|image10|"
msgstr ""
msgstr "|image10|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"Ylhäällä, vasemmalta oikealle luettuna, voit nähdä **valikot (main menus)**, "
"**työtilat (workspaces)** ja **pelitestauspainikkeet (playtest buttons)**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr ""
"Vasemmassa laidassa on **Tiedostojärjestelmän telakka (FileSystem dock)**, "
"jossa voit hallinnoida projektisi tiedostoja ja varoja."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/tutorials/assetlib/using_assetlib.rst:152
msgid "|image11|"
msgstr ""
msgstr "|image11|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid ""
"On the right side youll find the **Scene dock** that lists the active "
"scenes content and the **Inspector** in the bottom right corner."
msgstr ""
"Oikeasta laidasta löydät **Skene-telakan (Scene dock)**, joka listaa "
"aktiivisen skenen sisällön, ja alakulmasta **Tarkastelun (Inspector)**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
#: ../../docs/tutorials/assetlib/using_assetlib.rst:160
msgid "|image12|"
msgstr ""
msgstr "|image12|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid ""
@@ -1237,11 +1272,14 @@ msgid ""
"to move, scale or lock your scenes objects. It changes as you jump to "
"different workspaces."
msgstr ""
"Keskellä ylhäällä käytössäsi on **Työkalupalkki (Toolbar)**, josta löydät "
"työkaluja siirtämiseen, koon muuttamiseen ja skenesi objektien "
"lukitsemiseen. Sen sisältö vaihtuu, kun hypit työtilasta toiseen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#: ../../docs/tutorials/assetlib/using_assetlib.rst:167
msgid "|image13|"
msgstr ""
msgstr "|image13|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid ""
@@ -1249,45 +1287,56 @@ msgid ""
"editor, the audio mixer… They are wide and can take precious space. Thats "
"why theyre folded by default."
msgstr ""
"**Alapaneeli** on debuggauskonsolia, animaatioeditoria, audiomikseria, ym. "
"varten. Ne ovat leveitä ja vievät arvokasta tilaa. Sen vuoksi ne ovat aluksi "
"suljettuna."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
msgid "|image14|"
msgstr ""
msgstr "|image14|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid "The workspaces"
msgstr ""
msgstr "Työtilat"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
"Ylhäällä näet painikkeet neljälle työtilalle: 2D, 3D, Script ja AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""
"Youll use the **2D workspace** for all types of games. On top of 2D games "
"that is where youll build your interfaces. Press F1 to access it. |image15|"
msgstr ""
"Tulet käyttämään **2D-työtilaa** kaiken tyyppisille peleille. 2D-pelien "
"lisäksi rakennat siinä myös pelisi käyttöliittymät. Paina F1 päästäksesi "
"tilaan. |image15|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:109
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press F2 to access it."
msgstr ""
"**3D-työtilassa** voit työskennellä meshien, valojen ja kenttäsuunnittelun "
"parissa. Paina F2 mennäksesi siihen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112
msgid "|image16|"
msgstr ""
msgstr "|image16|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:114
msgid ""
"Notice the text [perspective] under the toolbar, it is a button that opens a "
"list of options related to the 3D viewport."
msgstr ""
"Huomaa myös teksti [Perspektiivi] työpalkin alla; se on painike, joka avaa "
"luettelon 3D-ikkunaan liittyviä vaihtoehtoja."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:116
msgid "|image20|"
msgstr ""
msgstr "|image20|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118
msgid ""
@@ -1295,20 +1344,25 @@ msgid ""
"auto-completion, and built-in code reference. Press F3 to access it, and F4 "
"to search the reference."
msgstr ""
"**Script** työtila on kokonainen koodieditori debuggerilla, monipuolisella "
"automaattitäydennyksellä ja sisäänrakennetulla koodin lähdeaineistolla "
"varustettuna. Paina F3 mennäksesi siihen, ja F4 hakeaksesi lähdeaineistosta."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:122
msgid "|image17|"
msgstr ""
msgstr "|image17|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
msgstr ""
"Lopulta, **AssetLib** on kirjasto vapaita lisäosia, skriptejä ja assetteja, "
"joita voit käyttää projekteissasi."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128
msgid "Modify the interface"
msgstr ""
msgstr "Muokkaa käyttöliittymää"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:130
msgid ""
@@ -1316,39 +1370,48 @@ msgid ""
"multiple screens although you can work with an external code editor like "
"Atom or Visual Studio for instance."
msgstr ""
"Godotin käyttöliittymä elelee yhdessä ikkunassa. Et voi jakaa sitä useille "
"näytöille, vaikkakin voit työskennellä ulkoisen koodieditorin, kuten "
"esimerkiksi Atomin tai Visual Studion, kanssa."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid "Move and resize docks"
msgstr ""
msgstr "Telakoiden siirtäminen ja koon muuttaminen"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137
msgid ""
"Click and drag on the edge of any dock or panel to resize it horizontally or "
"vertically."
msgstr ""
"Napsauta ja vedä minkä tahansa telakan tai paneelin reunasta muuttaaksesi "
"sen kokoa vaaka- tai pystysuunnassa."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
msgid "|image18|"
msgstr ""
msgstr "|image18|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
msgid ""
"Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
"Napsauta minkä tahansa telakan ylälaidassa olevaa kolmipisteistä kuvaketta "
"muuttaaksesi sen sijoittelua."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
msgid "|image19|"
msgstr ""
msgstr "|image19|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
msgid ""
"Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and "
"feel of the editor."
msgstr ""
"Mene ``Editori`` valikkoon and valitse ``Editorin asetukset`` säätääksesi "
"editorin ulkoasua."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:4
msgid "Scenes and nodes"
msgstr ""
msgstr "Skenet ja solmut"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:11
msgid ""
@@ -1357,6 +1420,10 @@ msgid ""
"jacket. Now, instead of making games, you create new and delicious recipes "
"for your guests."
msgstr ""
"Kuvittele hetki, ettet ole enää pelisuunnittelija. Sen sijaan, olet kokki! "
"Vaihda hipsteriasusi kokinhattuun ja kaksirivinapitettuun kokintakkiin. Nyt, "
"sen sijaan että tekisit pelejä, luotkin uusia ja herkullisia reseptejä "
"asiakkaillesi."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:16
msgid ""
@@ -1365,6 +1432,9 @@ msgid ""
"it. This way, anyone can follow the recipe and savor your magnificent "
"creation."
msgstr ""
"Joten, miten kokki luo reseptinsä? Reseptit on jaettu kahteen osaan: ensin "
"tulevat ainesosat ja toisena ohjeet kuinka valmistaa se. Tällä tapaa kuka "
"tahansa voi seurata reseptiä ja nauttia suurenmoisesta luomuksestasi."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:21
msgid ""
@@ -1372,17 +1442,22 @@ msgid ""
"like being in a kitchen. In this kitchen, *nodes* are like a refrigerator "
"full of fresh ingredients with which to cook."
msgstr ""
"Pelien tekeminen Godotissa tuntuu hyvin pitkälti samalta. Pelimoottorin "
"käyttäminen tuntuu kuin olisi keittiössä. Tuossa keittiössä, *solmut* ovat "
"jääkaappi täynnä tuoreita aineksia, joista kokata."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:25
msgid ""
"There are many types of nodes. Some show images, others play sound, other "
"nodes display 3D models, etc. There are dozens of them."
msgstr ""
"Solmuja on montaa tyyppiä. Jotkut näyttävät kuvia, toiset soittavat ääniä, "
"jotkut solmut esittävät 3D-malleja, jne. Niitä on kymmenittäin."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29
#: ../../docs/development/file_formats/tscn.rst:27
msgid "Nodes"
msgstr ""
msgstr "Solmut"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:31
msgid ""
@@ -1391,32 +1466,39 @@ msgid ""
"specialized functions. However, any given node always has the following "
"attributes:"
msgstr ""
"Mutta aloitetaan perusteista. Solmut ovat pelin luomisen keskeisiä "
"rakennuspalikoita. Kuten mainittu ylempänä, solmu voi suorittaa moninaisia "
"erikoistuneita toimintoja. Joka tapauksessa, millä tahansa solmulla on aina "
"seuraavat piirteet:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:35
msgid "It has a name."
msgstr ""
msgstr "Sillä on nimi."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:36
msgid "It has editable properties."
msgstr ""
msgstr "Sillä on muokattavia ominaisuuksia."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:37
msgid "It can receive a callback to process every frame."
msgstr ""
"Se voi saada vastakutsun (callback) käsiteltäväksi jokaisella ruudulla."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:38
msgid "It can be extended (to have more functions)."
msgstr ""
msgstr "Sitä voidaan laajentaa (jotta se voi saada lisää funktioita)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
msgid "It can be added to other nodes as children."
msgstr ""
msgstr "Se voidaan lisätä muiden solmujen alisolmuksi."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid ""
"The last one is important. Nodes can have other nodes as children. When "
"arranged in this way, the nodes become a **tree**."
msgstr ""
"Viimeisin on tärkeää. Solmuilla voi olla muita solmuja alisolmuina. Tähän "
"tapaan järjestettynä solmuista muodostuu **puu**."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:46
msgid ""
@@ -1424,6 +1506,10 @@ msgid ""
"for organizing projects. Since different nodes have different functions, "
"combining them allows for the creation of more complex functions."
msgstr ""
"Mahdollisuus järjestää solmuja tähän tapaan Godotissa luo tehokkaan työkalun "
"projektien organisoimiseksi. Koska erilaisilla solmuilla voi olla erilaisia "
"toimintoja, niiden yhdistäminen mahdollistaa vielä monimutkaisempien "
"toimintojen luomisen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:50
msgid ""
@@ -1431,40 +1517,50 @@ msgid ""
"the next few sections. The most important fact to remember for now is that "
"nodes exist and can be arranged this way."
msgstr ""
"Älä murehdi, jos tämä ei vielä loksahda. Jatkamme tämän tutkiskelua "
"muutamien seuraavien lukujen ajan. Tärkein asia toistaiseksi muistaa on, "
"että solmuja on olemassa ja että niitä voidaan järjestää tähän tapaan."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55
msgid "Scenes"
msgstr ""
msgstr "Skenet"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:59
msgid ""
"Now that the concept of nodes has been defined, the next logical step is to "
"explain what a Scene is."
msgstr ""
"Nyt kun solmujen käsite on määritetty, seuraava looginen askel on selostaa "
"mikä Skene on."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:62
msgid ""
"A scene is composed of a group of nodes organized hierarchically (in tree "
"fashion). Furthermore, a scene:"
msgstr ""
"Skene muodostuu joukosta solmuja hierarkisesti järjestettynä (puun tapaan). "
"Lisäksi:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
msgid "always has only one root node."
msgstr ""
msgstr "Skenellä on aina yksi juurisolmu."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66
msgid "can be saved to disk and loaded back."
msgstr ""
msgstr "Skene voidaan tallentaa levylle ja ladata takaisin."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:67
msgid "can be *instanced* (more on that later)."
msgstr ""
msgstr "Skenestä voidaan luoda *ilmentymiä* (siitä lisää myöhemmin)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:69
msgid ""
"Running a game means running a scene. A project can contain several scenes, "
"but for the game to start, one of them must be selected as the main scene."
msgstr ""
"Pelin ajaminen tarkoittaa skenen ajamista. Projekti voi sisältää useita "
"skenejä, mutta jotta peli voi käynnistyä, yksi niistä täytyy valita "
"pääskeneksi."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:72
msgid ""
@@ -1472,10 +1568,13 @@ msgid ""
"for editing 2D and 3D scenes as well as user interfaces, but the editor is "
"based on the concept of editing a scene and the nodes that compose it."
msgstr ""
"Pohjimmiltaan Godotin editori on **skene-editori**. Siinä on runsaasti "
"työkaluja 2D- ja 3D-skenejen sekä käyttöliittymien editointiin, mutta "
"editori pohjautuu skenejen ja solmujen editoinnin periaatteeseen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:77
msgid "Creating a new project"
msgstr ""
msgstr "Uuden projektin luominen"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:79
msgid ""
@@ -1483,18 +1582,25 @@ msgid ""
"a long tradition in tutorials, we'll start with a \"Hello World\" project. "
"This will introduce us to using the editor."
msgstr ""
"Tehdäänpä näistä abstrakteista käsitteistä kouriintuntuvampia esimerkin "
"avulla. Noudattaen pitkää perinnettä, aloitamme \"Hello World\" projektilla. "
"Se esittelee meille editorin käyttöä."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:83
msgid ""
"If you run the godot executable outside of a project, the Project Manager "
"appears. This helps developers manage their projects."
msgstr ""
"Jos käynnistät Godotin projektin ulkopuolella, ilmestyy esiin "
"Projektinhallinta. Se auttaa pelikehittäjiä hallitsemaan projektejaan."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88
msgid ""
"To create a new project, click the \"New Project\" option. Choose and create "
"a path for the project and specify the project name \"New Project\":"
msgstr ""
"Luodaksesi uuden projektin, napsauta \"Uusi projekti\" valintaa. Valitse ja "
"luo polku projektille, ja määrittele projektille nimi \"New Project\":"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
#: ../../docs/getting_started/editor/external_editor.rst:32
@@ -1506,6 +1612,8 @@ msgid ""
"Once you've created the \"New Project\", then open it. This will open the "
"Godot editor:"
msgstr ""
"Kun olet luonut \"New Project\" projektin, avaa se. Tämä aukaisee Godotin "
"editorin:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
msgid ""
@@ -1513,27 +1621,37 @@ msgid ""
"let's open the refrigerator and add some fresh nodes to the project. We'll "
"begin with a \"Hello World!\" message that we'll put on the screen."
msgstr ""
"Kuten mainittu aiemmin, pelien luonti Godotissa tuntuu kuin olisi "
"keittiössä, joten avataanpa jääkaappi ja lisätää projektiin muutama tuore "
"solmu. Aloitamme \"Hello World!\" viestillä, jonka asetamme ruudulle."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:106
msgid ""
"To do this, press the \"New Node\" button (which looks like a plus symbol):"
msgstr ""
"Tehdäksessi niin, paina \"Uusi solmu\" painiketta (joka näyttää plus-"
"merkiltä):"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110
msgid ""
"This will open the Create Node dialog, showing the long list of nodes that "
"can be created:"
msgstr ""
"Tämä avaa Luo solmu -ikkunan, näyttäen pitkän luettelon solmuista, joita "
"voidaan luoda:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
msgid ""
"From there, select the \"Label\" node first. Searching for it is probably "
"the quickest way:"
msgstr ""
"Sieltä, valitse ensin \"Label\" solmu. Hakeminen on luultavasti nopein tapa "
"löytää se:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
msgid "And finally, create the Label! A lot happens when Create is pressed:"
msgstr ""
"Ja lopulta, luo Label-solmu! Paljon tapahtuu, kun Luo-painiketta painetaan:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:124
msgid ""
@@ -1541,6 +1659,8 @@ msgid ""
"type), and the Label appears, selected, at the top left corner of the "
"viewport."
msgstr ""
"Ensinnäkin, skene vaihtuu 2D-editoriin (koska Label on 2D-tyyppinen solmu), "
"ja Label ilmestyy valittuna ikkunan oikeaan yläkulmaan."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:127
msgid ""
@@ -1548,28 +1668,37 @@ msgid ""
"the label properties appear in the Inspector (box in the bottom right "
"corner)."
msgstr ""
"Solmu ilmestyy skenepuun editoriin (oikeassa yläkulmassa oleva laatikko), ja "
"viestin (Label) ominaisuudet ilmestyvät Tarkastelijaan (laatikko oikeassa "
"alakulmassa)."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
msgid ""
"The next step will be to change the \"Text\" Property of the label. Let's "
"change it to \"Hello, World!\":"
msgstr ""
"Seuraava askel on muuttaa viestin \"Text\" ominaisuutta. Muutetaanpa siihen "
"\"Hello, World!\":"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136
msgid ""
"Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the "
"top bar (or hit F6):"
msgstr ""
"Ok, kaikki on valmista skenen ajamista varten! Paina yläpalkissa olevaa "
"Pelaa skeneä -painiketta (tai paina F6):"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141
msgid "Aaaand... Oops."
msgstr ""
msgstr "Jaaaaa... Hups."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:145
msgid ""
"Scenes need to be saved to be run, so save the scene to something like hello."
"tscn in Scene -> Save:"
msgstr ""
"Skenet täytyy tallentaa ennen kuin ne voidaan ajaa, joten tallenna skene "
"joksikin, kuten hello.tscn, valikossa Skene -> Tallenna skene:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:150
msgid ""
@@ -1581,12 +1710,21 @@ msgid ""
"platform or install location, it is the way to locate where resource files "
"are from inside the game."
msgstr ""
"Ja jotakin hassua tapahtuu. Tiedostoikkuna on erityinen tiedostoikkuna, joka "
"sallii sinun tallentaa ainoastaan projektin alle. Projektin juuri on \"res://"
"\", joka tarkoittaa \"resurssipolkua\". Tämä tarkoittaa, että tiedostot "
"voidaan ainoastaan tallentaa projektin sisällä. Jatkon kannalta, kun teet "
"toimenpiteitä tiedostoille Godotissa, muista että \"res://\" on "
"resurssipolku, ja riippumatta alustasta tai asennussijainnista, se on tapa "
"löytää resurssitiedostot pelistä käsin."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:158
msgid ""
"After saving the scene and pressing run scene again, the \"Hello, World!\" "
"demo should finally execute:"
msgstr ""
"Tallennettuasi skenen ja painettuasi uudelleen Pelaa, \"Hello World!\" "
"esimerkin pitäisi viimein toimia:"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
@@ -1594,7 +1732,7 @@ msgstr "Onnistui!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
msgstr ""
msgstr "Projektin määrittäminen"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170
msgid ""
@@ -1603,6 +1741,10 @@ msgid ""
"several scenes, so one of them must be set as the main scene. This is the "
"scene that will be loaded any time the project is run."
msgstr ""
"Ok, on aika määrittää projekti. Juuri nyt, ainoa tapa ajaa jotakin on "
"käynnistää nykyinen skene. Projekteilla voi kuitenkin olla useita skenejä, "
"jo yksi niistä täytyy valita pääskeneksi. Se on se skene, joka ladataan, kun "
"projekti ajetaan."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
msgid ""
@@ -1612,22 +1754,34 @@ msgid ""
"this process, Godot provides a project settings dialog, which acts as a sort "
"of frontend to editing a project.godot file."
msgstr ""
"Kaikki nämä asetukset tallennetaan project.godot tiedostoon, joka on win.ini "
"muotoinen tekstitiedosto (helppoa muokkausta varten). Tiedostossa on "
"kymmenittäin muokattavia asetuksia, jotka määrittävät kuinka projekti "
"suoritetaan. Prosessin yksinkertaistamiseksi Godot tarjoaa projektin "
"asetuksille ikkunan, joka toimii eräänlaisena edustana project.godot "
"tiedoston muokkaamista varten."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181
msgid "To access that dialog, select Project -> Project Settings. Try it now."
msgstr ""
"Dialogin pääsee valitsemalla valikosta Projekti -> Projektin asetukset. "
"Kokeile sitä nyt."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:183
msgid ""
"Once the window opens, let's select a main scene. Locate the `Application/"
"Run/Main Scene` property and click on it to select 'hello.tscn'."
msgstr ""
"Kun ikkuna aukeaa, valitaanpa pääskene. Etsi `Application/Run/Main Scene` "
"ominaisuus ja napsauta sitä valitaksesi 'hello.tscn' tiedoston."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
msgid ""
"Now, with this change, when you press the regular Play button (or F5), this "
"scene will run, no matter which scene is actively being edited."
msgstr ""
"Nyt, tämän muutoksen myötä, kun painat tavallista Pelaa-painiketta (tai F5), "
"skene ajetaan riippumatta siitä mitä skeneä ollaan aktiivisesti muokkaamassa."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:191
msgid ""
@@ -1636,6 +1790,11 @@ msgid ""
"tick is marked to the left of its name. This means that the property will be "
"saved to the project.godot file and remembered."
msgstr ""
"Projektin asetukset -ikkuna tarjoaa paljon valintoja, jotka voidaan "
"tallentaa project.godot tiedostoon, ja näyttää niiden oletusarvot. Jos "
"muutat arvoa, sen nimen vasemmalle puolelle asetetaan pukki merkiksi siitä. "
"Se tarkoittaa, että ominaisuus tallennetaan project.godot tiedostoon ja "
"muistetaan."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196
msgid ""
@@ -1643,6 +1802,9 @@ msgid ""
"read them in at run-time using the :ref:`ProjectSettings "
"<class_ProjectSettings>` singleton."
msgstr ""
"Sivuhuomautuksena, asetuksiin on myös mahdollista lisätä räätälöityjä "
"valintoja ja lukea ne ajonaikaisesti käyttämällä :ref:`ProjectSettings "
"<class_ProjectSettings>` singletonia."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200
msgid "To be continued..."
@@ -1654,6 +1816,9 @@ msgid ""
"only *one* scene and *one* node! Don't worry, the next tutorial will expand "
"on that..."
msgstr ""
"Tämä opas kertoi \"skeneistä ja solmuista\", mutta tähän saakka niitä on "
"ollut vain *yksi* skene ja *yksi* solmu! Älä huoli, seuraava opas kertoo "
"enemmän siitä..."
#: ../../docs/getting_started/step_by_step/instancing.rst:4
msgid "Instancing"
@@ -2948,6 +3113,8 @@ msgid ""
"Click \"Play Scene\" (``F6``) and confirm you can move the player around the "
"screen in all directions."
msgstr ""
"Napsauta \"Pelaa skeneä\" (``F6``) ja varmista, että voit liikuttaa pelaajaa "
"ympäri ruutua kaikkiin suuntiin."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:314
msgid ""
@@ -13513,7 +13680,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/index.rst:2
msgid "Project workflow"
msgstr ""
msgstr "Projektin työnkulku"
#: ../../docs/getting_started/workflow/project_setup/index.rst:2
msgid "Project setup"
@@ -13527,34 +13694,49 @@ msgid ""
"engine can be a little challenging. Because of this, a simple workflow will "
"be described, which can be used or not, but should work as a starting point."
msgstr ""
"Tämän oppaan tarkoitus on ehdottaa yksinkertaista työnkulkua projektien "
"järjestämiseksi. Koska Godot antaa ohjelmoijan käyttää tiedostojärjestelmää "
"kuinka he haluavat, sopivan tavan löytäminen projektien järjestämiseen "
"saattaa olla hieman hankalaa pelimoottorin käyttöä aloitellessa. Tästä "
"syystä esittelemme yksinkertaisen työnkulun, jota voi käyttää tai olla "
"käyttämättä, mutta sen pitäisi ainakin tarjota lähtökohta."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:16
msgid ""
"Additionally, using version control can be challenging so this proposition "
"will include that too."
msgstr ""
"Lisäksi, versiohallinnan käyttö voi olla haastavaa, joten tämä ehdotus "
"sisältää myös sen."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:20
msgid "Organization"
msgstr ""
msgstr "Järjestys"
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:22
msgid ""
"Godot is scene based in nature, and uses the filesystem as-is, without "
"metadata or an asset database."
msgstr ""
"Godot on luonnostaan skene-pohjainen ja käyttää tiedostojärjestelmää "
"sellaisenaan ilman metadataa tai asset-tietokantaa."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:25
msgid ""
"Unlike other engines, a lot of resource are contained within the scene "
"itself, so the amount of files in the filesystem is considerably lower."
msgstr ""
"Toisin kuin muissa pelimoottoreissa, suuri osa resursseista sisältyy skeneen "
"itseensä, joten tiedostojen määrä tiedostojärjestelmässä on huomattavasti "
"alhaisempi."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:28
msgid ""
"Considering that, the most common approach is to group assets close to "
"scenes as, when a project grows, it makes it more maintainable."
msgstr ""
"Ottaen sen huomioon, yleisin lähestymistapa on ryhmitellä assetit lähelle "
"skenejä, niin että kun projekti kasvaa, se on helpommin ylläpidettävissä."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:31
msgid ""
@@ -13562,10 +13744,13 @@ msgid ""
"can usually be organized in a place, while a separate folder is used to "
"store built levels that use them."
msgstr ""
"Esimerkkinä, perustana toimivat spritejen kuvat, 3D-skenemallit tai meshit, "
"materiaalit, ym. voi yleensä järjestää yhteen paikkaan, kun taas niistä "
"rakennetuille kentille voi käyttää erillistä kansiota."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:52
msgid "Importing"
msgstr ""
msgstr "Tuonti"
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:54
msgid ""
@@ -13573,18 +13758,23 @@ msgid ""
"project. While this can be useful in large projects, it resulted in an "
"organization hassle for most developers."
msgstr ""
"Ennen 3.0 versiota Godot hoiti tuontiprosessin projektin ulkopuolisista "
"tiedostoista. Vaikka tämä saattoi olla hyödyllistä isoissa projekteissa, se "
"johti useimmilla kehittäjillä järjestämisen sekamelskaan."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58
msgid ""
"Because of this, assets are now imported from within the project folder "
"transparently."
msgstr ""
msgstr "Tästä syystä, assetit tuodaan nykyään läpinäkyvästi projektikansiosta."
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:61
msgid ""
"If a folder shouldn't be imported into Godot an exception can be made with "
"a .gdignore file."
msgstr ""
"Jos kansiota ei pidä tuoda Godotiin, sille voidaan tehdä poikkeus .gdignore "
"tiedostolla."
#: ../../docs/getting_started/workflow/assets/escn_exporter/index.rst:2
msgid "Godot-Blender-Exporter"

File diff suppressed because it is too large Load Diff

View File

@@ -4,6 +4,7 @@
#
# Damar Inderajati <damarind@gmail.com>, 2018.
# Fajar Ru <kzofajar@gmail.com>, 2018.
# Khairul Hidayat <khairulcyber4rt@gmail.com>, 2018.
# Reza Hidayat Bayu Prabowo <rh.bayu.prabowo@gmail.com>, 2018.
#
msgid ""
@@ -11,8 +12,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-22 13:39+0000\n"
"Last-Translator: Fajar Ru <kzofajar@gmail.com>\n"
"PO-Revision-Date: 2018-06-30 03:38+0000\n"
"Last-Translator: Khairul Hidayat <khairulcyber4rt@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/id/>\n"
"Language: id\n"
@@ -415,6 +416,8 @@ msgstr "Pertanyaan yang sering diajukan (FAQ)"
msgid ""
"What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
"Apa yang dapat saya lakukan dengan Godot? Berapa jumlah yang harus saya "
"keluarkan? Apa syarat dan ketentuannya?"
#: ../../docs/about/faq.rst:9
msgid ""

View File

@@ -9,6 +9,7 @@
# Dario D'Ambra <legione0@ymail.com>, 2018.
# Davide Cristini <davcri91@gmail.com>, 2018.
# Giacomo Bella <foliestere@gmail.com>, 2018.
# Luana Pau <ezhael@gmail.com>, 2018.
# Mario Rossi <mr_do@hotmail.it>, 2018.
# Matteo <matteo.guglielmetti@hotmail.it>, 2018.
# Myself <whatamidoing.wt@gmail.com>, 2018.
@@ -20,8 +21,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-25 19:39+0000\n"
"Last-Translator: Red Pill <redpill902@gmail.com>\n"
"PO-Revision-Date: 2018-07-12 06:39+0000\n"
"Last-Translator: Mario Rossi <mr_do@hotmail.it>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/it/>\n"
"Language: it\n"
@@ -42,8 +43,8 @@ msgid ""
"docs.godotengine.org/en/stable>`_."
msgstr ""
"Questa è la documentazione per la versione non stabile (master). Stai "
"cercando la documentazione per la versione corrente (stabile)? Dai "
"un'occhiata qui: http://docs.godotengine.org/en/stable> _."
"cercando la documentazione per la versione corrente **stabile**? `Dai "
"un'occhiata qui: <http://docs.godotengine.org/en/stable>`_."
#: ../../docs/index.rst:13
msgid ""
@@ -115,11 +116,11 @@ msgstr "Informazioni Generali"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr "Per Iniziare"
msgstr "Per iniziare"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr "Tutorial"
msgstr "Tutorials"
#: ../../docs/index.rst:89
msgid "Development"
@@ -198,7 +199,7 @@ msgid ""
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"Benvenuto sulla documentazione ufficiale di Godot Engine, il motore di gioco "
"2D e 3D gratuito, open source e costruito dalla community. Scoprirai uno "
"2D e 3D gratuito, open source e sostenuto dalla community. Scoprirai uno "
"strumento potente ma anche user-friendly che potrai utilizzare per "
"sviluppare ogni tipo di gioco, per qualunque piattaforma senza alcun tipo di "
"limitazione."
@@ -840,7 +841,6 @@ msgid "Why is FBX not supported for import?"
msgstr "Perché il formato FBX non è supportato per l'importazione?"
#: ../../docs/about/faq.rst:154
#, fuzzy
msgid ""
"FBX SDK has a `restrictive license <https://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license "
@@ -1007,18 +1007,17 @@ msgid "And that's it! Your game should work in multiple resolutions."
msgstr "Ecco qui! Il tuo gioco dovrebbe funzionare su risoluzioni multiple."
#: ../../docs/about/faq.rst:223
#, fuzzy
msgid ""
"If there is a desire to make your game also work on ancient devices with "
"tiny screens (fewer than 300 pixels in width), you can use the export option "
"to shrink images, and set that build to be used for certain screen sizes in "
"the App Store or Google Play."
msgstr ""
"Se davvero desideri di far funzionare il tuo gioco anche su vecchi device "
"con piccoli schermi (meno di 300 pixel in larghezza), puoi usare l'opzione "
"di esportazione per ridurre la dimensione delle immagini, e impostare quella "
"build per essere usata con schermi di determinate dimesioni nell'App Store o "
"in Google Play."
"Se davvero desideri che il tuo gioco funzioni anche su vecchi device con "
"piccoli schermi (meno di 300 pixel in larghezza), puoi usare l'opzione di "
"esportazione per ridurre la dimensione delle immagini, e impostarla per "
"essere usata con schermi di determinate dimesioni nell'App Store o in Google "
"Play."
#: ../../docs/about/faq.rst:229
msgid "I have a great idea that will make Godot better. What do you think?"
@@ -1223,15 +1222,14 @@ msgid "Introduction to Godots editor"
msgstr "Introduzione all'editor di Godot"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
#, fuzzy
msgid ""
"This tutorial will run you through Godots interface. Were going to look at "
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"Questo tutorial presenterà l'interfaccia di Godot. Vedremo le schermate di "
"**Gestione Progetti, docks, spazi di lavoro** e tutto quello che serve per "
"iniziare a lavorare con Godot."
"**Gestione Progetti, documenti, spazi di lavoro** e tutto quello che serve "
"per iniziare a lavorare con Godot."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
@@ -1304,8 +1302,9 @@ msgid ""
"Click the Browse button to open Godots file browser and pick a location or "
"type the folders path in the Project Path field."
msgstr ""
"Clicca il bottone Browse per aprire il file browser di Godot e scegliere una "
"location o scrivi il percorso della cartella nel campo Project Path"
"Fare clic sul pulsante Sfoglia per aprire il browser dei file di Godot e "
"scegliere una posizione o digitare il percorso della cartella nel campo "
"Percorso del progetto."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99
@@ -1314,15 +1313,14 @@ msgid "|image4|"
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
#, fuzzy
msgid ""
"When you see the green tick on the right, it means the engine detects an "
"empty folder and you may click ``Create``. Godot will create the project for "
"you and open it in the editor."
msgstr ""
"Quando compare la spunta verde sulla destra significa che Godot ha trovato "
"una cartella vuota e si può cliccare \"Crea\". Godot procederà creando il "
"progetto e aprendolo nell'editor."
"Quando compare il segno di spunta verde sulla destra significa che la "
"cartella selezionata è vuota ed è possibile cliccare su \"Crea\". Godot "
"creerà il progetto per voi e lo aprirà nell'editor."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:45
msgid ""
@@ -1367,16 +1365,15 @@ msgid "Your first look at Godots editor"
msgstr "Una prima occhiata all'editor di Godot"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
#, fuzzy
msgid ""
"Welcome to Godot! With your project open you should see the editors "
"interface with the 3d viewport active. You can change the current workspace "
"at the top of the interface. Click on 2d to switch to the 2d workspace."
msgstr ""
"Benvenuti in Godot! Con il progetto aperto dovreste vedere l'interfaccia "
"dell'editor con il viewport 3D attivo. In alto nell'interfaccia è possibile "
"cambiare lo spazio di lavoro. Facendo click su 2D si passerà allo spazio di "
"lavoro 2D."
"dell'editor con il l'area di lavoro 3D attivo. In alto nell'interfaccia è "
"possibile cambiare lo spazio di lavoro. Facendo click su 2D si passerà allo "
"spazio di lavoro 2D."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
#: ../../docs/tutorials/assetlib/using_assetlib.rst:141
@@ -1384,11 +1381,10 @@ msgid "|image9|"
msgstr "|image9|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
#, fuzzy
msgid "Now you should see this interface, with empty docks on the right side."
msgstr ""
"Ora dovresti vedere questa interfaccia, con i pannelli vuoti nel lato di "
"sinistra."
"Ora dovresti vedere questa interfaccia, con i pannelli vuoti, nel lato di "
"destra."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
#: ../../docs/tutorials/assetlib/using_assetlib.rst:147
@@ -1400,12 +1396,16 @@ msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"In alto, da sinistra a destra, puoi vedere il **main menus**, il "
"**workspaces**, e il **playtest buttons**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr ""
"Sul lato sinistro trovi il **FileSystem dock**, dove gestirai i file e le "
"risorse del tuo progetto."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
#: ../../docs/tutorials/assetlib/using_assetlib.rst:152
@@ -1417,6 +1417,8 @@ msgid ""
"On the right side youll find the **Scene dock** that lists the active "
"scenes content and the **Inspector** in the bottom right corner."
msgstr ""
"Sulla destra c'è il pannello **Scena** che contiene tutti i contenuti attivi "
"nella scena e il pannello **Inspector** nell'angolo in basso a destra."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
#: ../../docs/tutorials/assetlib/using_assetlib.rst:160
@@ -1424,15 +1426,15 @@ msgid "|image12|"
msgstr "|image12|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
#, fuzzy
msgid ""
"In the center you have the **Toolbar** at the top, where youll find tools "
"to move, scale or lock your scenes objects. It changes as you jump to "
"different workspaces."
msgstr ""
"Al centro, in alto, si trova la **Toolbar**, dove si possono trovare gli "
"strumenti per muovere, ridimensionare o bloccare gli oggetti nella scena e "
"cambia quando si passa tra i differenti spazi di lavoro."
"strumenti per muovere, ridimensionare o bloccare gli oggetti nella scena. La "
"**Toolbar** cambia le sue funzioni quando si passa tra i differenti spazi di "
"lavoro."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
#: ../../docs/tutorials/assetlib/using_assetlib.rst:167
@@ -1445,6 +1447,9 @@ msgid ""
"editor, the audio mixer… They are wide and can take precious space. Thats "
"why theyre folded by default."
msgstr ""
"Il **Bottom Panel** (**Pannello inferiore**) è lo spazio per la console di "
"debug, l'editor animazione, il mixer audio... Dal momento che il pannello "
"occupa molto spazio, per default è ridotto (minimizzato)."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
msgid "|image14|"
@@ -1452,12 +1457,14 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid "The workspaces"
msgstr ""
msgstr "Spazi di lavoro"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
"Nella parte superiore sono visibili quattro pulsanti dell'area di lavoro: "
"2D, 3D, Script e AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""

File diff suppressed because it is too large Load Diff

View File

@@ -2,23 +2,27 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
# Syaz Amirin <amirin123z@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: Automatically generated\n"
"PO-Revision-Date: 2018-06-30 09:40+0000\n"
"Last-Translator: Syaz Amirin <amirin123z@gmail.com>\n"
"Language-Team: Malay <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/ms/\n"
"docs/ms/>\n"
"Language: ms\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Dokumen Godot - cawangan *master*"
#: ../../docs/index.rst:9
msgid ""
@@ -26,6 +30,9 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"Dokumentasi ini ialah untuk cawangan (master) yang tidak stabil. Sedang "
"mencari cawangan dokumentasi **stable** terkini? 'Cuba di sini <http://docs."
"godotengine.org/en/stable>'_."
#: ../../docs/index.rst:13
msgid ""
@@ -35,6 +42,11 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"Selamat datang ke dokumentasi rasmi Godot Engine, enjin permainan video yang "
"percuma dan sumber terbuka 2D dan 3D yang didorong oleh masyarakat! Jika "
"anda pertama kali datang ke dokumentasi ini, kami cadangkan supaya anda "
"baca :ref: 'halaman pengenalan <doc_about_intro>' untuk mendapat gambaran "
"apa yang dokumentasi ini tawarkan."
#: ../../docs/index.rst:18
msgid ""
@@ -42,6 +54,9 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"Jadual kandungan di bawah dan di bar sisi sepatutnya membolehkan anda akses "
"topik-topik dokumentasi yang anda minat dengan mudah. Anda juga boleh "
"menggunakan fungsi carian yang berada di sudut kiri atas."
#: ../../docs/index.rst:22
msgid ""
@@ -51,6 +66,12 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot Engine ialah projek sumber terbuka dibangunkan oleh komuniti "
"sukarelawan. Pasukan dokumentasi akan menggunakan maklum balas dan "
"pertolongan untuk bertambah baikkan lagi pengajaran dan rujukan kelas. Jika "
"anda tidak faham sesuatu benda, atau tidak jumpa apa yang anda mahu didalam "
"dokumentasi, tolong kami buatkan dokumentasi menjadi lebih baik dengan "
"memberitahu kami!"
#: ../../docs/index.rst:29
msgid ""
@@ -61,38 +82,46 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"Hantarkan isu atau tarik permintaan pada 'repositori GitHub <https://github."
"com/godotengine/godot-docs/issues>'_, tolong kami 'terjemah dokumentasi ini "
"<https://hosted.weblate.org/engage/godot-engine/>`_ kepada bahasa anda, atau "
"berbincang dengan kami sama ada di saluran ``#documentation`` pada `Discord "
"<https://discord.gg/zH7NUgz>`_, atau di saluran ``#godotengine-doc`` pada "
"`irc.freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
"Dokumentasi utama untuk laman sesawang ini telah diaturkan ke bahagian-"
"bahagian yang berikut:"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
msgstr ""
msgstr "Am"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "Bermula"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "Pengajaran"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "Pembangunan"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
msgstr ""
msgstr "Komuniti"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr ""
msgstr "Tentang"
#: ../../docs/about/introduction.rst:4
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:7
@@ -146,7 +175,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:7
#: ../../docs/development/cpp/creating_android_modules.rst:7
msgid "Introduction"
msgstr ""
msgstr "Pengenalan"
#: ../../docs/about/introduction.rst:11
msgid ""
@@ -155,6 +184,12 @@ msgid ""
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"Selamat datang ke dokumentasi rasmi Godot Engine, enjin permainan video yang "
"percuma dan sumber terbuka 2D dan 3D yang didorong oleh masyarakat! Di "
"sebalik perkara ini, anda akan jumpa alat yang sangat berkuasa tetapi pada "
"masa yang sama, senang diguna yang anda boleh guna untuk membangunkan "
"permainan video tidak kira apa jenis sekali pun, untuk platform apa sekali "
"pun dan tiada sebarang sekatan penggunaan."
#: ../../docs/about/introduction.rst:16
msgid ""
@@ -162,10 +197,14 @@ msgid ""
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
"Halaman ini bertujuan untuk memberikan penjelasan yang lebih meluas tentang "
"enjin ini dan kandungan dokumentasi ini, jadi anda tahu di mana perlu anda "
"mula jika anda baru bermula atau di mana perlu anda cari info pada sesuatu "
"fitur."
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgstr ""
msgstr "Tentang Godot Engine"
#: ../../docs/about/introduction.rst:23
msgid ""

View File

@@ -5,14 +5,15 @@
# dem son <anthony1sep@gmail.com>, 2018.
# jaron maene <jaron.maene@gmail.com>, 2018.
# Melvin Louwerse <aterlamia@gmail.com>, 2018.
# Tahar Meijs <tntmeijs@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-06 07:06+0000\n"
"Last-Translator: jaron maene <jaron.maene@gmail.com>\n"
"PO-Revision-Date: 2018-06-30 15:36+0000\n"
"Last-Translator: Tahar Meijs <tntmeijs@gmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot-"
"docs/nl/>\n"
"Language: nl\n"
@@ -20,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.0\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -83,38 +84,47 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"Rapporteer een probleem of maak een \"pull\" verzoek op de `GitHub "
"repository <https://github.com/godotengine/godot-docs/issues>`_, help ons "
"`met het vertalen van de documentatie <https://hosted.weblate.org/engage/"
"godot-engine/>`_ in jouw taal, of discussieer met ons in het "
"``#documentation`` kanaal op `Discord <https://discord.gg/zH7NUgz>`_, of in "
"het ``#godotengine-doc`` kanaal op `irc.freenode.net <http://webchat."
"freenode.net/?channels=#godotengine-doc>`_!"
#: ../../docs/index.rst:43
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
"De belangrijkste documentatie op de website is opgedeeld in de volgende "
"onderdelen:"
#: ../../docs/index.rst:45 ../../docs/community/resources.rst:9
msgid "General"
msgstr ""
msgstr "Algemeen"
#: ../../docs/index.rst:53
msgid "Getting started"
msgstr ""
msgstr "Aan de slag"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
msgstr "Handleidingen"
#: ../../docs/index.rst:89
msgid "Development"
msgstr ""
msgstr "Ontwikkeling"
#: ../../docs/index.rst:99 ../../docs/community/index.rst:2
msgid "Community"
msgstr ""
msgstr "Gemeenschap"
#: ../../docs/about/index.rst:2
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
#: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:7
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr ""
msgstr "Over"
#: ../../docs/about/introduction.rst:4
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:7
@@ -168,7 +178,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:7
#: ../../docs/development/cpp/creating_android_modules.rst:7
msgid "Introduction"
msgstr ""
msgstr "Introductie"
#: ../../docs/about/introduction.rst:11
msgid ""
@@ -177,6 +187,11 @@ msgid ""
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
"Welkom op de officiële documentatie van Godot Engine, de 2D en 3D gratis en "
"open source game engine gedreven door de gemeenschap. Wat een mondvol.\n"
"U vindt hier een krachtige, maar gebruiksvriendelijke engine die u kunt "
"gebruiken om elk soort game te maken, voor elk platform en zonder enige "
"gebruiksbeperkingen."
#: ../../docs/about/introduction.rst:16
msgid ""
@@ -184,10 +199,14 @@ msgid ""
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
"Het doel van deze pagina is om u een breed overzicht te geven van de engine "
"en de inhoud van de documentatie, dan weet u waar u moet starten mocht u een "
"beginner zijn, of waar u specifieke informatie over kunt vinden over "
"bepaalde onderdelen."
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgstr ""
msgstr "Over Godot Engine"
#: ../../docs/about/introduction.rst:23
msgid ""
@@ -195,6 +214,10 @@ msgid ""
"Godot in a few words. Here's however our PR presentation, which you are free "
"to reuse if you need a quick writeup about Godot Engine."
msgstr ""
"Een game engine is complex gereedschap. Hierdoor is het lastig om Godot te "
"beschrijven in een paar woorden. Hier is echter onze PR presentatie. U bent "
"vrij deze te gebruiken in het geval u een snelle samenvatting over de Godot "
"Engine nodig hebt."
#: ../../docs/about/introduction.rst:27
msgid ""

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@@ -3,6 +3,7 @@
# This file is distributed under the same license as the Godot Engine package.
#
# Alexandre Badalo <alexandre.badalo@sapo.pt>, 2018.
# BannerGames <davidandrade339@gmail.com>, 2018.
# João <joao@nogordio.com>, 2018.
# João Lopes <linux-man@hotmail.com>, 2018.
# Nuno Lopes <n.triguinho@gmail.com>, 2018.
@@ -12,8 +13,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-12 10:42+0000\n"
"Last-Translator: Alexandre Badalo <alexandre.badalo@sapo.pt>\n"
"PO-Revision-Date: 2018-07-14 16:41+0000\n"
"Last-Translator: BannerGames <davidandrade339@gmail.com>\n"
"Language-Team: Portuguese (Portugal) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/pt_PT/>\n"
"Language: pt_PT\n"
@@ -21,7 +22,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.0.1\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -380,52 +381,60 @@ msgstr ""
#: ../../docs/about/introduction.rst:99
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""
msgstr "Divirta-se lendo e fazendo jogos com Godot Engine!"
#: ../../docs/about/faq.rst:4
#: ../../docs/tutorials/assetlib/what_is_assetlib.rst:29
msgid "Frequently asked questions"
msgstr ""
msgstr "Perguntas frequentes"
#: ../../docs/about/faq.rst:7
msgid ""
"What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
"O que eu posso fazer com Godot? Quanto custa? Quais são os termos de licença?"
#: ../../docs/about/faq.rst:9
msgid ""
"Godot is Free/Libre Open Source Software available under the `OSI-approved "
"<https://opensource.org/licenses/MIT>`_ MIT license."
msgstr ""
"Godot é um software grátis/livre de código-aberto disponível pela `aprovada "
"OSI <https://opensource.org/licenses/MIT>`_ licença MIT ."
#: ../../docs/about/faq.rst:11
msgid ""
"This means it is free as in \"free speech\" as well as in \"free beer\"."
msgstr ""
"Isto significa que é grátis como \"fala grátis\" ou como \"cerveja grátis\"."
#: ../../docs/about/faq.rst:13
msgid "In short:"
msgstr ""
msgstr "Resumindo:"
#: ../../docs/about/faq.rst:15
msgid "There are no usage restrictions on Godot"
msgstr ""
msgstr "Não existem restrições de uso no Godot"
#: ../../docs/about/faq.rst:16
msgid ""
"This means you can use it for any game or application, commercially or non-"
"commercially, in any industry"
msgstr ""
"Isto significa que podes usá-lo em qualquer jogo ou aplicação, "
"comercialmente ou não, em qualquer indústria"
#: ../../docs/about/faq.rst:17
msgid "You can modify, (re)distribute and remix Godot to your heart's content"
msgstr ""
msgstr "Podes modificar, re(distribuir) e remexer no Godot como tu gostas"
#: ../../docs/about/faq.rst:19
msgid ""
"For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask "
"your lawyer of choice."
msgstr ""
"Para mais, vê `aqui <https://tldrlegal.com/license/mit-license>`_ ou "
"pergunta ao teu advogado de escolha."
#: ../../docs/about/faq.rst:21
msgid ""
@@ -441,6 +450,9 @@ msgid ""
"that some third-party libraries included with Godot's source code may have "
"different licenses."
msgstr ""
"Logos e ícones estão geralmente sob a mesma licença Creative Commons. Nota "
"que algumas bibliotecas de terceiros incluídas com o código-fonte do Godot "
"podem ter diferentes licenças."
#: ../../docs/about/faq.rst:28
msgid ""
@@ -456,22 +468,24 @@ msgid ""
"Also see `the license page on the Godot website <https://godotengine.org/"
"license>`_."
msgstr ""
"Vê também `a página de licença no website do Godot <https://godotengine.org/"
"license>`_."
#: ../../docs/about/faq.rst:34
msgid "Which platforms are supported by Godot?"
msgstr ""
msgstr "Que plataformas são suportados pelo Godot?"
#: ../../docs/about/faq.rst:36
msgid "**For the editor:**"
msgstr ""
msgstr "**Para o editor:**"
#: ../../docs/about/faq.rst:38
msgid "Windows"
msgstr ""
msgstr "Windows"
#: ../../docs/about/faq.rst:39 ../../docs/about/faq.rst:45
msgid "Mac OS X"
msgstr ""
msgstr "Mac OS X"
#: ../../docs/about/faq.rst:40 ../../docs/about/faq.rst:46
msgid "X11 (Linux, \\*BSD)"
@@ -479,7 +493,7 @@ msgstr ""
#: ../../docs/about/faq.rst:42
msgid "**For exporting your games:**"
msgstr ""
msgstr "**Para exportar seus jogos:**"
#: ../../docs/about/faq.rst:44
msgid "Windows (and UWP)"

View File

@@ -9,7 +9,7 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-19 16:42+0000\n"
"PO-Revision-Date: 2018-07-17 19:40+0000\n"
"Last-Translator: Calin Sopterean <csopterean@gmail.com>\n"
"Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/ro/>\n"
@@ -19,7 +19,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < "
"20)) ? 1 : 2;\n"
"X-Generator: Weblate 3.0.1\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -241,6 +241,12 @@ msgid ""
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot este complet gratuit și open source sub licența MIT. Fără restricții, "
"fără cheltuieli, totul este gratuit. Jocurile create de utilizatori sunt "
"deținute de aceștia până la ultima linie de cod din engine. Dezvoltarea "
"proiectului Godot este independentă și condusă de comunitate, permițând "
"modelarea engine-ului după așteptărille utilizatorului. Este susținut de "
"`Software Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit."
#: ../../docs/about/introduction.rst:41
msgid ""
@@ -248,10 +254,13 @@ msgid ""
"documentation further, especially the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial."
msgstr ""
"Pentru o analiză mai amănuțită a engine-ului, te încurajăm să continui "
"citirea acestei documentații, în special tutorialul :ref:`Step by step <toc-"
"learn-step_by_step>`"
#: ../../docs/about/introduction.rst:46
msgid "About the documentation"
msgstr ""
msgstr "Despre documentație"
#: ../../docs/about/introduction.rst:48
msgid ""

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@@ -7,6 +7,7 @@
# monolifed <monolifed@gmail.com>, 2018.
# H.Hüseyin CİHANGİR <hashusfb@gmail.com>, 2018.
# Halil Üneş <halilunes@gmail.com>, 2018.
# Onur Sanır <onursanir@gmail.com>, 2018.
# Tuna Soncul <tsoncul@gmail.com>, 2018.
#
msgid ""
@@ -14,8 +15,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-08 08:47+0000\n"
"Last-Translator: Tuna Soncul <tsoncul@gmail.com>\n"
"PO-Revision-Date: 2018-07-07 20:42+0000\n"
"Last-Translator: Onur Sanır <onursanir@gmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-docs/tr/>\n"
"Language: tr\n"
@@ -23,7 +24,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 3.0\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
@@ -40,7 +41,6 @@ msgstr ""
"stable>`_."
#: ../../docs/index.rst:13
#, fuzzy
msgid ""
"Welcome to the official documentation of Godot Engine, the free and open "
"source community-driven 2D and 3D game engine! If you are new to this "
@@ -54,7 +54,6 @@ msgstr ""
"<doc_about_intro>` bölümünü okumanızı öneririz."
#: ../../docs/index.rst:18
#, fuzzy
msgid ""
"The table of contents below and in the sidebar should let you easily access "
"the documentation for your topic of interest. You can also use the search "
@@ -98,17 +97,14 @@ msgid "General"
msgstr "Genel"
#: ../../docs/index.rst:53
#, fuzzy
msgid "Getting started"
msgstr "Başlarken"
#: ../../docs/index.rst:64 ../../docs/community/tutorials.rst:4
#, fuzzy
msgid "Tutorials"
msgstr "Öğreticiler"
#: ../../docs/index.rst:89
#, fuzzy
msgid "Development"
msgstr "Geliştirme"
@@ -174,7 +170,6 @@ msgstr "Hakkında"
#: ../../docs/development/cpp/custom_audiostreams.rst:7
#: ../../docs/development/cpp/custom_godot_servers.rst:7
#: ../../docs/development/cpp/creating_android_modules.rst:7
#, fuzzy
msgid "Introduction"
msgstr "Giriş"
@@ -192,7 +187,6 @@ msgstr ""
"bulacaksınız."
#: ../../docs/about/introduction.rst:16
#, fuzzy
msgid ""
"This page aims at giving a broad presentation of the engine and of the "
"contents of this documentation, so that you know where to start if you are a "
@@ -298,14 +292,13 @@ msgid ""
msgstr ""
#: ../../docs/about/introduction.rst:72
#, fuzzy
msgid ""
"The :ref:`sec-general` section contains this introduction as well as "
"information about the engine, its history, its licensing, authors, etc. It "
"also contains the :ref:`doc_faq`."
msgstr ""
":ref:`sec-general` bölümü motor, tarihi, lisanslanması, yazarlar vb. "
"hakkında bilginin yanı sıra bu girişi de kapsar. Ayruca :ref:`doc_faq` 'i de "
"hakkında bilginin yanı sıra bu girişi de kapsar. Ayrıca :ref:`doc_faq` 'i de "
"kapsar."
#: ../../docs/about/introduction.rst:75
@@ -325,6 +318,9 @@ msgid ""
"The :ref:`sec-tutorials` section, on the other hand, can be read as needed, "
"in any order. It contains many feature-specific tutorials and documentations."
msgstr ""
":ref:`sec-tutorials` bölümü aynı zamanda, herhangi bir sırada, ihtiyaç "
"halinde okunabilir. Bu bölüm birçok özellik odaklı eğitimler ve dökümanlar "
"içerir."
#: ../../docs/about/introduction.rst:82
msgid ""
@@ -377,15 +373,17 @@ msgid ""
"Godot is Free/Libre Open Source Software available under the `OSI-approved "
"<https://opensource.org/licenses/MIT>`_ MIT license."
msgstr ""
"Godot, OSI onaylı <https://opensource.org/licenses/MIT> `_ MIT lisansı "
"altında bulunan Ücretsiz / Açık Kaynak Kodlu Yazılımdır."
#: ../../docs/about/faq.rst:11
msgid ""
"This means it is free as in \"free speech\" as well as in \"free beer\"."
msgstr ""
msgstr "\"Konuşma özgürlüğü\" gibi özgür, \"bedava bira\" gibi bedavadır."
#: ../../docs/about/faq.rst:13
msgid "In short:"
msgstr ""
msgstr "Kısaca:"
#: ../../docs/about/faq.rst:15
msgid "There are no usage restrictions on Godot"
@@ -402,12 +400,16 @@ msgstr ""
#: ../../docs/about/faq.rst:17
msgid "You can modify, (re)distribute and remix Godot to your heart's content"
msgstr ""
"Godot'u kalbinizin içeriğine göre düzenleyebilir, yeniden dağıtabilir ve "
"yeniden düzenleyebilirsiniz"
#: ../../docs/about/faq.rst:19
msgid ""
"For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask "
"your lawyer of choice."
msgstr ""
"Daha fazlası için, `buraya <https://tldrlegal.com/license/mit-license>`_ "
"bakın veya avukatınıza danışın."
#: ../../docs/about/faq.rst:21
msgid ""
@@ -445,19 +447,19 @@ msgstr "Godot hangi platformları destekler?"
#: ../../docs/about/faq.rst:36
msgid "**For the editor:**"
msgstr ""
msgstr "**Editörler için.**"
#: ../../docs/about/faq.rst:38
msgid "Windows"
msgstr ""
msgstr "Windows"
#: ../../docs/about/faq.rst:39 ../../docs/about/faq.rst:45
msgid "Mac OS X"
msgstr ""
msgstr "Mac OS X"
#: ../../docs/about/faq.rst:40 ../../docs/about/faq.rst:46
msgid "X11 (Linux, \\*BSD)"
msgstr ""
msgstr "X11 ( Linux, \\*BSD )"
#: ../../docs/about/faq.rst:42
msgid "**For exporting your games:**"
@@ -469,17 +471,18 @@ msgstr "Windows (ve UWP)"
#: ../../docs/about/faq.rst:47
#: ../../docs/getting_started/step_by_step/exporting.rst:185
#, fuzzy
msgid "Android"
msgstr ""
msgstr "Android"
#: ../../docs/about/faq.rst:48
#: ../../docs/getting_started/step_by_step/exporting.rst:237
msgid "iOS"
msgstr ""
msgstr "iOS"
#: ../../docs/about/faq.rst:49
msgid "Web"
msgstr ""
msgstr "Web"
#: ../../docs/about/faq.rst:51
msgid ""
@@ -10020,9 +10023,8 @@ msgid "This is better explained through examples. Say we have this scenario:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979
#, fuzzy
msgid "There are a few things to keep in mind here:"
msgstr "Godot'ta kullanım kısıtlaması yoktur"
msgstr "İşte aklınızda tutmanız gereken birkaç şey:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:981
msgid ""
@@ -12636,9 +12638,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:63
#, fuzzy
msgid "C# Signals"
msgstr "Sinyaller"
msgstr "C# Sinyaller"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:65
msgid ""
@@ -13642,9 +13643,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:16
#, fuzzy
msgid "There are some things to note:"
msgstr "Godot'ta kullanım kısıtlaması yoktur"
msgstr "Not etmeniz gereken bazı şeyler:"
#: ../../docs/getting_started/workflow/assets/escn_exporter/lights.rst:18
msgid ""
@@ -13688,9 +13688,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:14
#, fuzzy
msgid "Body Type"
msgstr "Tür"
msgstr "Gövde Tipi"
#: ../../docs/getting_started/workflow/assets/escn_exporter/physics.rst:15
msgid ""
@@ -35681,9 +35680,8 @@ msgid "This is all! Thanks for your cooperation, citizen."
msgstr ""
#: ../../docs/tutorials/i18n/index.rst:2
#, fuzzy
msgid "Internationalization"
msgstr "Yerelleştirme"
msgstr "Uluslararasılaşma"
#: ../../docs/tutorials/i18n/internationalizing_games.rst:4
msgid "Internationalizing games"
@@ -52205,9 +52203,8 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:385
#, fuzzy
msgid "Binding Signals"
msgstr "Sinyaller"
msgstr "Sinyalleri Atama"
#: ../../docs/development/cpp/custom_godot_servers.rst:387
msgid ""
@@ -52721,9 +52718,8 @@ msgid ""
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:129
#, fuzzy
msgid "Node Path"
msgstr "Kaynak Yolu"
msgstr "Düğüm Yolu"
#: ../../docs/development/file_formats/tscn.rst:131
msgid ""
@@ -53052,14 +53048,12 @@ msgid ""
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:390
#, fuzzy
msgid "'transform'"
msgstr "Dönüşüm"
msgstr "'dönüşüm'"
#: ../../docs/development/file_formats/tscn.rst:391
#, fuzzy
msgid "'value'"
msgstr "Değer"
msgstr "'değer'"
#: ../../docs/development/file_formats/tscn.rst:392
msgid "'method'"
@@ -53079,9 +53073,8 @@ msgid ""
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:401
#, fuzzy
msgid "0 (constant)"
msgstr "Sabitler"
msgstr "0 (sabit)"
#: ../../docs/development/file_formats/tscn.rst:402
msgid "1 (linear)"

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@@ -9,6 +9,7 @@
# Griant <goooosick@gmail.com>, 2018.
# Harlan Howell <lin_032@hotmail.com>, 2018.
# Jingtian Pan <panjingtian@126.com>, 2018.
# MrNewWorld <xcc1997@gmail.com>, 2018.
# Oberon Zheng <360119124@qq.com>, 2018.
# plumsky <x-wolf@163.com>, 2018.
# pokemonchw <admin@byayoi.org>, 2018.
@@ -17,20 +18,23 @@
# redity su <2215523266@qq.com>, 2018.
# seanfy <everxiao@qq.com>, 2018.
# sersoong <seraphim945@qq.com>, 2018.
# SilMOON <chenminghui8899@gmail.com>, 2018.
# tf <1353699675@qq.com>, 2018.
# XQDD <1032453509@qq.com>, 2018.
# yuetian <18829280955@163.com>, 2018.
# z <755287198@qq.com>, 2018.
# Zae Chao <zae.vito@live.com>, 2018.
# zaevi <526131722@qq.com>, 2018.
# zwj36028 <23732399@qq.com>, 2018.
# 小白newer <2551376741@qq.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-06-27 05:35+0000\n"
"Last-Translator: Oberon Zheng <360119124@qq.com>\n"
"PO-Revision-Date: 2018-07-18 12:48+0000\n"
"Last-Translator: MrNewWorld <xcc1997@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -734,9 +738,8 @@ msgid ""
msgstr "如果你想添加一个本地库最好的选择是使用GDNative或定制C++模块。"
#: ../../docs/about/faq.rst:143
#, fuzzy
msgid "Also see the official blog posts on these topics:"
msgstr "另请参阅官方博客的相关文章:"
msgstr "另请参阅官方博客的相关文章:"
#: ../../docs/about/faq.rst:145
msgid ""
@@ -773,7 +776,6 @@ msgstr ""
"rtf>`_与Godot的 `开放许可 <http://opensource.org/licenses/MIT>`_不兼容。"
#: ../../docs/about/faq.rst:158
#, fuzzy
msgid ""
"That said, Godot's Collada support is good, please use the `OpenCollada "
"<https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ "
@@ -781,9 +783,9 @@ msgid ""
"are using Blender, take a look at our own `Better Collada Exporter <https://"
"godotengine.org/download>`_."
msgstr ""
"不过Godot对Collada的支持非常好如果您在用Maya或3DS Max请使用 "
"即便如此Godot对Collada的支持非常好如果您在用Maya或3DS Max请使用 "
"`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-"
"Tools>`_ 导出以便最大程度地兼容。如果您使用的是Blender可以用我们的 "
"Tools>`_ 导出,以便得到最大程度地兼容。如果您使用的是Blender可以用我们的 "
"`Better Collada Exporter <https://godotengine.org/download>`_。"
#: ../../docs/about/faq.rst:164
@@ -834,7 +836,6 @@ msgid ""
msgstr "如何处理多分辨率和长宽比的问题?"
#: ../../docs/about/faq.rst:186
#, fuzzy
msgid ""
"This question pops up often and it's probably thanks to the misunderstanding "
"created by Apple when they originally doubled the resolution of their "
@@ -844,10 +845,10 @@ msgid ""
"Android and Apple devices with different resolutions and aspect ratios were "
"created, with a very wide range of sizes and DPIs."
msgstr ""
"这个问题很常见,归功于苹果公司。苹果一开始将它们的设备分辨率加倍,让人觉得"
"不同分辨率使用相同的资源是个好主意,所以很多人就这么做下去了。起初只有苹果设"
"备这么做,但安卓和后来的苹果设备又有了不同的分辨率和宽高比,它们的尺寸和DPI变"
"得多种多样。"
"这个问题很常见,可能要归功于苹果公司。苹果一开始将它们的设备分辨率加倍,让人"
"觉得不同分辨率使用相同的资源是个好主意,所以很多人就这么做下去了。起初只有苹"
"果设备这么做,但安卓和后来的苹果设备又有了不同的分辨率和宽高比,它们的尺寸和"
"DPI变得多种多样。"
#: ../../docs/about/faq.rst:195
msgid ""
@@ -1722,7 +1723,7 @@ msgid ""
msgstr ""
"这些设定将全部被存在project.godot文件中一个win.ini格式的普通文本文件以便"
"编辑)。有一些设定可以在这个文件中修改,来更改工程的执行方式。为了方便修改,"
"Godot提供了工程设置对话框作为project.godot文件的可视修改工具"
"Godot提供了工程设置对话框作为project.godot文件的可视修改工具"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181
msgid "To access that dialog, select Project -> Project Settings. Try it now."
@@ -1798,8 +1799,8 @@ msgid ""
"In :ref:`doc_scenes_and_nodes` you learned that a scene is a collection of "
"nodes organized in a tree structure, with a single node as the tree root."
msgstr ""
"在 :ref:`doc_scenes_and_nodes` 里你学到了场景是以树结构组织的节点集合,并由一"
"个单独节点作为树"
"在 :ref:`doc_scenes_and_nodes` 里你了解了场景是以树结构组织的节点集合,并由一"
"个单独节点作为树的根节点。"
#: ../../docs/getting_started/step_by_step/instancing.rst:20
msgid ""
@@ -2461,8 +2462,8 @@ msgid ""
"highlighted in the above image. This will bring you to the script editor "
"where a default template will be included:"
msgstr ""
"要编辑脚本,选择上述按钮,这两个按钮都在上图中突出显示。这会带你进入脚本编辑"
",其中包含了默认模版"
"要编辑脚本,选择上述按钮之一,这两个按钮都在上图中突出显示。这会把你带到脚本"
"编辑器处,其中包含了默认模版"
#: ../../docs/getting_started/step_by_step/scripting.rst:165
msgid ""
@@ -2605,7 +2606,7 @@ msgid ""
"``_ready()`` function:"
msgstr ""
"由于Button和Label是有脚本附加的Panel下的兄弟节点因此可以通过在 ``_ready()``"
"函数下输入以下内容来获取Button引用"
"函数下输入以下内容来获取Button引用"
#: ../../docs/getting_started/step_by_step/scripting.rst:248
msgid "Next, write a function which will be called when the button is pressed:"
@@ -2716,11 +2717,10 @@ msgstr ""
"数。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:40
#, fuzzy
msgid ""
"This parameter can be used to make sure things always take the same amount "
"of time, regardless of the game's FPS."
msgstr "无论游戏的FPS如何这个参数都可以用来确保每帧花费的真实时间。"
msgstr "无论游戏的FPS如何这个参数都可以用来确保事务总是占用相同的时间。"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:43
msgid ""
@@ -3149,14 +3149,21 @@ msgid ""
"``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the \"Animation "
"Frames\" side of the panel:"
msgstr ""
"左侧是动画列表点击“默认”的那个并将其命名为“right”然后点击“添加”按钮来创建"
"第二个名为“up”的动画为每个动画将两张名为``playerGrey_up[1/2]``以及"
"``playerGrey_walk[1/2]``的图像拖入“动画帧”一侧的面板中:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:109
#, fuzzy
msgid ""
"The player images are a bit too large for the game window, so we need to "
"scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` "
"property to ``(0.5, 0.5)``. You can find it in the Inspector under the "
"``Node2D`` heading."
msgstr ""
"玩家的图像可能对于游戏窗口来说太大了,因此我们需要将其缩小。点击"
"``AnimatedSprite``节点并设置其``Scale``属性为``(0.5,0.5)``。你会在查看器的"
"``Node2D``标题下找到。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:116
msgid ""
@@ -3166,20 +3173,25 @@ msgid ""
"best fit, so next to \"Shape\" in the Inspector, click \"<null>\"\" -> \"New "
"CapsuleShape2D\". Resize the shape to cover the sprite:"
msgstr ""
"最终,添加一个:ref:`CollisionShape2D <class_CollisionShape2D>`对象作为"
"``Player``的子节点。它用于决定玩家的“碰撞盒”,亦或者说是它碰撞区域的边界。对"
"于该角色,给他一个``CapsuleShape2D``节点再好不过了,因此接下来来到查看器"
"的“Shape”部分点击“<null>”改为“新建 CapsuleShape2D”。然后重设形状的大小以盖"
"住精灵:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:124
msgid ""
"Don't scale the shape's outline! Only use the size handles (circled in red) "
"to adjust the shape!"
msgstr ""
msgstr "请勿缩放该形状的外框!只要用大小控制柄(红圈)来调整形状!"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:127
msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
msgstr "完成后,您的``Player``场景看起来应该像这样:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
msgid "Moving the Player"
msgstr ""
msgstr "移动玩家"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
msgid ""
@@ -3187,28 +3199,32 @@ msgid ""
"node, so we'll add a script. Click the ``Player`` node and click the \"Add "
"Script\" button:"
msgstr ""
"现在我们需要添加一些内置节点所不具备的功能,因此我们要添加一个脚本。点击"
"``Player``节点然后点击“添加脚本”按钮:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:140
msgid ""
"In the script settings window, you can leave the default settings alone. "
"Just click \"Create\":"
msgstr ""
msgstr "在脚本设定窗口中,你可以都留默认选项,只要点击“创建”就好:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:143
msgid ""
"If you're creating a C# script or other languages, select the language from "
"the `language` drop down menu before hitting create."
msgstr ""
"如果你要创建一个C#脚本或者其他语言的脚本,那就在创建之前在`语言`下拉菜单中选"
"择语言。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:148
msgid ""
"If this is your first time encountering GDScript, please read :ref:"
"`doc_scripting` before continuing."
msgstr ""
msgstr "如果这是你第一次使用GDScript请在继续之前阅读 :ref:`doc_scripting`。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:151
msgid "Start by declaring the member variables this object will need:"
msgstr ""
msgstr "首先声明该对象将会用到的成员变量:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:172
msgid ""
@@ -3217,18 +3233,26 @@ msgid ""
"to be able to adjust just like a node's built-in properties. Click on the "
"``Player`` node and set the speed property to ``400``."
msgstr ""
"对于第一个变量``speed``使用``export``关键词可以让我们能够在查看器中设置该变量"
"的值,对于我们期望能够像节点内置属性一样去调整的值,这是一个非常便利的手段。"
"点击``Player``节点并将speed属性设置为``400``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:177
#, fuzzy
msgid ""
"If you're using C#, you need to restart godot editor temporarily to see "
"exported variables in the editor until it's fixed."
msgstr ""
"如果你在使用C#你需要临时重新启动Godot编辑器并在编辑器中查看被导出的变量直至"
"它被修正。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:182
msgid ""
"The ``_ready()`` function is called when a node enters the scene tree, which "
"is a good time to find the size of the game window:"
msgstr ""
"``_ready()``函数会在节点进入场景树的时候被调用,这也是我们用来获取游戏窗口大"
"小的好时候:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:198
msgid ""
@@ -3236,18 +3260,21 @@ msgid ""
"do. ``_process()`` is called every frame, so we'll use it to update elements "
"of our game which we expect will change often. Here we'll make it:"
msgstr ""
"现在我们可以使用``_process()``函数来定义玩家将会做什么。``_process()``在每一"
"帧都会被调用,因此我们需要使用它来更新我们游戏中期望被经常改变的元素,这里我"
"们就做到了:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:202
msgid "Check for input."
msgstr ""
msgstr "检测输入。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:203
msgid "Move in the given direction."
msgstr ""
msgstr "以给定方向移动。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:204
msgid "Play the appropriate animation."
msgstr ""
msgstr "播放适当的动画。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:206
msgid ""
@@ -3258,12 +3285,18 @@ msgid ""
"we will use the default events that are assigned to the arrow keys on the "
"keyboard."
msgstr ""
"首先我们需要检测输入——玩家是否在按着某个键?对于这个游戏来说,我们有四个方向"
"的输入需要检测。输入动作被定义在项目设定的“输入映射”页下。你可以自定义事件并"
"分配器不同的键位、鼠标亦或者是其他输入的事件。对于这个演示项目来说,我们会使"
"用已经分配给键盘方向键的默认事件。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:213
msgid ""
"You can detect whether a key is pressed using ``Input.is_action_pressed()``, "
"which returns ``true`` if it is pressed or ``false`` if it isn't."
msgstr ""
"你可以通过``Input.is_action_pressed()``检测一个按键是否被按下,该函数会在按下"
"时返回``true``,否则返回``false``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:266
msgid ""
@@ -3273,6 +3306,9 @@ msgid ""
"we're adding a horizontal and a vertical movement, the player would move "
"*faster* than if it just moved horizontally."
msgstr ""
"我们会检测每一个输入并增加/减少``velocity``以获取总的方向。比如说如果你同时按"
"下了``→``和``↓``,那么最终的``velocity``就会是``(1,1)``。在这种情况下因为我们"
"叠加了水平和垂直方向的运动,玩家会比仅在水平方向上移动得*更快*。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:272
msgid ""
@@ -3280,6 +3316,8 @@ msgid ""
"*length* to ``1``, and multiply by the desired speed. This means no more "
"fast diagonal movement."
msgstr ""
"我们可以通过对速度向量*单位化(规格化)*来防止这件事,这也就意味着我们会把它"
"的*模*设置为``1``,并乘以想要的速度,这也就意味着不再有更快的对角线移动方式。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:276
msgid ""
@@ -3287,12 +3325,16 @@ msgid ""
"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to "
"know but won't be necessary for the rest of this tutorial."
msgstr ""
"如果您从未使用过向量数学,亦或者需要温故知新,您可以看看这里 :ref:"
"`doc_vector_math` 关于向量在Godot中使用的解释说明。最好是了解一下尽管对于本教"
"程剩下的部分来说这并不必要。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:280
msgid ""
"We also check whether the player is moving so we can start or stop the "
"AnimatedSprite animation."
msgstr ""
"我们也会检测某个问价是否在移动以便我们能够启动或停止AnimatedSprite的动画。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:283
msgid ""
@@ -3300,6 +3342,8 @@ msgid ""
"``null`` if the node is not found. Since AnimatedSprite is a child of the "
"current node, we can use ``$AnimatedSprite``."
msgstr ""
"``$`` 返回该节点的相对路径,若该节点未找到则返回``null``因为AnimatedSprite"
"是当前节点的子节点,因此我们可以使用``$AnimatedSprite``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:286
msgid ""
@@ -3307,6 +3351,8 @@ msgid ""
"$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")."
"play()``."
msgstr ""
"``$`` 是 ``get_node()`` 的简写,因此在上面的代码中, ``$AnimatedSprite."
"play()`` 与 ``get_node(\"AnimatedSprite\").play()``等效。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:289
msgid ""
@@ -3314,16 +3360,18 @@ msgid ""
"and use ``clamp()`` to prevent it from leaving the screen by adding the "
"following to the bottom of the ``_process`` function:"
msgstr ""
"既然我们已经有了运动的方向,我们就可以更新``Player``的位置了并可以在"
"``_process()``函数的底部使用``clamp()``函数来防止它离开屏幕:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:309
msgid "*Clamping* a value means restricting it to a given range."
msgstr ""
msgstr "*夹住*一个值意味着将其限制在一个给定区间内。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:311
msgid ""
"Click \"Play Scene\" (``F6``) and confirm you can move the player around the "
"screen in all directions."
msgstr ""
msgstr "点击“运行场景”(``F6``)并确认您能够在屏幕中沿任一方向移动玩家。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:314
msgid ""
@@ -3332,10 +3380,13 @@ msgid ""
"are case-sensitive and ``$NodeName`` or ``get_node(\"NodeName\")`` must "
"match the name you see in the scene tree."
msgstr ""
"如果您在“调试器”面板中得到一个错误说引用了一个“null实例”似乎您节点的名字拼"
"写有误。节点名是对大小写敏感的并且``$NodeName``或``get_node(\"NodeName\")``必"
"须与您在场景书中见到的名字一致。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:319
msgid "Choosing Animations"
msgstr ""
msgstr "选择动画"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:321
msgid ""
@@ -3346,6 +3397,10 @@ msgid ""
"``flip_v`` for downward movement. Let's place this code at the end of our "
"``_process()`` function:"
msgstr ""
"既然玩家能够移动我们就需要基于方向来改变AnimatedSprite正在播放的动画。我们"
"有一个“right”动画其应该在向左的运动中通过``flip_h``属性被左右翻转,以及一"
"个“up”动画其应该在向下的运动中通过``flip_v``属性上下翻转。那我们就在"
"``_process()``函数的结尾添加这些代码吧:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:350
msgid ""
@@ -3353,10 +3408,12 @@ msgid ""
"the directions. When you're sure the movement is working correctly, add this "
"line to ``_ready()`` so the player will be hidden when the game starts:"
msgstr ""
"再次运行场景并检查各方向的动画是否正确,当你确定移动正常工作的话,将下面一行"
"代码加到``_ready()``中以便玩家在游戏开始时被隐藏:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:365
msgid "Preparing for Collisions"
msgstr ""
msgstr "准备碰撞"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:367
msgid ""
@@ -3364,10 +3421,12 @@ msgid ""
"any enemies yet! That's OK, because we're going to use Godot's *signal* "
"functionality to make it work."
msgstr ""
"我们希望``Player``能够检测它何时被一个敌人撞到,但是我们还没做敌人呢!没关"
"系因为我们要使用Godot的*信号*功能来实现。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:371
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr ""
msgstr "在脚本的顶端,``extends Area2d``之后添加:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:383
msgid ""
@@ -3376,6 +3435,9 @@ msgid ""
"detect the collision. Select the ``Player`` node and click the \"Node\" tab "
"next to the Inspector tab to see the list of signals the player can emit:"
msgstr ""
"这段代码自定义了一个叫做“hit”的信号其会在我们的玩家撞到一个敌人的时候发出"
"(发送出去)。我们会使用``Area2D``来检测碰撞,选择``Player``节点并点击“节"
"点”标签页(查看器标签页旁边)来查看玩家能够发射的所有信号:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:390
msgid ""
@@ -3387,6 +3449,11 @@ msgid ""
"automatically create a function called ``_on_Player_body_entered`` in your "
"player's script."
msgstr ""
"请注意我们自定义的“hit”信号也在其中因为我们的敌人会是``RigidBody2D``节"
"点,因此我们要的是``body_entered( Object body )``信号;它会在一个实体与玩家接"
"触时被发射出去。点击“连接到……”然后在“连接信号”窗口下再次点击“连接”。我们不需"
"要对任何设定做改变——Godot会在您的玩家脚本中自动创建一个叫做"
"``_on_Player_body_entered``的函数。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:398
msgid ""
@@ -3394,10 +3461,12 @@ msgid ""
"you can also give the name of an existing function that you want to link the "
"signal to."
msgstr ""
"当连接一个信号时除了Godot为您创建的函数之外您也要给出一个已有函数的名称用"
"于将信号连接到它上。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:402
msgid "Add this code to the function:"
msgstr ""
msgstr "为该节点添加函数:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:425
msgid ""
@@ -3405,16 +3474,18 @@ msgid ""
"turning it off, we make sure we don't trigger the ``hit`` signal more than "
"once."
msgstr ""
"禁用区域碰撞形体意味着它不会检测碰撞,通过关闭它我们能够确保不会多次触发"
"``hit``信号。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:430
msgid ""
"The last piece for our player is to add a function we can call to reset the "
"player when starting a new game."
msgstr ""
msgstr "玩家的最后一部分就是添加一个功能,用于在开始新游戏时重置玩家。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:453
msgid "Enemy Scene"
msgstr ""
msgstr "敌人场景"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:455
msgid ""
@@ -3423,28 +3494,32 @@ msgid ""
"the screen and move in a random direction in a straight line, then despawn "
"when they go offscreen."
msgstr ""
"现在是时候去做一些玩家必须躲避的敌人了。他们的行为并不复杂:暴民会在屏幕边缘"
"随机生成并以随机方向沿直线运动,然后会在离开屏幕时消失。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:460
msgid ""
"We will build this into a ``Mob`` scene, which we can then *instance* to "
"create any number of independent mobs in the game."
msgstr ""
"我们会将其构建到``Mob``场景中,我们稍后会实例化这个场景来在游戏中创建若干个独"
"立的暴民。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:464
msgid "Node Setup"
msgstr ""
msgstr "节点建立"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:466
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr ""
msgstr "点击场景→新建场景然后我们就可以创建Mob了。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:468
msgid "The Mob scene will use the following nodes:"
msgstr ""
msgstr "Mob场景将会使用如下节点"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:470
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ""
msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (名为 ``Mob``)"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:472
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
@@ -3464,7 +3539,7 @@ msgstr ""
msgid ""
"Don't forget to set the children so they can't be selected, like you did "
"with the Player scene."
msgstr ""
msgstr "别忘记设置其子节点以不被选中就像你在处理Player场景时一样。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:479
msgid ""
@@ -3473,6 +3548,9 @@ msgid ""
"``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first "
"box. This will ensure the mobs do not collide with each other."
msgstr ""
"在 :ref:`RigidBody2D <class_RigidBody2D>` 属性中,设置``Gravity Scale`` 为 "
"``0``,以防止暴民向下移动。此外,在``PhysicsBody2D``部分下,点击``Mask``属性"
"并去除第一个复选框的勾选,这会确保暴民不会彼此碰撞。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:486
msgid ""
@@ -3482,17 +3560,23 @@ msgid ""
"\"Speed (FPS)\" setting as shown below. We'll select one of these animations "
"randomly so that the mobs will have some variety."
msgstr ""
"设置: ref: ' AnimatedSprite <class_AnimatedSprite> ' 就像你为玩家做的那样。这"
"一次, 我们有3动画: \"fly\", \"swim\", 和 \"walk\"。将检查器中的 \"playing\" "
"属性设置为 \"On\" 并调整 \"速度 (FPS)\" 设置, 如下所示。我们将随机选择这些动"
"画之一, 使暴徒将有一些变量。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:493
msgid ""
"``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS."
msgstr ""
msgstr "``fly``应设置为3 FPS,``swim`` and ``walk``应设置为4 FPS."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:495
msgid ""
"Like the player images, these mob images need to be scaled down. Set the "
"``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
msgstr ""
"像玩家图片一样,这些暴民的图片也要缩小。设置``AnimatedSprite``的 ``Scale`` 属"
"性为 ``(0.75, 0.75)``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:498
msgid ""
@@ -3500,14 +3584,16 @@ msgid ""
"align the shape with the image, you'll need to set the ``Rotation Degrees`` "
"property to ``90`` under ``Node2D``."
msgstr ""
"正如在 \"玩家\" 场景中, 添加一个 \"CapsuleShape2D\" 的碰撞。要将形状与图像对"
"齐, 您需要将 \"Rotation Degrees\" 属性设置为 \"Node2D\" 下的 \"90\"。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:503
msgid "Enemy Script"
msgstr ""
msgstr "空脚本"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:505
msgid "Add a script to the ``Mob`` and add the following member variables:"
msgstr ""
msgstr "添加一条脚本到``Mob``然后添加以下成员变量:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:529
msgid ""
@@ -3517,12 +3603,17 @@ msgid ""
"an array containing the names of the three animations, which we'll use to "
"select a random one."
msgstr ""
"我们将在\"min_speed\"和\"max_speed\"之间选择一个随机值来表示每个怪物移动的速"
"度(如果它们都以相同的速度移动会很无趣)。在属性面板里将他们设置成\"150\"和"
"\"250\"。我们还需要一个包含三个动画名字的数组,并随机选择其中一个。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:535
msgid ""
"Now let's look at the rest of the script. In ``_ready()`` we randomly choose "
"one of the three animation types:"
msgstr ""
"现在让我们来看看脚本的其余部分。在\"_ready()\" 中,我们从三个动画类型中随机选"
"择一个:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:559
msgid ""
@@ -3531,6 +3622,10 @@ msgid ""
"``randomize()`` in our ``Main`` scene, so we won't need it here. ``randi() % "
"n`` is the standard way to get a random integer between ``0`` and ``n-1``."
msgstr ""
"如果希望每次打开场景时,你的\"random\"成员顺序都不一样,则必须使用"
"``randomize()``。我们将会在我们的 ``Main`` 场景中使用 ``randomize()``,所以我"
"们不会在这里使用。 ``randi() % n``是一种标准的方式,用于产生``0``到``n-1``的"
"随机整数。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:565
msgid ""
@@ -3538,10 +3633,12 @@ msgid ""
"screen. Connect the ``screen_exited()`` signal of the ``Visibility`` node "
"and add this code:"
msgstr ""
"最后一部分就是,当暴徒离开屏幕后,让他们删除掉自己,连接``Visibility`` 的 "
"``screen_exited()`` 信号节点然后增加代码:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:582
msgid "This completes the `Mob` scene."
msgstr ""
msgstr "这会完成 `Mob`场景。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:585
msgid "Main Scene"
@@ -3553,45 +3650,52 @@ msgid ""
"`Node <class_Node>` named ``Main``. Click the \"Instance\" button and select "
"your saved ``Player.tscn``."
msgstr ""
"现在是时候将其整合起来了。创建一个新场景并添加一个ref:“节点 <class_Node>” "
"命名为“Main”。点击“实例”按钮并选择你保存的“Player.tscn”。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:593
msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr ""
msgstr "查阅 :ref:`doc_instancing` 来学习更多关于实例的知识。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:595
msgid ""
"Now add the following nodes as children of ``Main``, and name them as shown "
"(values are in seconds):"
msgstr ""
"现在, 将以下节点添加为 \"Main\" 的子级, 并按显示的名称命名它们 (值以秒为单"
"位):"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:598
msgid ""
":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs "
"spawn"
msgstr ""
msgstr ":ref:`Timer <class_Timer>` (命名为 \"MobTimer\")-控制暴徒产生的频率。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:599
msgid ""
":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score "
"every second"
msgstr ""
msgstr ":ref:`Timer <class_Timer>`(命名为``ScoreTimer`` - 每秒增加分数。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:600
msgid ""
":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before "
"starting"
msgstr ""
": ref: \"计时器 <class_Timer>\" (命名为 \"StartTimer\")-在开始前给出延迟"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:601
msgid ""
":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate "
"the player's start position"
msgstr ""
"REF`Position2D <class_Position2D> `(命名为``StartPosition`` - 表示玩家"
"的起始位置"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:603
msgid ""
"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
msgstr ""
msgstr "设置每个``Timer``节点的``Wait Time``属性,如下所示:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:606
msgid "``MobTimer``: ``0.5``"
@@ -3610,10 +3714,12 @@ msgid ""
"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and "
"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
msgstr ""
"另外, 将 \"StartTimer\" 的 \"One Shot\" 属性设置为 \"On\", 并将 "
"\"StartPosition\" 节点的 \"Position\" 设置为 \"(240、450)\"。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:614
msgid "Spawning Mobs"
msgstr ""
msgstr "生成暴徒"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:616
msgid ""
@@ -3622,6 +3728,9 @@ msgid ""
"<class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you "
"select ``Path2D``, you will see some new buttons at the top of the editor:"
msgstr ""
"主节点将会生成新的暴徒,并且我们需要他们出现在屏幕边缘的随机地点。添加一个 :"
"ref:`Path2D <class_Path2D>` 节点,命名为 ``MobPath``,作为``Main`` 的子节点。"
"当你选择``Path2D``后,你就能在编辑器的上方看到一些新按钮:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:623
msgid ""
@@ -3631,6 +3740,10 @@ msgid ""
"\"Snapping options\" button to the left of the \"Lock\" button, appearing as "
"a series of three vertical dots."
msgstr ""
"选择中间的(“添加点”)然后在所示的拐角通过单击来新增点,绘制出路径。要使点吸"
"附到网格确保“吸附到网格”被选中。此选项可以在“吸附选项Snapping "
"options”按钮下方“锁定Lock”按钮的左边找到以一系列三个垂直点的形式出"
"现。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:631
msgid ""
@@ -3726,19 +3839,19 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:832
msgid "The HUD displays the following information:"
msgstr ""
msgstr "HUD显示以下信息"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:834
msgid "Score, changed by ``ScoreTimer``."
msgstr ""
msgstr "分数,用``ScoreTimer``改变。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:835
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr ""
msgstr "一条信息如”Game Over“或”Get Ready"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:836
msgid "A \"Start\" button to begin the game."
msgstr ""
msgstr "一个”Start“按钮来开始游戏。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:838
msgid ""
@@ -3746,22 +3859,25 @@ msgid ""
"our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:"
"`Label <class_Label>` and :ref:`Button <class_Button>`."
msgstr ""
"UI元素的基本节点是 :ref:`Control <class_Control>`。要创造UI我们会使用:ref:"
"`Control <class_Control>`的两种节点: :ref:`Label <class_Label>`和:ref:"
"`Button <class_Button>`。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:842
msgid "Create the following as children of the ``HUD`` node:"
msgstr ""
msgstr "创造以下节点作为``HUD``的子节点:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:844
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ""
msgstr ":ref:`Label <class_Label>`命名为 ``ScoreLabel``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:845
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ""
msgstr ":ref:`Label <class_Label>`命名为``MessageLabel``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:846
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ""
msgstr ":ref:`Button <class_Button>`命名为``StartButton``。"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:847
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
@@ -3900,7 +4016,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:918
msgid "Now add this script to ``HUD``:"
msgstr ""
msgstr "现在增加该脚本到``HUD``:"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:935
msgid ""
@@ -10060,7 +10176,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374
msgid "Vector built-in types"
msgstr ""
msgstr "内置向量类型"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:377
msgid ":ref:`Vector2 <class_Vector2>`"
@@ -10070,7 +10186,7 @@ msgstr ""
msgid ""
"2D vector type containing ``x`` and ``y`` fields. Can also be accessed as "
"array."
msgstr ""
msgstr "2D向量类型包含``x``和``y``字段,也可以像数组一样访问。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:383
msgid ":ref:`Rect2 <class_Rect2>`"
@@ -10090,7 +10206,7 @@ msgstr ""
msgid ""
"3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be "
"accessed as an array."
msgstr ""
msgstr "3D向量类型包含``x``, ``y`` 与 ``z``字段,也能够像数组一样访问。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:395
msgid ":ref:`Transform2D <class_Transform2D>`"
@@ -10109,6 +10225,7 @@ msgid ""
"3D Plane type in normalized form that contains a ``normal`` vector field and "
"a ``d`` scalar distance."
msgstr ""
"3D平面类型的标准形式包含一个``normal``法向量字段以及一个``d``距离标量。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:406
msgid ":ref:`Quat <class_Quat>`"
@@ -10140,6 +10257,8 @@ msgid ""
"3x3 matrix used for 3D rotation and scale. It contains 3 vector fields "
"(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors."
msgstr ""
"3×3矩阵被用于3D旋转与缩放其包含3个向量字段(``x``, ``y`` 和 ``z``) 并且可以"
"像3D向量组那样访问。"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:426
msgid ":ref:`Transform <class_Transform>`"
@@ -19177,7 +19296,7 @@ msgstr ""
msgid ""
"This acceleration will use the tangent vector to the center. Combining with "
"radial acceleration can do nice effects."
msgstr ""
msgstr "该加速度会使用到中心点的切向量,结合径向加速度可以做出很酷炫的效果。"
#: ../../docs/tutorials/2d/particle_systems_2d.rst:248
msgid "Damping"
@@ -50452,15 +50571,15 @@ msgstr "pkg-config (用于检测下面这些依赖库)"
#: ../../docs/development/compiling/compiling_for_x11.rst:18
msgid "X11, Xcursor, Xinerama, Xi and XRandR development libraries"
msgstr "X11 、Xcursor 、 Xinerama 、 Xi 、XRandR 这些 X11 平台的开发依赖库"
msgstr "X11 、Xcursor 、 Xinerama 、 Xi 、XRandR 这些 X11 平台的开发依赖库"
#: ../../docs/development/compiling/compiling_for_x11.rst:19
msgid "MesaGL development libraries"
msgstr "MesaGL 开发依赖库。"
msgstr "MesaGL开发"
#: ../../docs/development/compiling/compiling_for_x11.rst:20
msgid "ALSA development libraries"
msgstr "ALSA 开发依赖库。"
msgstr "ALSA开发"
#: ../../docs/development/compiling/compiling_for_x11.rst:21
msgid "PulseAudio development libraries (for sound support)"
@@ -51573,8 +51692,8 @@ msgid ""
"managed side. In order to generate them, first, you must build Godot with "
"the options ``tools=yes`` and ``mono_glue=no``:"
msgstr ""
"这些胶水代码用于封装 mono 所需要的一些功能。要生成这些代码,你需要首先通过 "
"``tools=yes`` 和 ``mono_glue=no`` 配置构建一遍 Godot"
"这些粘合代码用于封装 mono 所需要的一些功能。要生成这些代码,你需要首先通过 "
"``tools=yes`` 和 ``mono_glue=no`` 配置构建一遍 Godot"
#: ../../docs/development/compiling/compiling_with_mono.rst:36
msgid ""
@@ -52158,7 +52277,7 @@ msgstr "设置 Scheme"
#: ../../docs/development/cpp/configuring_an_ide.rst:217
msgid "Edit Build Scheme of External Build Target:"
msgstr "编辑外部构建目标的构建方案"
msgstr "编辑外部构建目标的构建方案"
#: ../../docs/development/cpp/configuring_an_ide.rst:219
msgid "Open scheme editor of external build target"
@@ -52641,7 +52760,7 @@ msgstr ""
#: ../../docs/development/cpp/variant_class.rst:21
msgid "Be hashed, so it can be compared quickly to other variants"
msgstr "能哈希, 因此能够与其他 Variant 对象进行快速比较"
msgstr "能求得哈希 因此能够与其他 Variant 对象进行快速比较"
#: ../../docs/development/cpp/variant_class.rst:22
msgid "Be used to convert safely between datatypes"
@@ -53083,7 +53202,7 @@ msgid ""
msgstr ""
"Godot 允许通过模块化的方式对引擎进行扩展。 你可以创建新的模块,然后启用/禁用"
"它。 这允许在我们在各个级别为引擎添加新功能而无需修改引擎现的核心代码,各个模"
"块这可以拆分不同功能的便于现有代码复用"
"块这可以拆分不同功能的便于现有代码复用"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:14
msgid ""

View File

@@ -2,6 +2,8 @@
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
#
#
# Cliffs Dover <bottle@dancingbottle.com>, 2018.
# Kisaragi Hiu <mail@kisaragi-hiu.com>, 2018.
# Matt <chchwy@gmail.com>, 2018.
# Qing <icinriiq@gmail.com>, 2018.
@@ -11,8 +13,8 @@ msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: 2018-04-29 15:59+0000\n"
"Last-Translator: Matt <chchwy@gmail.com>\n"
"PO-Revision-Date: 2018-07-15 16:35+0000\n"
"Last-Translator: Kisaragi Hiu <mail@kisaragi-hiu.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-docs/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -20,11 +22,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 3.0-dev\n"
"X-Generator: Weblate 3.1-dev\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
msgstr "Godot 文件 - *master* 分支"
#: ../../docs/index.rst:9
msgid ""
@@ -32,6 +34,8 @@ msgid ""
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
"這是unstable(master)分支的文件。想要看當前**stable**分支的文件? `請查看這裡 "
"<http://docs.godotengine.org/en/stable>`_。a"
#: ../../docs/index.rst:13
msgid ""
@@ -41,6 +45,9 @@ msgid ""
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
"歡迎來到Godot遊戲引擎的官方文件Godot引擎是一款免費開源社區驅動的2D和3D遊"
"戲引擎!如果您是第一次看這個文件,我們建議您先閲讀 :ref:`簡介 "
"<doc_about_intro>` 以便對本文件所提供的內容做一個概覽。"
#: ../../docs/index.rst:18
msgid ""
@@ -48,6 +55,8 @@ msgid ""
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
"在內容下面和側欄中的列表應讓您可以輕鬆訪問您有興趣的主題文檔。您也可以使用左"
"上角的搜索功能。"
#: ../../docs/index.rst:22
msgid ""
@@ -57,6 +66,9 @@ msgid ""
"something, or cannot find what you are looking for in the docs, help us make "
"the documentation better by letting us know!"
msgstr ""
"Godot引擎是一個由志願者社群開發的開源項目。文件團隊可以隨時使用您的回饋並幫"
"助改進教程和類別參考。如果您不明白某些內容,或無法在文件中找到您要尋找的內"
"容,請告知我們來讓文件變的更好!"
#: ../../docs/index.rst:29
msgid ""
@@ -67,6 +79,11 @@ msgid ""
"<https://discord.gg/zH7NUgz>`_, or the ``#godotengine-doc`` channel on `irc."
"freenode.net <http://webchat.freenode.net/?channels=#godotengine-doc>`_!"
msgstr ""
"在`GitHub 儲存庫<https://github.com/godotengine/godot-docs/issues>`_提交問題"
"或pull request幫助我們`將文件 <https://hosted.weblate.org/engage/godot-"
"engine/>`_翻譯到您的語言或者在`Discord <https://discord.gg/zH7NUgz>`_上的"
"``#documentation``頻道,或是`irc.freenode.net <http://webchat.freenode.net/?"
"channels=#godotengine-doc>`_上的``#godotengine-doc`` 頻道和我們討論!"
#: ../../docs/index.rst:43
msgid ""
@@ -1547,7 +1564,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
msgstr ""
msgstr "成功!"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
@@ -9686,7 +9703,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:211
#: ../../docs/development/cpp/object_class.rst:94
msgid "Constants"
msgstr ""
msgstr "定數"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:549
msgid ""
@@ -30545,7 +30562,7 @@ msgstr ""
#: ../../docs/tutorials/audio/index.rst:2
msgid "Audio"
msgstr ""
msgstr "聲音"
#: ../../docs/tutorials/audio/audio_buses.rst:4
#: ../../docs/tutorials/audio/audio_buses.rst:45