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godot-docs-l10n/sphinx/templates/getting_started/step_by_step/animations.pot
2019-01-09 10:58:46 +01:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2019, 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.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-01-09 10:56+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/animations.rst:4
msgid "Animations"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:7
msgid "Introduction"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:9
msgid "Godot's animation system is extremely powerful and flexible."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:11
msgid "To begin, let's use the scene from the previous tutorial (:ref:`doc_splash_screen`). The goal is to add a \"fade-in\" animation to the splash image. Here's a copy just in case: :download:`robisplash.zip <files/robisplash.zip>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:16
msgid "Add an animation player"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:18
msgid "First of all, add an :ref:`AnimationPlayer <class_AnimationPlayer>` node to the scene as a child of \"background\" (the root node):"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:23
msgid "When a node of this type is selected, the animation editor panel will appear:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:28
msgid "The animation editor panel stays visible until manually hidden."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:31
msgid "Creating the animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:33
msgid "It's time to create a new animation! Press the new animation button and name the animation \"intro\" when the dialog appears."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:38
msgid "Now that we have an animation, the property editor enters \"animation editing\" mode. In this mode, a key icon appears next to every property of the property editor. In Godot, any property of an object can be animated:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:46
msgid "Editing the animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:48
msgid "The logo will appear from the top of the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:50
msgid "With the animation editor panel open, select the \"logo\" node and set the \"Rect / Position\" property to ``(118, -400)`` and press the key button next to the property:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:56
msgid "When the dialog appears, confirm that you are creating a new track."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:58
msgid "The keyframe will be added in the animation player editor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:62
msgid "Move the editor cursor to the end by clicking here:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:66
msgid "Change the logo position to ``(118, 0)`` and add a keyframe again. With two keyframes, the animation happens."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:71
msgid "Pressing \"Play selected animation from start. (Shift-D)\" on the animation panel will make the logo descend."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:76
msgid "Click the \"Autoplay on Load\" button to set the animation to start automatically when the scene starts."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:81
msgid "And finally, when running the scene, the animation should look like this:"
msgstr ""