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godot-docs-l10n/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot
2022-09-09 16:05:06 +02:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2022, 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 3.5\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-09-09 16:03+0200\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/first_2d_game/02.player_scene.rst:4
msgid "Creating the player scene"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:6
msgid "With the project settings in place, we can start working on the player-controlled character."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:9
msgid "The first scene will define the ``Player`` object. One of the benefits of creating a separate Player scene is that we can test it separately, even before we've created other parts of the game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:14
msgid "Node structure"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:16
msgid "To begin, we need to choose a root node for the player object. As a general rule, a scene's root node should reflect the object's desired functionality - what the object *is*. Click the \"Other Node\" button and add an :ref:`Area2D <class_Area2D>` node to the scene."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:23
msgid "Godot will display a warning icon next to the node in the scene tree. You can ignore it for now. We will address it later."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:26
msgid "With ``Area2D`` we can detect objects that overlap or run into the player. Change the node's name to ``Player`` by double-clicking on it. Now that we've set the scene's root node, we can add additional nodes to give it more functionality."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:31
msgid "Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock; its tooltip says \"Makes sure the object's children are not selectable.\""
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:38
msgid "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux or :kbd:`Cmd + S` on macOS."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:41
msgid "For this project, we will be following the Godot naming conventions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:43
msgid "**GDScript**: Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:47
msgid "**C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names precisely when connecting signals."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:54
msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:56
msgid "Click on the ``Player`` node and add an :ref:`AnimatedSprite <class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Frames`` property in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click again to open the \"SpriteFrames\" panel:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:67
msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"walk\". Then click the \"New Animation\" button to create a second animation named \"up\". Find the player images in the \"FileSystem\" tab - they're in the ``art`` folder you unzipped earlier. Drag the two images for each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the \"Animation Frames\" side of the panel for the corresponding animation:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:76
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 ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:83
msgid "Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child of ``Player``. This will determine the player's \"hitbox\", or the bounds of its collision area. For this character, a ``CapsuleShape2D`` node gives the best fit, so next to \"Shape\" in the Inspector, click \"[empty]\"\" -> \"New CapsuleShape2D\". Using the two size handles, resize the shape to cover the sprite:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:92
msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:96
msgid "Make sure to save the scene again after these changes."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:98
msgid "In the next part, we'll add a script to the player node to move and animate it. Then, we'll set up collision detection to know when the player got hit by something."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""