# Spanish translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # 44pes Games <44pes.games@gmail.com>, 2020. # Megamega53 , 2020, 2021. # Javier Ocampos , 2020, 2021, 2022, 2023, 2025. # Serk Lintur , 2020. # Lambientan , 2020. # paco , 2020, 2021. # No te interesa , 2020. # Jonatan , 2020. # peter9811 , 2020. # Ventura Pérez García , 2020, 2022. # Joakker , 2020, 2021. # ACM , 2020. # Pierre Stempin , 2020. # José Manuel Jurado Bujalance , 2020. # Osman Robles , 2020. # jonagamerpro1234 ss , 2020, 2021. # Cameron Toms , 2021. # Roderick Lagunas , 2021. # Erick Figueroa , 2021. # Anderson Guzman Abreu , 2021. # Fonspem None , 2021. # Andres David Calderón Jimenez , 2021. # Manuel Cantón Guillén , 2021. # Rémi Verschelde , 2021. # Rémi Verschelde , 2021. # Alfonso V , 2022, 2024. # Alejandro Pérez , 2022. # Cristhian Pineda Castro , 2022. # Francesco Santoro , 2022. # Jake-insane , 2022. # Luis Alberto Flores Baca , 2022. # emnrx , 2022. # BlackNoizE404 , 2022. # Keyla Arroyos , 2022. # Victor Stancioiu , 2022. # yohanger , 2022. # Mateo , 2023. # Alan Arrecis , 2023. # Fernando Sacó , 2023. # Damien Monasterios , 2023. # andres gallegos , 2023. # Dariem Lázaro García López , 2023. # Adrian Migueles , 2023. # Joinner Medina , 2023. # Denis Anfruns , 2023. # Luis Ortiz , 2023. # Biel Serrano Sanchez , 2023. # Скотт Сторм , 2023. # Alvaro Tejada , 2023. # Abrahams Rubí , 2023. # Braulio León Madrid Escobar , 2023. # Andres Diaz , 2023. # Jose Orenday , 2023. # ndfsa <25588077+ndfsa@users.noreply.github.com>, 2023. # diegoaichele , 2023. # Ignacio Baptista , 2023. # Sergio Varela , 2023. # Moises Alejandro Vera Torrealba , 2023. # "Francisco S. F." , 2023. # Jorge González , 2023. # Jorge Julio Torres , 2023. # simomi 073 , 2023, 2024. # Alejandro Ruiz Esclapez , 2023. # Carlos Cortes Garcia , 2023. # Victor Gimenez , 2024. # Santiago Fagúndez , 2024. # el erok , 2024. # Miguel de Dios Matias , 2024. # Ismael Morejón Blasco , 2024. # Yllen Fernandez , 2024. # Franco Ezequiel Ibañez , 2024. # Zeerats , 2024. # Agustín Da Silva , 2024. # Daniel Miranda , 2024. # Cristofer Binimelis , 2024. # Yarelio , 2024. # Augusto Hernández , 2024. # José Artigas , 2024. # Zgtale , 2024. # Juan Matias Olmos , 2024. # Juan Castro , 2024. # Alejandro Moctezuma , 2024, 2025. # gallegonovato , 2024. # Andres David Calderon , 2024. # MayorTom4815 , 2024. # Jesús Arriaza , 2024. # Simja 82 , 2024. # Keider Kaize , 2024. # Valentben , 2024. # Alexander Diego , 2024. # José Andrés Urdaneta , 2025. # LuisGFlorez , 2025. # Luis Angel , 2025. # Rodrigo Pizarro , 2025. # Hompis Homp , 2025. # JoseLL8 <100429024@alumnos.uc3m.es>, 2025. # Joshue Garcia , 2025. # Myeongjin , 2025. # Juan Segundo , 2025. # Sandy , 2025. # David , 2025. # Yhaliff Said Barraza Zubia , 2025. # samidare20 , 2025. # Zelta , 2025. # Juan Gutierrez , 2025. # Julio Osmar , 2025. # Randall madrigal , 2025. # Micky , 2025. # Albert Lacarta , 2025. # Antonio SysPro , 2025. # 🍁 , 2025. # Julián Lacomba , 2025. # Nadie , 2025. # Chen Romero Juárez , 2025. # "Santiago Leonardo L." , 2025. # iker-sr , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2025-12-18 20:24+0000\n" "Last-Translator: iker-sr \n" "Language-Team: Spanish \n" "Language: es\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" "X-Generator: Weblate 5.15.1\n" #: doc/tools/make_rst.py msgid "All classes" msgstr "Todas las clases" #: doc/tools/make_rst.py msgid "Globals" msgstr "Globales" #: doc/tools/make_rst.py msgid "Nodes" msgstr "Nodos" #: doc/tools/make_rst.py msgid "Resources" msgstr "Recursos" #: doc/tools/make_rst.py msgid "Editor-only" msgstr "Solo para el Editor" #: doc/tools/make_rst.py msgid "Other objects" msgstr "Otros objetos" #: doc/tools/make_rst.py msgid "Variant types" msgstr "Tipos de Variant" #: doc/tools/make_rst.py msgid "Description" msgstr "Descripción" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Tutoriales" #: doc/tools/make_rst.py msgid "Properties" msgstr "Propiedades" #: doc/tools/make_rst.py msgid "Constructors" msgstr "Constructores" #: doc/tools/make_rst.py msgid "Methods" msgstr "Métodos" #: doc/tools/make_rst.py msgid "Operators" msgstr "Operadores" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Propiedades del Tema" #: doc/tools/make_rst.py msgid "Signals" msgstr "Señales" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Enumeraciones" #: doc/tools/make_rst.py msgid "Constants" msgstr "Constantes" #: doc/tools/make_rst.py msgid "Annotations" msgstr "Anotaciones" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descripciones de Propiedades" #: doc/tools/make_rst.py msgid "Constructor Descriptions" msgstr "Descripciones de Constructores" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Descripciones de Métodos" #: doc/tools/make_rst.py msgid "Operator Descriptions" msgstr "Descripciones de Operadores" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "Descripciones de las propiedades del tema" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "Hereda:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "Heredado por:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(sobrescribe %s)" #: doc/tools/make_rst.py msgid "Default" msgstr "Predeterminado" #: doc/tools/make_rst.py msgid "Setter" msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "valor" #: doc/tools/make_rst.py msgid "Getter" msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "Normalmente, este método debería ser sobreescrito por el usuario para que " "tenga algún efecto." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Este método no tiene efectos secundarios. No modifica ninguna de las " "variables miembro de la instancia." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Este método permite agregar cualquier número de argumentos después de los " "descritos aquí." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "Este método se utiliza para construir un tipo." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Este método no necesita una instancia para ser llamado, por lo que puede " "llamarse directamente utilizando el nombre de la clase." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Este método describe un operador válido para usar con este tipo como " "operando izquierdo." #: doc/tools/make_rst.py msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Este valor es un entero compuesto como una máscara de bits de las siguientes " "banderas." #: doc/tools/make_rst.py msgid "No return value." msgstr "Sin valor de retorno." #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para esta clase. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this signal. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para esta señal. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this enum. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para este enum. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constant. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para esta constante. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this annotation. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para esta anotación. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this property. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para esta propiedad. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this constructor. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para este constructor. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this method. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para este método. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this operator. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente no hay una descripción para este operador. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There is currently no description for this theme property. Please help us " "by :ref:`contributing one `!" msgstr "" "Actualmente, no hay una descripción para esta propiedad del tema. ¡Por favor " "ayúdanos :ref:`contribuyendo con una `!" #: doc/tools/make_rst.py msgid "" "There are notable differences when using this API with C#. " "See :ref:`doc_c_sharp_differences` for more information." msgstr "" "Hay diferencias notables cuando usa esta API con C#. " "Véase :ref:`doc_c_sharp_differences` para más información." #: doc/tools/make_rst.py msgid "Deprecated:" msgstr "Obsoleto:" #: doc/tools/make_rst.py msgid "Experimental:" msgstr "Experimental:" #: doc/tools/make_rst.py msgid "This signal may be changed or removed in future versions." msgstr "Esta señal podría ser modificada o eliminada en versiones futuras." #: doc/tools/make_rst.py msgid "This constant may be changed or removed in future versions." msgstr "Esta constante podría ser modificada o eliminada en versiones futuras." #: doc/tools/make_rst.py msgid "This property may be changed or removed in future versions." msgstr "Esta propiedad podría ser modificada o eliminada en versiones futuras." #: doc/tools/make_rst.py msgid "This constructor may be changed or removed in future versions." msgstr "" "Este constructor podría ser modificado o eliminado en versiones futuras." #: doc/tools/make_rst.py msgid "This method may be changed or removed in future versions." msgstr "Este método podría ser modificado o eliminado en versiones futuras." #: doc/tools/make_rst.py msgid "This operator may be changed or removed in future versions." msgstr "Este operador podría ser modificado o eliminado en versiones futuras." #: doc/tools/make_rst.py msgid "This theme property may be changed or removed in future versions." msgstr "" "Esta propiedad de tema podría ser modificada o eliminada en versiones " "futuras." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript constants, functions, and annotations." msgstr "Constantes, funciones y anotaciones de GDScript integradas." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "A list of utility functions and annotations accessible from any script " "written in GDScript.\n" "For the list of global functions and constants that can be accessed in any " "scripting language, see [@GlobalScope]." msgstr "" "Una lista de funciones de utilidad y anotaciones específicas de GDScript, " "accesibles desde cualquier script escrito en GDScript.\n" "Para obtener la lista de funciones globales y constantes a las que se puede " "acceder desde cualquier lenguaje de scripting, Véase [@GlobalScope]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "GDScript exports" msgstr "Exportaciones de GDScript" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Use [method Color.from_rgba8] instead." msgstr "Utiliza [method Color.from_rgba8] en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "Devuelve un [Color] construido a partir de rojo ([param r8]), verde ([param " "g8]), azul ([param b8]) y opcionalmente alfa ([param a8]), cada uno dividido " "entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] " "en vez del constructor estándar [Color] es útil cuando se necesita hacer " "coincidir exactamente los valores de color en una [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) • • • • • • • • • • • # Igual que Color(1, 0, " "0)\n" "var dark_blue = Color8(0, 0, 51) • • • • • • # Igual que Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Igual que Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparada con la " "del constructor estándar [Color], un color creado con [method Color8] " "generalmente no será igual al mismo color creado con el constructor [Color] " "estándar. Utiliza [method Color.is_equal_approx] para hacer comparaciones y " "evitar problemas con errores de precisión de punto flotante." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. " "This can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]\n" "[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot " "access it as a [Callable] or use it inside expressions." msgstr "" "Verifica que la [param condition] sea [code]true[/code]. Si la [param " "condition] es [code]false[/code], se genera un error. Al ejecutar desde el " "editor, el proyecto en ejecución también se pausará hasta que lo reanudes. " "Esto puede usarse como una forma más estricta de [method " "@GlobalScope.push_error] para reportar errores a los desarrolladores del " "proyecto o a los usuarios de plugins.\n" "Un mensaje opcional [param message] puede mostrarse además del mensaje " "genérico \"Assertion failed\". Puedes usar esto para proporcionar detalles " "adicionales sobre por qué falló la aserción.\n" "[b]Advertencia:[/b] Por razones de rendimiento, el código dentro de [method " "assert] solo se ejecuta en versiones de depuración o al ejecutar el proyecto " "desde el editor. No incluyas código con efectos secundarios en una llamada a " "[method assert]. De lo contrario, el proyecto se comportará de manera " "diferente cuando se exporte en modo de lanzamiento.\n" "[codeblock]\n" "Imagina que siempre queremos que la velocidad esté entre 0 y 20.\n" "var speed = -10\n" "assert(speed < 20) # Verdadero, el programa continuará.\n" "assert(speed >= 0) # Falso, el programa se detendrá.\n" "assert(speed >= 0 and speed < 20) # También puedes combinar las dos " "condiciones en una sola verificación.\n" "assert(speed < 20, \"el límite de velocidad es 20\") # Muestra un mensaje.\n" "[/codeblock]\n" "[b]Nota:[/b] [method assert] es una palabra clave, no una función. Por lo " "tanto, no puedes acceder a ella como un [Callable] ni usarla dentro de " "expresiones." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a single character (as a [String] of length 1) of the given Unicode " "code point [param code].\n" "[codeblock]\n" "print(char(65)) # Prints \"A\"\n" "print(char(129302)) # Prints \"🤖\" (robot face emoji)\n" "[/codeblock]\n" "This is the inverse of [method ord]. See also [method String.chr] and " "[method String.unicode_at]." msgstr "" "Devuelve un único carácter (como un [String] de longitud 1) del punto de " "código Unicode [param code] dado.\n" "[codeblock]\n" "print(char(65)) # Imprime \"A\"\n" "print(char(129302)) # Imprime \"🤖\" (emoji de cara de robot)\n" "[/codeblock]\n" "Esta es la inversa de [method ord]. Véase también [method String.chr] y " "[method String.unicode_at]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Use [method @GlobalScope.type_convert] instead." msgstr "Utiliza [method @GlobalScope.type_convert] en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" "Convierte [param what] a [param type] de la mejor forma posible. El [param " "type] usa los valores de [enum Variant.Type].\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Imprime true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Imprime [4, 2, 1]\n" "print(b is Array) # Imprime false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Consider using [method JSON.to_native] or [method Object.get_property_list] " "instead." msgstr "" "Considera usar [method JSON.to_native] o [method Object.get_property_list] " "en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to " "an Object instance. Can be useful for deserializing." msgstr "" "Convierte un [param dictionary] (creado con [method inst_to_dict]) en una " "instancia de objeto. Puede ser útil para deserializar datos." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array of dictionaries representing the current call stack.\n" "[codeblock]\n" "func _ready():\n" "\tfoo()\n" "\n" "func foo():\n" "\tbar()\n" "\n" "func bar():\n" "\tprint(get_stack())\n" "[/codeblock]\n" "Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" "[codeblock lang=text]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "See also [method print_debug], [method print_stack], and [method " "Engine.capture_script_backtraces].\n" "[b]Note:[/b] By default, backtraces are only available in editor builds and " "debug builds. To enable them for release builds as well, you need to enable " "[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." msgstr "" "Devuelve un array de diccionarios que representan la pila de llamadas " "actual.\n" "[codeblock]\n" "func _ready():\n" "\tfoo()\n" "\n" "func foo():\n" "\tbar()\n" "\n" "func bar():\n" "\tprint(get_stack())\n" "[/codeblock]\n" "Empezando desde [code]_ready()[/code], [code]bar()[/code] esto imprimirá:\n" "[codeblock lang=text]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "Véase también [method print_debug], [method print_stack] y [method " "Engine.capture_script_backtraces].\n" "[b]Nota:[/b] Por defecto, los \"backtraces\" solo están disponibles en " "compilaciones de editor y compilaciones de depuración. Para habilitarlos " "también para compilaciones de lanzamiento, debes habilitar [member " "ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Consider using [method JSON.from_native] or [method " "Object.get_property_list] instead." msgstr "" "Considera usar [method JSON.from_native] o [method Object.get_property_list] " "en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the passed [param instance] converted to a [Dictionary]. Can be " "useful for serializing.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" "\tvar d = inst_to_dict(self)\n" "\tprint(d.keys())\n" "\tprint(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]\n" "[b]Note:[/b] This function can only be used to serialize objects with an " "attached [GDScript] stored in a separate file. Objects without an attached " "script, with a script written in another language, or with a built-in script " "are not supported.\n" "[b]Note:[/b] This function is not recursive, which means that nested objects " "will not be represented as dictionaries. Also, properties passed by " "reference ([Object], [Dictionary], [Array], and packed arrays) are copied by " "reference, not duplicated." msgstr "" "Devuelve la instancia [param instance] convertida a un [Dictionary]. Puede " "ser útil para la serialización.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" "\tvar d = inst_to_dict(self)\n" "\tprint(d.keys())\n" "\tprint(d.values())\n" "[/codeblock]\n" "Imprime:\n" "[codeblock lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]\n" "[b]Nota:[/b] Esta función sólo se puede utilizar para serializar objetos con " "un [GDScript] adjunto almacenado en un archivo independiente. No están " "soportados objetos sin un script adjunto, con un script escrito en otro " "lenguaje o con un script integrado.\n" "[b]Nota:[/b] Esta función no es recursiva, lo que significa que los objetos " "anidados no se representarán como diccionarios. Además, las propiedades " "pasadas por referencia ([Object], [Dictionary], [Array] y arrays " "empaquetados) se copian por referencia, no duplicadas." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can " "be a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays). Use the operator instead of this method if you do " "not need to check the type dynamically.\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed] (and other [Array] methods)." msgstr "" "Devuelve [code]true[/code] si [param value] es una instancia de [param " "type]. El valor de [param type] debe ser uno de los siguientes:\n" "- Una constante del enum [enum Variant.Type], por ejemplo [constant " "TYPE_INT].\n" "- Una clase derivada de [Object] que exista en [ClassDB], por ejemplo " "[Node].\n" "- Un [Script] (puedes usar cualquier clase, incluidas las internas).\n" "A diferencia del operando derecho del operador [code]is[/code], [param type] " "puede ser un valor no constante. El operador [code]is[/code] admite más " "características (como arrays tipados). Usa el operador en lugar de este " "método si no necesitas comprobación dinámica de tipos.\n" "[b]Ejemplos:[/b]\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Nota:[/b] Si [param value] y/o [param type] son objetos liberados (ver " "[method @GlobalScope.is_instance_valid]), o [param type] no es una de las " "opciones anteriores, este método generará un error en tiempo de ejecución.\n" "Véase también [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed] (y otros métodos de [Array])." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any " "array type, or the size of a [Dictionary]. For every other Variant type, a " "run-time error is generated and execution is stopped.\n" "[codeblock]\n" "var a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "var b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" "Devuelve la longitud del [param var] Variant dado. La longitud puede ser el " "recuento de caracteres de un [String] o [StringName], el recuento de " "elementos de cualquier tipo de array, o el tamaño de un [Dictionary]. Para " "cualquier otro tipo de Variant, se genera un error en tiempo de ejecución y " "se detiene la ejecución.\n" "[codeblock]\n" "var a = [1, 2, 3, 4]\n" "len(a) # Devuelve 4\n" "\n" "var b = \"¡Hola!\"\n" "len(b) # Devuelve 6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script " "or in the scene), the resource is loaded from disk on function call, which " "might cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant " "ResourceLoader.CACHE_MODE_REUSE].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] Relative paths are [i]not[/i] relative to the script " "calling this method, instead it is prefixed with [code]\"res://\"[/code]. " "Loading from relative paths might not work as expected.\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method " "@GDScript.load] will not be able to read converted files in an exported " "project. If you rely on run-time loading of files present within the PCK, " "set [member ProjectSettings.editor/export/convert_text_resources_to_binary] " "to [code]false[/code]." msgstr "" "Devuelve un [Resource] del sistema de archivos ubicado en la ruta absoluta " "[param path]. A menos que ya esté referenciado en otro lugar (como en otro " "script o en la escena), el recurso se carga desde el disco en la llamada a " "la función, lo que podría causar un ligero retraso, especialmente al cargar " "escenas grandes. Para evitar retrasos innecesarios al cargar algo varias " "veces, almacena el recurso en una variable o usa [method preload]. Este " "método es equivalente a usar [method ResourceLoader.load] con [constant " "ResourceLoader.CACHE_MODE_REUSE].\n" "[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic " "derecho sobre un recurso en el panel FileSystem y eligiendo \"Copiar ruta\", " "o arrastrando el archivo desde el panel FileSystem al script actual.\n" "[codeblock]\n" "# Carga una escena llamada \"main\" ubicada en la raíz del directorio del " "proyecto y la almacena en una variable.\n" "var main = load(\"res://main.tscn\") # main contendrá un recurso " "PackedScene.\n" "[/codeblock]\n" "[b]Importante:[/b] Las rutas relativas [i]no[/i] son relativas al script que " "llama a este método, sino que están prefijadas con [code]\"res://\"[/code]. " "Cargar desde rutas relativas puede no funcionar como se espera.\n" "Esta función es una versión simplificada de [method ResourceLoader.load], " "que puede usarse para escenarios más avanzados.\n" "[b]Nota:[/b] Los archivos deben importarse primero en el motor para poder " "cargarlos usando esta función. Si deseas cargar [Image]s en tiempo de " "ejecución, puedes usar [method Image.load]. Si deseas importar archivos de " "audio, puedes usar el fragmento descrito en [member AudioStreamMP3.data].\n" "[b]Nota:[/b] Si [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] está configurado como [code]true[/code], " "[method @GDScript.load] no podrá leer los archivos convertidos en un " "proyecto exportado. Si dependes de la carga en tiempo de ejecución de " "archivos presentes dentro del PCK, configura [member ProjectSettings.editor/" "export/convert_text_resources_to_binary] como [code]false[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an integer representing the Unicode code point of the given " "character [param char], which should be a string of length 1.\n" "[codeblock]\n" "print(ord(\"A\")) # Prints 65\n" "print(ord(\"🤖\")) # Prints 129302\n" "[/codeblock]\n" "This is the inverse of [method char]. See also [method String.chr] and " "[method String.unicode_at]." msgstr "" "Devuelve un entero que representa el punto de código Unicode del carácter " "[param char] dado, que debe ser una string de longitud 1.\n" "[codeblock]\n" "print(ord(\"A\")) # Imprime 65\n" "print(ord(\"🤖\")) # Imprime 129302\n" "[/codeblock]\n" "Esta es la inversa de [method char]. Véase también [method String.chr] y " "[method String.unicode_at]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot " "access it as a [Callable]." msgstr "" "Devuelve un [Resource] del sistema de archivos ubicado en la ruta [param " "path]. En tiempo de ejecución, el recurso se carga durante el análisis " "sintáctico del script. Esta función efectivamente actúa como una referencia " "a ese recurso. Ten en cuenta que el método requiere que [param path] sea una " "constante [String]. Si deseas cargar un recurso de una ruta dinámica/" "variable, utiliza [method load].\n" "[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con " "el botón derecho del ratón en un recurso del panel FileSystem y eligiendo " "\"Copiar Ruta\" o arrastrando el archivo desde el panel al script.\n" "[codeblock]\n" "# Crea la instancia de una escena.\n" "var diamante = preload(\"res://diamante.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Nota:[/b] [method preload] es una palabra reservada, no una función. Por " "lo que no la puedes usar como una [Callable]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" "[codeblock lang=text]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "See also [method print_stack], [method get_stack], and [method " "Engine.capture_script_backtraces].\n" "[b]Note:[/b] By default, backtraces are only available in editor builds and " "debug builds. To enable them for release builds as well, you need to enable " "[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." msgstr "" "Similar a [method @GlobalScope.print], pero incluye el marco de pila actual " "cuando se ejecuta con el depurador activado.\n" "La salida en la consola puede verse así:\n" "[codeblock lang=text]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "Véase también [method print_stack], [method get_stack] y [method " "Engine.capture_script_backtraces].\n" "[b]Nota:[/b] De forma predeterminada, los \"backtraces\" solo están " "disponibles en compilaciones de editor y compilaciones de depuración. Para " "habilitarlos también para compilaciones de lanzamiento, debes habilitar " "[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints a stack trace at the current code location.\n" "The output in the console may look like the following:\n" "[codeblock lang=text]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "See also [method print_debug], [method get_stack], and [method " "Engine.capture_script_backtraces].\n" "[b]Note:[/b] By default, backtraces are only available in editor builds and " "debug builds. To enable them for release builds as well, you need to enable " "[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." msgstr "" "Imprime un stack trace en la ubicación actual del código.\n" "La salida en la consola puede verse de la siguiente manera:\n" "[codeblock lang=text]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "Véase también [method print_debug], [method get_stack] y [method " "Engine.capture_script_backtraces].\n" "[b]Nota:[/b] Por defecto, los backtraces solo están disponibles en las " "compilaciones del editor y compilaciones de depuración. Para habilitarlos " "también en las compilaciones de lanzamiento, debes activar [member " "ProjectSettings.debug/settings/gdscript/always_track_call_stacks]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "[b]Examples:[/b]\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" "\tprint(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" "\tprint(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" "Devuelve un array con el rango indicado. El [method range] se puede llamar " "de tres maneras:\n" "[code]range(n: int)[/code]: Comienza desde 0, aumenta en pasos de 1 y se " "detiene [i]antes[/i] de [code]n[/code]. El argumento [code]n[/code] es " "[b]exclusivo[/b].\n" "[code]range(b: int, n: int)[/code]: Comienza desde [code]b[/code], aumenta " "en pasos de 1 y se detiene [i]antes[/i] de [code]n[/code]. Los argumentos " "[code]b[/code] y [code]n[/code] son [b]inclusivos[/b] y [b]exclusivos[/b], " "respectivamente.\n" "[code]range(b: int, n: int, s: int)[/code]: Comienza en [code]b[/code], " "aumenta/disminuye en pasos de [code]s[/code] y se detiene [i]antes[/i] de " "[code]n[/code]. Los argumentos [code]b[/code] y [code]n[/code] son " "[b]inclusivos[/b] y [b]exclusivos[/b], respectivamente. El argumento " "[code]s[/code] [b]puede[/b] ser negativo, pero no [code]0[/code]. Si " "[code]s[/code] es [code]0[/code], se muestra un mensaje de error.\n" "[method range] convierte todos los argumentos a [int] antes del " "procesamiento.\n" "[b]Nota:[/b] Devuelve un array vacío si ningún valor cumple la restricción " "de valor (p. ej., [code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/" "code]).\n" "[b]Ejemplos:[/b]\n" "[codeblock]\n" "print(range(4)) # Imprime [0, 1, 2, 3]\n" "print(range(2, 5)) # Imprime [2, 3, 4]\n" "print(range(0, 6, 2)) # Imprime [0, 2, 4]\n" "print(range(4, 1, -1)) # Imprime [4, 3, 2]\n" "[/codeblock]\n" "Para iterar sobre un [Array] hacia atrás, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" "\tprint(array[i])\n" "[/codeblock]\n" "Resultado:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "Para iterar sobre [float], conviértelos en el bucle.\n" "[codeblock]\n" "for i in range(3, 0, -1):\n" "\tprint(i / 10.0)\n" "[/codeblock]\n" "Salida:\n" "[codeblock lang=texto]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" "Devuelve [code] true [/code] si la clase dada existe en [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Devuelve true\n" "type_exists(\"Variant\") # Devuelve false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" "Constante que representa cuántas veces el diámetro de un círculo se " "encuentra contenido en su perímetro.Esto equivale a [code]TAU / 2[/code], o " "180 grados en rotación." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "La constante del círculo, la circunferencia de la unidad círculo en " "radianes. Esto equivale a [code]PI * 2[/code] o 360 grados en rotación." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" "time error instead." msgstr "" "Infinito positivo de punto flotante. Este es el resultado de la división de " "punto flotante cuando el divisor es [code]0.0[/code]. Para infinito " "negativo, usa [code]-INF[/code]. Dividir por [code]-0.0[/code] resultará en " "infinito negativo si el numerador es positivo, por lo que dividir por " "[code]0.0[/code] no es lo mismo que dividir por [code]-0.0[/code] (a pesar " "de que [code]0.0 == -0.0[/code] devuelve [code]true[/code]).\n" "[b]Advertencia:[/b] El infinito numérico es solo un concepto aplicable a los " "números de punto flotante y no tiene equivalente para los enteros. Dividir " "un número entero entre [code]0[/code] no resultará en [constant INF] y " "causará un error en tiempo de ejecución en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "\"Not a Number\", an invalid floating-point value. It is returned by some " "invalid operations, such as dividing floating-point [code]0.0[/code] by " "[code]0.0[/code].\n" "[constant NAN] has special properties, including that [code]!=[/code] always " "returns [code]true[/code], while other comparison operators always return " "[code]false[/code]. This is true even when comparing with itself ([code]NAN " "== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " "[code]true[/code]). Due to this, you must use [method @GlobalScope.is_nan] " "to check whether a number is equal to [constant NAN].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " "a run-time error instead." msgstr "" "\"No es un Número\", un valor de punto flotante inválido. Es devuelto por " "algunas operaciones inválidas, como dividir [code]0.0[/code] de punto " "flotante entre [code]0.0[/code].\n" "[constant NAN] tiene propiedades especiales, incluyendo que [code]!=[/code] " "siempre devuelve [code]true[/code], mientras que los demás operadores de " "comparación siempre devuelven [code]false[/code]. Esto es cierto incluso al " "compararlo consigo mismo ([code]NAN == NAN[/code] devuelve [code]false[/" "code] y [code]NAN != NAN[/code] devuelve [code]true[/code]).\n" "[b]Advertencia:[/b] \"No es un Número\" es solo un concepto aplicable a los " "números de punto flotante y no tiene equivalente para los enteros. Dividir " "un entero [code]0[/code] entre [code]0[/code] no resultará en [constant NAN] " "y causará un error en tiempo de ejecución en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Marks a class or a method as abstract.\n" "An abstract class is a class that cannot be instantiated directly. Instead, " "it is meant to be inherited by other classes. Attempting to instantiate an " "abstract class will result in an error.\n" "An abstract method is a method that has no implementation. Therefore, a " "newline or a semicolon is expected after the function header. This defines a " "contract that inheriting classes must conform to, because the method " "signature must be compatible when overriding.\n" "Inheriting classes must either provide implementations for all abstract " "methods, or the inheriting class must be marked as abstract. If a class has " "at least one abstract method (either its own or an unimplemented inherited " "one), then it must also be marked as abstract. However, the reverse is not " "true: an abstract class is allowed to have no abstract methods.\n" "[codeblock]\n" "@abstract class Shape:\n" "\t@abstract func draw()\n" "\n" "class Circle extends Shape:\n" "\tfunc draw():\n" "\t\tprint(\"Drawing a circle.\")\n" "\n" "class Square extends Shape:\n" "\tfunc draw():\n" "\t\tprint(\"Drawing a square.\")\n" "[/codeblock]" msgstr "" "Marca una clase o un método como abstracto.\n" "Una clase abstracta es una clase que no puede ser instanciada directamente. " "En cambio, está hecha para ser heredada por otras clases. Intentar " "instanciar una clase abstracta resultará en un error.\n" "Un método abstracto es un método que no tiene implementación. De esa manera, " "una nueva línea o punto y coma se espera después de la cabeza de la función. " "Esto define un contrato al que las clases herederas deben ceñirse, porque la " "firma del método debe ser compatible al sobrescribir.\n" "Las clases herederas deben proveer implementaciones para todos los métodos " "abstractos, o marcarse como abstractas también. Si una clase tiene al menos " "un método abstracto (o suyo propio o uno heredado no implementado), entonces " "debe ser marcado como abstracto también. Sin embargo, lo contrario no es " "verdad: una clase abstracta puede no tener métodos abstractos.\n" "[codeblock]\n" "@abstract class Shape:\n" "\t@abstract func draw()\n" "\n" "class Circle extends Shape:\n" "\tfunc draw():\n" "\t\tprint(\"Dibujando un círculo.\")\n" "\n" "class Square extends Shape:\n" "\tfunc draw():\n" "\t\tprint(\"Dibujando un cuadrado.\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes should be registered as global " "classes using [code]class_name[/code], since the Inspector currently only " "supports global classes. Otherwise, a less specific type will be exported " "instead.\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" "Marca la siguiente propiedad como exportada (editable en el panel Inspector " "y guardada en disco). Para controlar el tipo de la propiedad exportada, " "utiliza la notación de sugerencia de tipo.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Tipos integrados.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enumeraciones.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Recursos.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodos.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Arrays tipados.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Nota:[/b] Los recursos y nodos personalizados deben registrarse como " "clases globales utilizando [code]class_name[/code], ya que el Inspector " "actualmente solo admite clases globales. De lo contrario, se exportará un " "tipo menos específico.\n" "[b]Nota:[/b] La exportación de nodos solo está soportada en clases derivadas " "de [Node] y tiene varias limitaciones adicionales." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" "Define una nueva categoría para las siguientes propiedades exportadas. Esto " "ayuda a organizar propiedades en el panel de inspección.\n" "Véase también [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Nota:[/b] Las categorías en la lista del panel de inspección usualmente " "dividen las propiedades provenientes de diferentes clases (Node, Node2D, " "Sprite, etc) . Para una mejor claridad, se recomienda usar en su lugar " "[annotation @export_group] y [annotation @export_subgroup]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property " "without allowing its transparency ([member Color.a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo [Color], [Array][lb][Color][rb] o " "[PackedColorArray] sin permitir que se edite su transparencia ([member " "Color.a]).\n" "Véase también [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Allows you to set a custom hint, hint string, and usage flags for the " "exported property. Note that there's no validation done in GDScript, it will " "just pass the parameters to the editor.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]Note:[/b] Regardless of the [param usage] value, the [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly " "declared script variable." msgstr "" "Te permite establecer una sugerencia personalizada, una string de sugerencia " "y banderas de uso para la propiedad exportada. Ten en cuenta que no se " "realiza ninguna validación en GDScript, simplemente se pasarán los " "parámetros al editor.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]Nota:[/b] Independientemente del valor de [param usage], siempre se " "agrega la bandera [constant PROPERTY_USAGE_SCRIPT_VARIABLE], como ocurre con " "cualquier variable de script declarada explícitamente." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a directory. The path will be limited to the project folder and " "its subfolders. See [annotation @export_global_dir] to allow picking from " "the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo [String], [Array][lb][String][rb] o " "[PackedStringArray] como una ruta hacia un directorio. La ruta estará " "limitada a la carpeta del proyecto y sus subcarpetas. Véase [annotation " "@export_global_dir] para permitir seleccionar desde todo el sistema de " "archivos.\n" "Véase también [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], or " "[PackedStringArray] property as an enumerated list of options (or an array " "of options). If the property is an [int], then the index of the value is " "stored, in the same order the values are provided. You can add explicit " "values using a colon. If the property is a [String], then the value is " "stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: " "Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" "[/codeblock]\n" "If you want to set an initial value, you must specify it explicitly:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "If you want to use named GDScript enums, then use [annotation @export] " "instead:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" msgstr "" "Exporta una propiedad [int], [String], [Array][lb][int][rb], [Array][lb]" "[String][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], o " "[PackedStringArray] como una lista enumerada de opciones (o un array de " "opciones). Si la propiedad es un [int], entonces se guarda el índice del " "valor en el mismo orden en el que se proporcionan los valores. Se pueden " "añadir valores explícitos usando dos puntos (:). Si la propiedad es una " "[String], entonces se guarda el valor.\n" "Véase también [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: " "Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" "[/codeblock]\n" "Si queres asignar un valor inicial, lo debes especificar explícitamente:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "Si quieres usar enums de GDSCript con nombre, entonces en cambio usa " "[annotation @export]:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. [code]" "\"attenuation\"[/code] flips the curve, which makes it more intuitive for " "editing attenuation properties. [code]\"positive_only\"[/code] limits values " "to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de punto flotante con un widget de editor suavizado. " "Se pueden añadir pistas adicionales para ajustar el comportamiento del " "widget. [code]\"attenuation\"[/code] invierte la curva, lo cual lo hace más " "intuitivo para editar las propiedades de atenuación. [code]" "\"positive_only\"[/code] limita los valores para que sólo sean iguales o " "mayores que cero.\n" "Véase además [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a file. The path will be limited to the project folder and its " "subfolders. See [annotation @export_global_file] to allow picking from the " "entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]\n" "[b]Note:[/b] The file will be stored and referenced as UID, if available. " "This ensures that the reference is valid even when the file is moved. You " "can use [ResourceUID] methods to convert it to path." msgstr "" "Exporta una propiedad [String], [Array][lb][String][rb] o " "[PackedStringArray] como una ruta a un archivo. La ruta se limitará a la " "carpeta del proyecto y sus subcarpetas. Véase [annotation " "@export_global_file] para permitir la selección de todo el sistema de " "archivos.\n" "Si se proporciona [param filter], solo estarán disponibles para la selección " "los archivos coincidentes.\n" "Véase también [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]\n" "[b]Nota:[/b] El archivo se almacenará y se hará referencia a él como UID, si " "está disponible. Esto asegura que la referencia sea válida incluso cuando el " "archivo se mueve. Puede utilizar los métodos [ResourceUID] para convertirlo " "en ruta." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Same as [annotation @export_file], except the file will be stored as a raw " "path. This means that it may become invalid when the file is moved. If you " "are exporting a [Resource] path, consider using [annotation @export_file] " "instead." msgstr "" "Igual que [annotation @export_file], excepto que el archivo se guardará como " "una ruta sin procesar. Esto significa que puede volverse inválida cuando se " "mueva el archivo. Si está exportando una ruta de [Resource], considera usar " "[annotation @export_file] en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" "See also [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "You can add explicit values using a colon:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " "\"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value " "is not taken into account. In the following example, A is 16, B is 2, C is " "4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], " "[PackedInt32Array], and [PackedInt64Array]\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" msgstr "" "Exporta la propiedad de un entero como un campo de banderas de bits. Esto " "permite guardar varios valores \"marcados\" o [code]true[/code] con una " "propiedad, y seleccionarlos cómodamente desde el panel del Inspector.\n" "Véase también [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "Puedes añadir valores explícitos utilizando dos puntos:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "Pueden incluso combinarse varias banderas:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " "\"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Nota:[/b] El valor de una bandera debe ser al menos [code]1[/code] y como " "máximo [code]2 ** 32 - 1[/code].\n" "[b]Nota:[/b] A diferencia de [annotation @export_enum], el valor explícito " "anterior no está tomado en cuenta. En el siguiente ejemplo, A es 16, B es 2, " "C es 4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "También puedes usar anotaciones con los tipos [Array][lb][int][rb], " "[PackedByteArray], [PackedInt32Array], y [PackedInt64Array]\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad entera como una bandera binaria para las capas de " "navegación 2D. El widget en el panel de Inspector usará los nombres de capas " "definidos en [member ProjectSettings.layer_names/2d_navigation/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo int como un campo de bits para las capas " "físicas 2D. El widget en el panel del Inspector usará los nombres de capa " "definidos en [member ProjectSettings.layer_names/2d_physics/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta un Integer como un campo de bandera de bit para las capas de " "renderizado 2D. El widget del inspector usará los nombres de capa definidos " "en [member ProjectSettings.layer_names/2d_render/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo Integer como un campo de bandera de bits para " "las capas de navegación 3D. El widget en el panel del inspector usará los " "nombres de las capas definidas en [member ProjectSettings.layer_names/" "3d_navigation/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad entera como un campo de bandera de bits para capas de " "física 3D. El widget del panel del Inspector usará los nombres de capa " "definidos en [member ProjectSettings.layer_names/3d_physics/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de un numero entero como un campo de bandera de bits " "para capas de renderizado 3D. El widget en el panel del Inspector utilizará " "los nombres de capas definidos en [member ProjectSettings.layer_names/" "3d_render/layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo Integer como un campo de bandera de bits para " "las capas de prevención de navegación. El widget en el Inspector usará los " "nombres de capas definidos en [member ProjectSettings.layer_names/avoidance/" "layer_1].\n" "Véase también [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a directory. The path can be picked from the entire " "filesystem. See [annotation @export_dir] to limit it to the project folder " "and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "Exporta una propiedad [String], [Array] [lb] [String] [rb], o " "[PackedStringArray] como una ruta absoluta a un directorio. La ruta puede " "ser tomada desde el Sistema de Archivos entero. Véase [annotation " "@export_dir] para limitarlo a las carpetas del proyecto y a sus " "subcarpetas.\n" "Véase también [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a file. The path can be picked from the entire " "filesystem. See [annotation @export_file] to limit it to the project folder " "and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" msgstr "" "Exporta una propiedad de tipo [String], [Array][lb][String][rb], o " "[PackedStringArray] como ruta absoluta a un archivo. La ruta puede ser " "tomada desde el Sistema de Archivos entero. Véase [annotation @export_file] " "para limitarlo a las carpetas del proyecto y a sus subcarpetas.\n" "Si se proporciona [param filter], sólo los archivos marcados estarán " "disponibles para la selección.\n" "Véase también [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name " "in the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be " "added to the group. The group ends when then next group or category is " "defined. You can also force end a group by using this annotation with empty " "strings for parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" "Define un nuevo grupo para las siguientes propiedades exportadas. Esto ayuda " "a organizar las propiedades en el panel Inspector. Los grupos pueden ser " "agregados con un [param prefix] opcional, que podría hacer un grupo para " "solo considerar las propiedades que tenga este prefijo. El agrupamiento se " "romperá con la primera propiedad que no tenga un prefijo. El prefijo también " "sera removido del nombre de la propiedad en el panel Inspector.\n" "Si no se proporciona un [param prefix], entonces cada propiedad siguiente " "sera agregada al grupo. El grupo se disuelve para cuando el grupo o " "categoría siguiente es definida. También puedes forzar la disolución de un " "grupo usando esta anotación con strings vacías como parámetros, " "[code]@export_group(\"\", \"\")[/code].\n" "Los grupos no pueden ser anidados, usa [annotation @export_subgroup] para " "añadir subgrupos dentro de grupos.\n" "Véase también [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], [PackedStringArray], " "[Dictionary] or [Array][lb][Dictionary][rb] property with a large [TextEdit] " "widget instead of a [LineEdit]. This adds support for multiline content and " "makes it easier to edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" msgstr "" "Exporta una propiedad [String], [Array][lb][String][rb], " "[PackedStringArray], [Dictionary] o [Array][lb][Dictionary][rb] con un " "widget grande de [TextEdit] en vez de un [LineEdit]. Esto añade soporte para " "contenido de múltiples líneas y facilita editar una gran cantidad de texto " "almacenado en la propiedad.\n" "Véase también [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for " "allowed node types.\n" "See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" "Exporta una propiedad [NodePath] o [Array][lb][NodePath][rb] con un filtro " "para los tipos de nodo permitidos.\n" "Véase también [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Note:[/b] El tipo debe de ser una clase nativa o un script registrado " "globalmente (usando la keyword de [code]class_name[/code] ) que hereda de la " "clase [Node]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "with a placeholder text displayed in the editor widget when no value is " "present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" msgstr "" "Exporta una propiedad [String], [Array][lb][String][rb], or " "[PackedStringArray] con un texto genérico mostrado en el widget del editor " "cuando no hay valores presentes.\n" "Véase también [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Nombre en minúscula\") var character_id: String\n" "@export_placeholder(\"Nombre en minúscula\") var friend_id: Array[String]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], or [PackedFloat64Array] property as a range value. The " "range must be defined by [param min] and [param max], as well as an optional " "[param step] and a variety of extra hints. The [param step] defaults to " "[code]1[/code] for integer properties. For floating-point numbers this value " "depends on your [member EditorSettings.interface/inspector/" "default_float_step] setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using [code]" "\"radians_as_degrees\"[/code] you can specify that the actual value is in " "radians, but should be displayed in degrees in the Inspector dock (the range " "values are also in degrees). [code]\"degrees\"[/code] allows to add a degree " "sign as a unit suffix (the value is unchanged). Finally, a custom suffix can " "be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any " "string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "@export_range(0, 20) var numbers: Array[float]\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgstr "" "Exporta una propiedad [int], [float], [Array][lb][int][rb], [Array][lb]" "[float][rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array] o [PackedFloat64Array] como un valor de rango. El rango " "debe estar definido entre [param min] y [param max], así como un [param " "step] opcional y una variedad de indicaciones extras. El valor de [param " "step] por defecto es [code]1[/code] para propiedades de tipo entero. Para " "los números de punto flotante, el valor depende de tu configuración en " "[member EditorSettings.interface/inspector/default_float_step].\n" "Si se suministran las indicaciones [code]\"or_greater\"[/code] y [code]" "\"or_less\"[/code], el deslizador en el inspector no ajustará los valores a " "los límites establecidos. La indicación [code]\"exp\"[/code] se puede usar " "para hacer que los valores del deslizador cambien de manera exponencial. " "[code]\"hide_slider\"[/code] ocultará el control deslizante del control del " "inspector.\n" "Las indicaciones también pueden usarse para especificar distintas unidades " "de medida para el parámetro editado. Usando [code]\"radians_as_degrees\"[/" "code], puedes especificar el valor como radianes, sin embargo, en el " "inspector se mostrará como grados. [code]\"degrees\"[/code] permitirá añadir " "el símbolo de grados al final del valor. Finalmente, se podrá especificar " "una indicación personalizada para añadir alguna clase de sufijo al valor " "usando [code]\"suffix:unit\"[/code], donde \"unit\" podrá ser cualquier " "clase de string de texto.\n" "Véase también [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "@export_range(0, 20) var numbers: Array[float]\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " "is not displayed in the editor, but it is serialized and stored in the scene " "or resource file. This can be useful for [annotation @tool] scripts. Also " "the property value is copied when [method Resource.duplicate] or [method " "Node.duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" "var a # Not stored in the file, not displayed in the editor.\n" "@export_storage var b # Stored in the file, not displayed in the editor.\n" "@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" "Exporta una propiedad con la bandera [constant PROPERTY_USAGE_STORAGE]. La " "propiedad no se muestra en el editor, pero es serializada y almacenada en la " "escena o el archivo de recurso. Esto puede ser útil para los scripts " "[annotation @tool]. Además, el valor de la propiedad es copiado cuando " "[method Resource.duplicate] o [method Node.duplicate] es llamado, a " "diferencia de las variables no-exportadas.\n" "[codeblock]\n" "var a # No almacenado en el archivo, no se muestra en el editor.\n" "@export_storage var b # Almacenado en el archivo, no se muestra en el " "editor.\n" "@export var c: int # Almacenado en el archivo, se muestra en el editor.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, but you can use the slash separator " "([code]/[/code]) to achieve the desired effect:\n" "[codeblock]\n" "@export_group(\"Car Properties\")\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" "@export var front_wheel_strength = 10\n" "@export var front_wheel_mobility = 5\n" "@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" "@export var rear_wheel_strength = 8\n" "@export var rear_wheel_mobility = 3\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export var wheel_material: PhysicsMaterial\n" "[/codeblock]" msgstr "" "Define un nuevo subgrupo para las siguientes propiedades exportadas. Esto " "ayuda a organizar las propiedades en el dock Inspector. Los subgrupos " "funcionan exactamente como los grupos, excepto que necesitan que exista un " "grupo padre. Véase [annotation @export_group].\n" "Véase también [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Nota:[/b] Los subgrupos no se pueden anidar, pero puedes usar el " "separador de barra ([code]/[/code]) para lograr el efecto deseado:\n" "[codeblock]\n" "@export_group(\"Car Properties\")\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" "@export var front_wheel_strength = 10\n" "@export var front_wheel_mobility = 5\n" "@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" "@export var rear_wheel_strength = 8\n" "@export var rear_wheel_mobility = 3\n" "@export_subgroup(\"Wheels\", \"wheel_\")\n" "@export var wheel_material: PhysicsMaterial\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Export a [Callable] property as a clickable button with the label [param " "text]. When the button is pressed, the callable is called.\n" "If [param icon] is specified, it is used to fetch an icon for the button via " "[method Control.get_theme_icon], from the [code]\"EditorIcons\"[/code] theme " "type. If [param icon] is omitted, the default [code]\"Callable\"[/code] icon " "is used instead.\n" "Consider using the [EditorUndoRedoManager] to allow the action to be " "reverted safely.\n" "See also [constant PROPERTY_HINT_TOOL_BUTTON].\n" "[codeblock]\n" "@tool\n" "extends Sprite2D\n" "\n" "@export_tool_button(\"Hello\") var hello_action = hello\n" "@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" "\tprint(\"Hello world!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" "\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), " "randf(), randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" "[b]Note:[/b] The property is exported without the [constant " "PROPERTY_USAGE_STORAGE] flag because a [Callable] cannot be properly " "serialized and stored in a file.\n" "[b]Note:[/b] In an exported project neither [EditorInterface] nor " "[EditorUndoRedoManager] exist, which may cause some scripts to break. To " "prevent this, you can use [method Engine.get_singleton] and omit the static " "type from the variable declaration:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" "[/codeblock]\n" "[b]Note:[/b] Avoid storing lambda callables in member variables of " "[RefCounted]-based classes (e.g. resources), as this can lead to memory " "leaks. Use only method callables and optionally [method Callable.bind] or " "[method Callable.unbind]." msgstr "" "Exporta una propiedad [Callable] como un botón clickeable con la etiqueta " "[param text]. Cuando se presiona el botón, se llama al [Callable].\n" "Si se especifica [param icon], este se utiliza para obtener un icono para el " "botón mediante [method Control.get_theme_icon], del tipo de tema [code]" "\"EditorIcons\"[/code]. Si se omite [param icon], se usa el icono " "predeterminado [code]\"Callable\"[/code].\n" "Considera usar [EditorUndoRedoManager] para permitir que la acción pueda " "revertirse de manera segura.\n" "Véase también [constant PROPERTY_HINT_TOOL_BUTTON].\n" "[codeblock]\n" "@tool\n" "extends Sprite2D\n" "\n" "@export_tool_button(\"Hello\") var hello_action = hello\n" "@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" "var randomize_color_action = randomize_color\n" "\n" "func hello():\n" "\tprint(\"Hello world!\")\n" "\n" "func randomize_color():\n" "\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n" "\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n" "\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), " "randf(), randf()))\n" "\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" "\tundo_redo.commit_action()\n" "[/codeblock]\n" "[b]Nota:[/b] La propiedad se exporta sin la bandera [constant " "PROPERTY_USAGE_STORAGE] porque un [Callable] no puede ser serializado ni " "almacenado adecuadamente en un archivo.\n" "[b]Nota:[/b] En un proyecto exportado, ni [EditorInterface] ni " "[EditorUndoRedoManager] existen, lo que puede hacer que algunos scripts " "fallen. Para evitar esto, puedes usar [method Engine.get_singleton] y omitir " "el tipo estático en la declaración de la variable:\n" "[codeblock]\n" "var undo_redo = " "Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n" "[/codeblock]\n" "[b]Nota:[/b] Evita almacenar [Callable] tipo lambda en variables miembro de " "clases basadas en [RefCounted] (por ejemplo, recursos), ya que esto podría " "provocar fugas de memoria. Usa únicamente [Callable] de métodos y, si es " "necesario, utiliza los métodos [method Callable.bind] o [method " "Callable.unbind]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Add a custom icon to the current script. The icon specified at [param " "icon_path] is displayed in the Scene dock for every node of that class, as " "well as in various editor dialogs.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike most other annotations, the argument of the [annotation " "@icon] annotation must be a string literal (constant expressions are not " "supported)." msgstr "" "Añade un icono personalizado al script actual. El icono especificado en " "[param icon_path] se muestra en el panel de la Escena por cada nodo de esa " "clase, así como en varios diálogos de edición.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Nota:[/b] Solo el script puede tener un icono personalizado. Las clases " "internas no están soportadas.\n" "[b]Nota:[/b] Como las anotaciones describen su tema, la anotación " "[annotation @icon] se debe poner antes de definir la clase y su herencia.\n" "[b]Nota:[/b] A diferencia de la mayoría de las otras anotaciones, el " "argumento de la anotación [annotation @icon] debe ser un literal de string " "(las expresiones constantes no están soportadas)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name = $Label\n" "[/codeblock]" msgstr "" "Marca la siguiente propiedad como asignada cuando el [Node] esté listo. Los " "valores para esas propiedades no son asignadas inmediatamente cuando el nodo " "([method Object._init]) es inicializado, y en su lugar son computadas y " "almacenadas justo antes de [method Node._ready].\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" "If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " "this RPC function. Otherwise, only the authority peer is allowed to call it " "and [param mode] should be kept as [code]\"authority\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant " "MultiplayerAPI.RPC_MODE_AUTHORITY] and [constant " "MultiplayerAPI.RPC_MODE_ANY_PEER] RPC modes. See [enum " "MultiplayerAPI.RPCMode]. If a peer that is not the authority tries to call a " "function that is only allowed for the authority, the function will not be " "executed. If the error can be detected locally (when the RPC configuration " "is consistent between the local and the remote peer), an error message will " "be displayed on the sender peer. Otherwise, the remote peer will detect the " "error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], this is " "equivalent to setting [code]call_local[/code] to [code]true[/code].\n" "The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " "the transfer mode of the underlying [MultiplayerPeer]. See [member " "MultiplayerPeer.transfer_mode].\n" "The [param transfer_channel] defines the channel of the underlying " "[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" "The order of [param mode], [param sync] and [param transfer_mode] does not " "matter, but values related to the same argument must not be used more than " "once. [param transfer_channel] always has to be the 4th argument (you must " "specify 3 preceding arguments).\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to " "@rpc\n" "func fn_default(): pass\n" "[/codeblock]\n" "[b]Note:[/b] Methods annotated with [annotation @rpc] cannot receive objects " "which define required parameters in [method Object._init]. See [method " "Object._init] for more details." msgstr "" "Marca el siguiente método para llamadas de procedimiento remoto. Véase " "[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level " "multiplayer[/url].\n" "Si [param mode] es establecido como [code]\"any_peer\"[/code], permite que " "cualquier dispositivo llame esta función RPC. De lo contrario, solo el " "dispositivo con autorización tiene permitido llamarla y el [param mode] " "debería dejarse como [code]\"authority\"[/code]. Al configurar funciones " "como las RPC con [method Node.rpc_config], cada uno de esos modos " "respectivamente corresponden a los modos RPC [constant " "MultiplayerAPI.RPC_MODE_AUTHORITY] y [constant " "MultiplayerAPI.RPC_MODE_ANY_PEER] RPC. Véase [enum MultiplayerAPI.RPCMode]. " "Si un dispositivo que no tiene autorización intenta llamar una función que " "solo es permitida por quien tiene la autoridad, entonces la función no sera " "ejecutada. Si el error puede ser detectado localmente (cuando la " "configuración de RPC es consistente entre personas locales y remotas), se " "desplegará un mensaje de error en la persona que envía. De lo contrario, el " "dispositivo del servidor remoto debería detectar e imprimir el error " "entonces.\n" "Si [param sync] es establecido como [code]\"call_remote\"[/code], la función " "debería ser ejecutada solo en el dispositivo remoto, pero no localmente. " "Para ejecutar esta función localmente también, cambia [param sync] con [code]" "\"call_local\"[/code]. Al configurar funciones como las RPC con [method " "Node.rpc_config], es el equivalente que establecer [code]call_local[/code] " "para [code]true[/code].\n" "Los [param transfer_mode] valores aceptados son [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. Establece " "el modo de transferencia subyacente [MultiplayerPeer]. Véase [member " "MultiplayerPeer.transfer_mode].\n" "El [param transfer_channel] define el canal del [MultiplayerPeer] " "subyacente. Véase [member MultiplayerPeer.transfer_channel].\n" "El orden de [param mode], [param sync] y [param transfer_mode] no importa, " "pero los valores relacionados a el mismo argumento no deberían ser usados " "más de una vez. [param transfer_channel] siempre debe ser el cuarto " "argumento (debes especificar los 3 argumentos que le preceden).\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalente a " "@rpc\n" "func fn_default(): pass\n" "[/codeblock]\n" "[b]Nota:[/b] Los métodos con la anotación [annotation @rpc] no puede recibir " "objetos que definen un parámetro requerido en el método [method " "Object._init]. Véase [method Object._init] ara más detalles." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to " "their default values.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation " "@static_unload] annotation must be placed before the class definition and " "inheritance.\n" "[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if " "[annotation @static_unload] annotation is used." msgstr "" "Crea un script con variables estáticas que no persistan después de que se " "pierdan todas las referencias. Si el script se carga nuevamente, las " "variables estáticas volverán a sus valores predeterminados.\n" "[b]Nota:[/b] Como las anotaciones describen su subject, la anotación " "[annotation @static_unload] debe colocarse antes de la definición de clase y " "la herencia.\n" "[b]Advertencia:[/b] Actualmente, debido a un error, los scripts nunca se " "liberan, incluso si se usa la anotación [annotation @static_unload]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Running code in the editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" "Marca el script actual como una herramienta de script, permitiéndole ser " "cargado y ejecutado por el editor. Véase [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Ejecutar código en el editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Nota:[/b] Como las anotaciones describen sus sujetos, la [annotation " "@tool]debe ser colocada antes de la definición de clase y herencia." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" "[codeblock]\n" "func test():\n" "\tprint(\"hello\")\n" "\treturn\n" "\t@warning_ignore(\"unreachable_code\")\n" "\tprint(\"unreachable\")\n" "[/codeblock]\n" "See also [annotation @warning_ignore_start] and [annotation " "@warning_ignore_restore]." msgstr "" "Marca la siguiente declaración para ignorar el [param warning] especificado. " "Véase [url=$DOCS_URL/tutorials/scripting/gdscript/" "warning_system.html]GDScript warning system[/url].\n" "[codeblock]\n" ". . . .func test():\n" ". . . .print(\"hola\")\n" ". . . .return\n" ". . . .@warning_ignore(\"unreachable_code\")\n" "print(\"unreachable\")\n" "[/codeblock]\n" "Véase también [annotation @warning_ignore_start] y [annotation " "@warning_ignore_restore]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Stops ignoring the listed warning types after [annotation " "@warning_ignore_start]. Ignoring the specified warning types will be reset " "to Project Settings. This annotation can be omitted to ignore the warning " "types until the end of the file.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_restore] annotation must be string literals (constant " "expressions are not supported)." msgstr "" "Deja de ignorar los tipos de advertencia enumerados después de [annotation " "@warning_ignore_start]. Al ignorar los tipos de advertencia especificados, " "se restablecerá la configuración del proyecto. Esta anotación se puede " "omitir para ignorar los tipos de advertencia hasta el final del archivo.\n" "[b]Nota:[/b] A diferencia de la mayoría de las demás anotaciones, los " "argumentos de la anotación [annotation @warning_ignore_restore] deben ser " "literales de string (no se admiten expresiones constantes)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Starts ignoring the listed warning types until the end of the file or the " "[annotation @warning_ignore_restore] annotation with the given warning " "type.\n" "[codeblock]\n" "func test():\n" "\tvar a = 1 # Warning (if enabled in the Project Settings).\n" "\t@warning_ignore_start(\"unused_variable\")\n" "\tvar b = 2 # No warning.\n" "\tvar c = 3 # No warning.\n" "\t@warning_ignore_restore(\"unused_variable\")\n" "\tvar d = 4 # Warning (if enabled in the Project Settings).\n" "[/codeblock]\n" "[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] " "instead.\n" "[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " "@warning_ignore_start] annotation must be string literals (constant " "expressions are not supported)." msgstr "" "Comienza a ignorar los tipos de advertencias enumerados hasta el final del " "archivo o hasta la anotación [annotation @warning_ignore_restore] con el " "tipo de advertencia especificado.\n" "[codeblock]\n" "func test():\n" "\tvar a = 1 # Advertencia (si está habilitada en la Configuración del " "Proyecto).\n" "\t@warning_ignore_start(\"unused_variable\")\n" "\tvar b = 2 # Sin advertencia.\n" "\tvar c = 3 # Sin advertencia.\n" "\t@warning_ignore_restore(\"unused_variable\")\n" "\tvar d = 4 # Advertencia (si está habilitada en la Configuración del " "Proyecto).\n" "[/codeblock]\n" "[b]Nota:[/b] Para suprimir una sola advertencia, utiliza [annotation " "@warning_ignore] en su lugar.\n" "[b]Nota:[/b] A diferencia de la mayoría de otras anotaciones, los argumentos " "de la anotación [annotation @warning_ignore_start] deben ser literales de " "string (las expresiones constantes no son compatibles)." #: doc/classes/@GlobalScope.xml msgid "Global scope constants and functions." msgstr "Constantes de ámbito global y funciones." #: doc/classes/@GlobalScope.xml msgid "" "A list of global scope enumerated constants and built-in functions. This is " "all that resides in the globals, constants regarding error codes, keycodes, " "property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere.\n" "For the entries that can only be accessed from scripts written in GDScript, " "see [@GDScript]." msgstr "" "Una lista de constantes enumeradas de ámbito global y funciones integradas. " "Esto es todo lo que reside en las variables globales, constantes " "relacionadas con códigos de error, códigos de teclas, sugerencias de " "propiedades, etc.\n" "Los singletons también se documentan aquí, ya que se puede acceder a ellos " "desde cualquier lugar.\n" "Para las entradas a las que solo se puede acceder desde scripts escritos en " "GDScript, Véase [@GDScript]." #: doc/classes/@GlobalScope.xml doc/classes/RandomNumberGenerator.xml msgid "Random number generation" msgstr "Generación de números aleatorios" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" "Devuelve el valor absoluto de un parámetro [Variant] [param x] (es decir, un " "valor no negativo). Tipos admitidos: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a es 1\n" "\n" "var b = abs(-1.2)\n" "# b es 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c es (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d es (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e es (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f es (7, 8, 9)\n" "[/codeblock]\n" "[b]Nota:[/b] Para mayor seguridad de tipos, utiliza [method absf], [method " "absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], " "[method Vector3i.abs], [method Vector4.abs] o [method Vector4i.abs]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" "Devuelve el valor absoluto del parámetro float [param x] (es decir, un valor " "positivo).\n" "[codeblock]\n" "# a vale 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" "Devuelve el valor absoluto del parámetro int [param x] (es decir, un valor " "positivo).\n" "[codeblock]\n" "# a vale 1\n" "var a = absi(-1)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" "Devuelve el arco coseno de [param x] en radianes. Se usa para obtener el " "ángulo del coseno de [param x]. [param x] debe estar entre [code]-1.0[/code] " "y [code]1.0[/code] (inclusivo); en otro caso, [method acos] devolverá " "[constant @GDScript.NAN].\n" "[codeblock]\n" "# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" "Devuelve el arco coseno hiperbólico (también llamado inverso) de [param x], " "devolviendo un valor en radianes. Se usa para obtener el ángulo a partir del " "coseno de un ángulo en el espacio hiperbólico si [param x] es mayor o igual " "a 1. Para valores de [param x] menores que 1, devolverá 0 para evitar que " "[method acosh] devuelva [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Devuelve 1.31695789692482\n" "cosh(a) # Devuelve 2\n" "\n" "var b = acosh(-1) # Devuelve 0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the difference between the two angles (in radians), in the range of " "[code][-PI, +PI][/code]. When [param from] and [param to] are opposite, " "returns [code]-PI[/code] if [param from] is smaller than [param to], or " "[code]PI[/code] otherwise." msgstr "" "Devuelve la diferencia entre dos ángulos (en radianes), en el rango [code][-" "PI, +PI][/code]. Cuando [param from] y [param to] son opuestos, devuelve " "[code]-PI[/code] si [param from] es menor que [param to], o [code]PI[/code] " "en caso contrario." #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method asin] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "Devuelve el arcoseno de [param x] en radianes. Úsalo para obtener el ángulo " "del seno de [param x]. [param x] será ajustado entre [code]-1.0[/code] y " "[code]1.0[/code] (inclusivo), con el fin de prevenir que [method asin] " "devuelva [constant @GDScript.NAN].\n" "[codeblock]\n" "# s es 0.523599 o 30 grados si se convierte con rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], " "returning a value in radians. Use it to get the angle from an angle's sine " "in hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" "Devuelve el arco hiperbólico (también llamado seno inverso) de [param x], " "devolviendo un valor en radianes. Úsalo para obtener el ángulo a partir del " "seno de un ángulo en el espacio hiperbólico.\n" "[codeblock]\n" "var a = asinh(0.9) # Devuelve 0.8088669356527824\n" "sinh(a) # Devuelve 0.9\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" "Devuelve el arco tangente de [param x] en radianes. Úsalo para obtener el " "ángulo a partir de la tangente de un ángulo en trigonometría.\n" "El método no puede saber en qué cuadrante se encuentra el ángulo. Véase " "[method atan2] si tienes tanto [code]y[/code] como [code skip-lint]x[/code]\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "Si [param x] está entre lo valores [code]-PI / 2[/code] y [code]PI / 2[/" "code] (inclusivo), [code]atan(tan(x))[/code] es igual a [param x]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "Devuelve la arcotangente de [code]y/x[/code] en radianes. Úsalo para obtener " "el ángulo de la tangente [code]y/x[/code]. Para obtener el valor, el método " "tiene en cuenta el signo de ambos argumentos para determinar el cuadrante.\n" "Nota importante: La coordenada Y es la primera, por convención.\n" "[codeblock]\n" "a = atan2(0, -1) # a es 3.141593\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's " "tangent in hyperbolic space if [param x] is between -1 and 1 (non-" "inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" "Devuelve la tangente del arco hiperbólico (también llamado inverso) de " "[param x], devolviendo un valor en radianes. Úsalo para obtener el ángulo " "desde la tangente en un ángulo en espacio hiperbólico si [param x] está " "entre -1 y 1 (no inclusivo).\n" "En matemáticas, la inversa de la tangente hiperbólica es solo definida por " "-1 < [param x] <1 en el conjunto real, por lo que valores iguales o menores " "a -1 para [param x] develven [constant @GDScript.INF] negativos y valores " "iguales o mayores a 1 devuelven [constant @GDScript.INF] positivo para " "prevenir que [method atanh] devuelva [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Devuelve 1.47221948958322\n" "tanh(a) # Devuelve 0.9\n" "\n" "var b = atanh(-2) # Devuelve -inf\n" "tanh(b) # Devuelve -1\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the derivative at the given [param t] on a one-dimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " "defined by the given [param control_1], [param control_2], and [param end] " "points." msgstr "" "Devuelve el derivado que se le dio a [param t] en un unidimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]curva de Bézier [/url] " "definida dados los puntos [param control_1], [param control_2], y [param " "end]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the point at the given [param t] on a one-dimensional [url=https://" "en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " "given [param control_1], [param control_2], and [param end] points." msgstr "" "Devuelve el punto en el [param t] dado en una [url=https://en.wikipedia.org/" "wiki/B%C3%A9zier_curve]curva de Bézier[/url] unidimensional definida por los " "puntos [param control_1], [param control_2] y [param end] dados." #: doc/classes/@GlobalScope.xml msgid "" "Decodes a byte array back to a [Variant] value, without decoding objects.\n" "[b]Note:[/b] If you need object deserialization, see [method " "bytes_to_var_with_objects]." msgstr "" "Decodifica un array de bytes devolviendo el valor [Variant],sin decodificar " "objetos.\n" "[b]Nota:[/b] Si necesitas deserialización de objetos, Véase [method " "bytes_to_var_with_objects]." #: doc/classes/@GlobalScope.xml msgid "" "Decodes a byte array back to a [Variant] value. Decoding objects is " "allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "Decodifica un array de bytes a un valor [Variant]. Se permite la " "decodificación de objetos.\n" "[b]Advertencia:[/b] El objeto deserializado puede contener código que se " "ejecuta. No utilices esta opción si el objeto serializado proviene de " "fuentes no confiables para evitar posibles amenazas de seguridad (ejecución " "remota de código)." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "i = ceil(1.001) # i is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" "Redondea [param x] hacia arriba (hacia infinito positivo), devolviendo el " "valor entero más pequeño que no es menor que [param x]. Tipos soportados: " "[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i es 2.0\n" "i = ceil(1.001) # i es 2.0\n" "[/codeblock]\n" "Véase también [method floor], [method round], y [method snapped].\n" "[b]Nota:[/b] Para una mejor seguridad de tipos, usa [method ceilf], [method " "ceili], [method Vector2.ceil], [method Vector3.ceil] o [method Vector4.ceil]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." msgstr "" "Redondea [param x] hacia arriba (hacia el infinito positivo) y devuelve el " "número entero más pequeño que no sea menor que [param x].\n" "Una versión de [method ceil] con seguridad de tipos, que devuelve un [float]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning an [int]." msgstr "" "Redondea [param x] hacia arriba (hacia el infinito positivo) y devuelve el " "número entero más pequeño que no sea menor que [param x].\n" "Una versión de tipo seguro de [method ceil], que devuelve un [int]." #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] " "and not more than [param max]. Any values that can be compared with the less " "than and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" "Restringe el [param value], devolviendo una [Variant] no menor que [param " "min] y no mayor que [param max]. Cualquier valor que pueda ser comparado con " "los operadores \"menor que\" y \"mayor que\" funcionará.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Nota:[/b] Para mejor seguridad de tipo, utiliza [method clampf], [method " "clampi], [method Vector2.clamp], [method Vector3.clamp], [method " "Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], o [method " "Color.clamp] (Actualmente no compatible con este método).\n" "[b]Nota:[/b] Cuando utilices esto en vectores [i]no[/i] realizará " "restricción de componentes, y elegirá [param min] si [code]value < min[/" "code] or [param max] si [code]value > max[/code]. Para realizar restrición " "de componentes utiliza los metodos listados arriba." #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a is 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" "Fija el [param value], devolviendo un [float] no menor que [param min] y no " "mayor que [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a es 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b es -1.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Clamps the [param value], returning an [int] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" "Acota el [param value] y devuelve un [int] no menor que [param min] ni mayor " "que [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a es 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b es -1\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the cosine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "cos(PI * 2) # Returns 1.0\n" "cos(PI) # Returns -1.0\n" "cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgstr "" "Devuelve el coseno del ángulo [param angle_rad] en radianes.\n" "[codeblock]\n" "cos(PI * 2) # Devuelve 1.0\n" "cos(PI) # Devuelve -1.0\n" "cos(grados_a_rad(90)) # Devuelve 0.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic cosine of [param x] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "Devuelve el coseno hiperbólico de [param x] en radianes.\n" "[codeblock]\n" "print(cosh(1)) # Imprime 1.543081\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values." msgstr "" "Realiza una interpolación cúbica entre dos valores en base al factor " "definido en [param weight] con los valores de [param pre] y [param post]." #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle]." msgstr "" "Realiza una interpolación cúbica entre dos valores de rotación con la ruta " "más corta por el factor definido en [param weight] con los valores de [param " "pre] y [param post]. Véase también [method lerp_angle]." #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle].\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "Realiza una interpolación cúbica entre dos valores rotacionales por el " "camino más corto definido por el factor definido en los valores [param " "weight] con [param pre] y [param post]. Véase también [method lerp_angle].\n" "Puede realizar una interpolación mas suave usando valores del tiempo en " "comparación con [method cubic_interpolate]." #: doc/classes/@GlobalScope.xml msgid "" "Cubic interpolates between two values by the factor defined in [param " "weight] with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "Realiza una interpolación cúbica entre dos valores según el factor definido " "en [param weight] con los valores de [param pre] y [param post].\n" "Puede realizar una interpolación más suave que [method cubic_interpolate] " "por valores de tiempo." #: doc/classes/@GlobalScope.xml msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibelios a energía lineal (audio)." #: doc/classes/@GlobalScope.xml msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "Convierte un ángulo expresado en grados a radianes.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns an \"eased\" value of [param x] based on an easing function defined " "with [param curve]. This easing function is based on an exponent. The [param " "curve] can be any floating-point number, with specific values leading to the " "following behaviors:\n" "[codeblock lang=text]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- -1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" "Devuelve un valor \"atenuado\" de [param x] basado en una función de " "atenuación definida con [param curve]. Esta función de atenuación se basa en " "un exponente. [param curve] puede ser cualquier número de punto flotante, " "con valores específicos que conducen a los siguientes comportamientos:\n" "[codeblock lang=text]\n" "- Menor que -1.0 (exclusivo): Atenuación de entrada y salida\n" "- -1.0: Lineal\n" "- Entre -1.0 y 0.0 (exclusivo): Atenuación de salida y entrada\n" "- 0.0: Constante\n" "- Entre 0.0 y 1.0 (exclusivo): Atenuación de salida\n" "- 1.0: Lineal\n" "- Mayor que 1.0 (exclusivo): Atenuación de entrada\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]Hoja de referencia de valores de curva ease()[/url]\n" "Véase también [method smoothstep]. Si necesitas realizar transiciones más " "avanzadas, utiliza [method Tween.interpolate_value]." #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" "print(OK) # Prints 0\n" "print(error_string(OK)) # Prints \"OK\"\n" "print(error_string(ERR_BUSY)) # Prints \"Busy\"\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints \"Out of memory\"\n" "[/codeblock]" msgstr "" "Devuelve un nombre entendible para los humanos para el siguiente código " "[enum Error].\n" "[codeblock]\n" "print(OK) " "# Imprime 0\n" "print(error_string(OK)) # Imprime " "\"OK\"\n" "print(error_string(ERR_BUSY)) # Imprime \"Busy\"\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Imprime \"Out of memory\"\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "La función exponencial natural. Eleva la constante matemática [i]e[/i] a la " "potencia de [param x] y la devuelve.\n" "[i]e[/i] tiene un valor aproximado de 2,71828, y puede obtenerse con " "[code]exp(1)[/code].\n" "Para potencias con otras bases, utiliza el método [method pow].\n" "[codeblock]\n" "var a = exp(2) # Aproximadamente 7.39\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." msgstr "" "Redondea [param x] por debajo (hacia el infinito negativo), devolviendo el " "número entero más grande que no es mayor que [param x]. Tipos soportados: " "[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a es 2.0\n" "a = floor(-2.99) # a es -3.0\n" "[/codeblock]\n" "Véase también: [method ceil], [method round], [method snapped].\n" "[b]Nota:[/b] Para una mayor seguridad con tipos, utiliza [method floorf], " "[method floori], [method Vector2.floor], [method Vector3.floor], o [method " "Vector4.floor]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" "Redondea a [param x] hacia abajo (hacia el negativo infinito), devolviendo " "el numero entero de mayor tamaño que no sea superior a [param x].\n" "Una version con tipado seguro de [method floor], que devuelve un [float]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning an [int].\n" "[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " "which rounds towards 0." msgstr "" "Redondea a [param x] hacia abajo (hacia el negativo infinito), devolviendo " "el numero entero de mayor tamaño que no sea superior a [param x].\n" "Una version con tipado seguro de [method floor], que devuelve un [int].\n" "[b]Nota:[/b] Esta función [i]no[/i] es la misma que [code]int(x)[/code], la " "cual redondea hacia 0." #: doc/classes/@GlobalScope.xml msgid "" "Returns the floating-point remainder of [param x] divided by [param y], " "keeping the sign of [param x].\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the [code]%[/code] operator." msgstr "" "Devuelve el residuo punto flotante de [param x] dividido por [param y], " "manteniendo el signo de [param x].\n" "[codeblock]\n" "var residuo = fmod(7, 5.5) # residuo es 1.5\n" "[/codeblock]\n" "Para la operación de residuo de números de tipo integer, utiliza el operador " "[code]%[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the floating-point modulus of [param x] divided by [param y], " "wrapping equally in positive and negative.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" "\tvar x = i * 0.5 - 1.5\n" "\tprint(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgstr "" "Devuelve el módulo de punto flotante de [param x] dividido por [param y], " "que envuelve por igual en positivo y en negativo.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" "\tvar x = 0.5 * i - 1.5\n" "\tprint(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Imprime:\n" "[codeblock lang=text]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" "-0.5 -0.5 1.0\n" " 0.0 0.0 0.0\n" " 0.5 0.5 0.5\n" " 1.0 1.0 1.0\n" " 1.5 0.0 0.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el hash de tipo integer de la variable [param variable] pasada.\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Imprime 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Imprime 177670\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the [Object] that corresponds to [param instance_id]. All Objects " "have a unique instance ID. See also [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var drink = \"water\"\n" "\n" "func _ready():\n" "\tvar id = get_instance_id()\n" "\tvar instance = instance_from_id(id)\n" "\tprint(instance.foo) # Prints \"water\"\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" "\tpublic string Drink { get; set; } = \"water\";\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tulong id = GetInstanceId();\n" "\t\tvar instance = (MyNode)InstanceFromId(Id);\n" "\t\tGD.Print(instance.Drink); // Prints \"water\"\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el [Object] que corresponde a [param instance_id]. Todos los " "Objetos tienen un ID de instancia único. Véase también :[method " "Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var drink = \"water\"\n" "\n" "func _ready():\n" "\tvar id = get_instance_id()\n" "\tvar instance = instance_from_id(id)\n" "\tprint(instance.foo) # Imprime \"water\"\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" "\tpublic string Drink { get; set; } = \"water\";\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tulong id = GetInstanceId();\n" "\t\tvar instance = (MyNode)InstanceFromId(Id);\n" "\t\tGD.Print(instance.Drink); // Imprime \"water\"\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " "[param to] (inclusive). If [param weight] is located outside this range, " "then an extrapolation factor will be returned (return value lower than " "[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on " "the result of [method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# middle is now 27.5.\n" "\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio is now 0.75.\n" "[/codeblock]\n" "See also [method lerp], which performs the reverse of this operation, and " "[method remap] to map a continuous series of values to another." msgstr "" "Devuelve un factor de interpolación o extrapolación, considerando el rango " "especificado en [param from] y [param to], y el valor interpolado " "especificado en [param weight]. El valor devuelto estará entre [code]0.0[/" "code] y [code]1.0[/code] si [param weight] está entre [param from] y [param " "to] (inclusivo). Si [param weight] está ubicado fuera de este rango, se " "devolverá un factor de extrapolación (valor de retorno menor que [code]0.0[/" "code] o mayor que [code]1.0[/code]). Utiliza [method clamp] sobre el " "resultado de [method inverse_lerp] si este no es el comportamiento deseado.\n" "[codeblock]\n" "# La razón de interpolación en la llamada a \"lerp()\" de más abajo es " "0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# \"middle\" ahora es 27.5.\n" "\n" "# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de " "vuelta.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# \"ratio\" ahora es 0.75.\n" "[/codeblock]\n" "Véase también [method lerp], el cual ejecuta la operación inversa a esta, y " "[method remap] para mapear una series continua de valores a otros." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" "Here, \"approximately equal\" means that [param a] and [param b] are within " "a small internal epsilon of each other, which scales with the magnitude of " "the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "Devuelve [code]true[/code] si [param a] y [param b] son aproximadamente " "iguales entre sí.\n" "Aquí, \"aproximadamente iguales\" significa que [param a] y [param b] están " "dentro de una pequeña épsilon interna de cada uno, que se escala con la " "magnitud de los números.\n" "Los valores infinitos del mismo signo se consideran iguales." #: doc/classes/@GlobalScope.xml msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity. See also [method " "is_inf] and [method is_nan]." msgstr "" "Devuelve si [param x] es un valor finito, p. ej., si no es [constant " "@GDScript.NAN], infinito positivo o infinito negativo. Véase también [method " "is_inf] y [method is_nan]." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity. See also [method is_finite] and [method is_nan]." msgstr "" "Devuelve [code]true[/code] si [param x] es un valor de infinito (positivo o " "negativo). Véase también [method is_finite] y [method is_nan]." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" "Devuelve [code]true[/code] si el Objeto que corresponde a [param id] es " "valido (p.ej. si no se ha borrado de la memoria). Todos los Objetos tiene un " "ID de instancia único." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " "not been deleted from memory)." msgstr "" "Devuelve [code]true[/code] si [param instance] es un Objeto válido (p. ej. " "si no ha sido borrado de la memoria)." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " "invalid) value. This method is needed as [constant @GDScript.NAN] is not " "equal to itself, which means [code]x == NAN[/code] can't be used to check " "whether a value is a NaN." msgstr "" "Devuelve [code]true[/code] si [param x] es un valor NaN (\"Not a Number\" o " "inválido). Este método es necesario porque [constant @GDScript.NAN] no se " "considera equivalente a sí mismo, por lo que [code]x == NAN[/code] no sirve " "para comprobar si un valor es NaN." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code], for value types, if [param a] and [param b] share " "the same value. Returns [code]true[/code], for reference types, if the " "references of [param a] and [param b] are the same.\n" "[codeblock]\n" "# Vector2 is a value type\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array is a reference type\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "These are [Variant] value types: [code]null[/code], [bool], [int], [float], " "[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " "[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " "[RID], [Callable] and [Signal].\n" "These are [Variant] reference types: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array], [PackedVector4Array], and " "[PackedColorArray]." msgstr "" "Devuelve [code]true[/code], para los tipos de valor, si [param a] y [param " "b] comparten el mismo valor. Devuelve [code]true[/code], para los tipos de " "referencia, si las referencias de [param a] y [param b] son iguales.\n" "[codeblock]\n" "# Vector2 es un tipo de valor\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array es un tipo de referencia\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "Estos son tipos de valores de [Variant]: [code]null[/code], [bool], [int], " "[float], [String], [StringName], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], " "[Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Projection], " "[Color], [NodePath], [RID], [Callable] and [Signal].\n" "Estas son [Variant] de tipo de referencia: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array],[PackedVector4Array] y " "[PackedColorArray]." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The " "comparison is done using a tolerance calculation with a small internal " "epsilon.\n" "This function is faster than using [method is_equal_approx] with one value " "as zero." msgstr "" "Devuelve [code]true[/code] si [param x] es cero o casi cero. La comparación " "se hace usando un calculo de tolerancia con un épsilon pequeño interno.\n" "Este método es más rápido que usar [method is_equal_approx] con un valor " "como cero." #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] to limit [param weight].\n" "Both [param from] and [param to] must be the same type. Supported types: " "[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " "[Basis], [Transform2D], [Transform3D].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method remap] to map a continuous " "series of values to another.\n" "[b]Note:[/b] For better type safety, use [method lerpf], [method " "Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method " "Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method " "Transform2D.interpolate_with], or [method Transform3D.interpolate_with]." msgstr "" "Interpola linealmente entre dos valores por un valor definido por [param " "weight]. Para hacer la interpolación [param weight] debe estar en el rango " "de los valores [code]0.0[/code] y [code]1.0[/code] (inclusivo). No obstante, " "valores fuera de este rango también están permitidos y pueden usarse para " "hacer una [i]extrapolación[/i]. Si este no es el comportamiento deseado, usa " "[method clampf] para limitar a [param weight].\n" "Tanto [param from] como [param to] deben de ser del mismo tipo. Tipos " "soportados: [int], [float], [Vector2], [Vector3], [Vector4], [Color], " "[Quaternion], [Basis], [Transform2D], [Transform3D].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Devuelve 3.0\n" "[/codeblock]\n" "Véase también: [method inverse_lerp], que realiza la operación inversa. Para " "hacer una interpolación de tipo eased con [method lerp], combínalo con " "[method ease] o [method smoothstep]. Véase también: [method remap] para " "mapear un serie continua de valores a otra.\n" "[b]Nota:[/b] Para mejor seguridad con tipos usa [method lerpf], [method " "Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method " "Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method " "Transform2D.interpolate_with], o [method Transform3D.interpolate_with]." #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" "\tvar min_angle = deg_to_rad(0.0)\n" "\tvar max_angle = deg_to_rad(90.0)\n" "\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" "\telapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This function lerps through the shortest path between [param " "from] and [param to]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "Interpola linealmente entre dos ángulos (en radianes) por un valor [param " "weight] entre 0.0 y 1.0.\n" "Similar a [method lerp], pero interpola correctamente cuando los ángulos se " "envuelven alrededor de [constant @GDScript.TAU]. Para realizar una " "interpolación suavizada con [method lerp_angle], combínala con [method ease] " "o [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" "\tvar min_angle = deg_to_rad(0.0)\n" "\tvar max_angle = deg_to_rad(90.0)\n" "\trotation = lerp_angle(min_angle, max_angle, elapsed)\n" "\telapsed += delta\n" "[/codeblock]\n" "[b]Nota:[/b] Esta función interpola a través de la ruta más corta entre " "[param from] y [param to]. Sin embargo, cuando estos dos ángulos están " "aproximadamente a [code]PI + k * TAU[/code] de distancia para cualquier " "[code]k[/code] entero, no es obvio de qué manera se interpolan debido a " "errores de precisión de punto flotante. Por ejemplo, [code]lerp_angle(0, PI, " "weight)[/code] interpola en sentido antihorario, mientras que " "[code]lerp_angle(0, PI + 5 * TAU, weight)[/code] interpola en el sentido de " "las agujas del reloj." #: doc/classes/@GlobalScope.xml msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] on the result of this function.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" "Interpola linealmente entre dos valores por el factor definido en [param " "weight]. Para realizar la interpolación, [param weight] debe estar entre " "[code]0.0[/code] y [code]1.0[/code] (inclusive). Sin embargo, se permiten " "valores fuera de este rango y se pueden usar para realizar [i]extrapolación[/" "i]. Si esto no es deseado, usa [method clampf] en el resultado de esta " "función.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Devuelve 3.0\n" "[/codeblock]\n" "Véase también [method inverse_lerp] que realiza la operación inversa. Para " "realizar una interpolación suavizada con [method lerp], combínala con " "[method ease] o [method smoothstep]." #: doc/classes/@GlobalScope.xml msgid "" "Converts from linear energy to decibels (audio). Since volume is not " "normally linear, this can be used to implement volume sliders that behave as " "expected.\n" "[b]Example:[/b] Change the Master bus's volume through a [Slider] node, " "which ranges from [code]0.0[/code] to [code]1.0[/code]:\n" "[codeblock]\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" "Convierte energía lineal a decibelios (audio). Dado que el volumen no es " "normalmente lineal, esto se puede usar para implementar controles " "deslizantes de volumen que se comporten como se espera.\n" "[b]Ejemplo:[/b] Cambia el volumen del bus maestro a través de un nodo " "[Slider], que varía de [code]0.0[/code] a [code]1.0[/code]:\n" "[codeblock]\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). This is the amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" "Devuelve el logaritmo natural de [param x] [url=https://en.wikipedia.org/" "wiki/Natural_logarithm]natural logarithm[/url] (base [url=https://" "en.wikipedia.org/wiki/E_(mathematical_constant)][i]e[/i][/url], con [i]e[/i] " "siendo aproximadamente 2.71828). Esta es la cantidad de tiempo necesaria " "para alcanzar un cierto nivel de crecimiento continuo.\n" "[b]Nota:[/b] Esto no es lo mismo que la función \"log\" de la mayoría de las " "calculadoras, que utiliza un logaritmo de base 10. Para usar el logaritmo de " "base 10, usa [code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Devuelve 2.302585\n" "[/codeblock]\n" "[b]Nota:[/b] El logaritmo de [code]0[/code] devuelve [code]-inf[/code], " "mientras que los valores negativos devuelven [code]-nan[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise maximum, and will pick the largest value when compared using [code]x < " "y[/code]. To perform component-wise maximum, use [method Vector2.max], " "[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method " "Vector4.max], and [method Vector4i.max]." msgstr "" "Devuelve el máximo de los valores numéricos dados. Esta función puede tomar " "cualquier número de argumentos.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Devuelve 7\n" "[/codeblock]\n" "[b]Nota:[/b] Al usarse en vectores, [i]no[/i] calculará el máximo por " "componente y elegirá el valor más grande cuando se compare utilizando " "[code]x < y[/code]. Para realizar el máximo por componente, use [method " "Vector2.max], [method Vector2i.max], [method Vector3.max], [method " "Vector3i.max], [method Vector4.max] y [method Vector4i.max]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" "maxf(3.6, 24) # Returns 24.0\n" "maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "Devuelve el máximo de dos valores [float].\n" "[codeblock]\n" "maxf(3.6, 24) # Devuelve 24.0\n" "maxf(-3.99, -4) # Devuelve -3.99\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the maximum of two [int] values.\n" "[codeblock]\n" "maxi(1, 2) # Returns 2\n" "maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgstr "" "Devuelve el máximo de dos valores [int].\n" "[codeblock]\n" "maxi(1, 2) # Devuelve 2\n" "maxi(-3, -4) # Devuelve -3\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise minimum, and will pick the smallest value when compared using [code]x < " "y[/code]. To perform component-wise minimum, use [method Vector2.min], " "[method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method " "Vector4.min], and [method Vector4i.min]." msgstr "" "Devuelve el mínimo de los valores numéricos dados. Esta función puede " "recibir cualquier número de argumentos.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Devuelve -6\n" "[/codeblock]\n" "[b]Nota:[/b] Al usarlo en vectores, [i]no[/i] calculará el mínimo de cada " "componente y elegirá el valor más pequeño cuando se compare utilizando " "[code]x < y[/code]. Para realizar el mínimo de cada componente, use [method " "Vector2.min], [method Vector2i.min], [method Vector3.min], [method " "Vector3i.min], [method Vector4.min] y [method Vector4i.min]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" "minf(3.6, 24) # Returns 3.6\n" "minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgstr "" "Devuelve el mínimo de dos valores [float].\n" "[codeblock]\n" "minf(3.6, 24) # Devuelve 3.6\n" "min(-3.99, -4) # Devuelve -4\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the minimum of two [int] values.\n" "[codeblock]\n" "mini(1, 2) # Returns 1\n" "mini(-3, -4) # Returns -4\n" "[/codeblock]" msgstr "" "Devuelve el mínimo de dos valores [int].\n" "[codeblock]\n" "mini(1, 2) # Devuelve 1\n" "mini(-3, -4) # Devuelve -4\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "Mueve [param from] hacia [param to] por el valor [param delta]. No se pasara " "del valor [param to]\n" "Usa un valor negativo de [param delta] para mover el valor en sentido " "opuesto.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Devuelve 9\n" "move_toward(10, 5, 4) # Devuelve 6\n" "move_toward(5, 10, 9) # Devuelve 10\n" "move_toward(10, 5, -1.5) # Devuelve 11.5\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" "[b]Warning:[/b] Due to its implementation, this method returns [code]0[/" "code] rather than [code]1[/code] for values less than or equal to [code]0[/" "code], with an exception for [param value] being the smallest negative 64-" "bit integer ([code]-9223372036854775808[/code]) in which case the [param " "value] is returned unchanged." msgstr "" "Devuelve la potencia entera más pequeña de 2 que es mayor o igual que [param " "value].\n" "[codeblock]\n" "nearest_po2(3) # Devuelve 4\n" "nearest_po2(4) # Devuelve 4\n" "nearest_po2(5) # Devuelve 8\n" "\n" "nearest_po2(0) # Devuelve 0 (esto puede no ser lo esperado)\n" "nearest_po2(-1) # Devuelve 0 (esto puede no ser lo esperado)\n" "[/codeblock]\n" "[b]Advertencia:[/b] Debido a su implementación, este método devuelve " "[code]0[/code] en lugar de [code]1[/code] para valores menores o iguales a " "[code]0[/code], con una excepción para [param value] siendo el entero " "negativo de 64 bits más pequeño ([code]-9223372036854775808[/code]) en cuyo " "caso el [param value] se devuelve sin cambios." #: doc/classes/@GlobalScope.xml msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " "[code]0[/code] side or increased to the [param length] side (like a triangle " "wave). If [param length] is less than zero, it becomes positive.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Returns 3.0\n" "pingpong(-2.0, 3.0) # Returns 2.0\n" "pingpong(-1.0, 3.0) # Returns 1.0\n" "pingpong(0.0, 3.0) # Returns 0.0\n" "pingpong(1.0, 3.0) # Returns 1.0\n" "pingpong(2.0, 3.0) # Returns 2.0\n" "pingpong(3.0, 3.0) # Returns 3.0\n" "pingpong(4.0, 3.0) # Returns 2.0\n" "pingpong(5.0, 3.0) # Returns 1.0\n" "pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgstr "" "Envuelve a [param value] entre [code]0[/code] y [param length]. Si el límite " "es alcanzado, el siguiente valor que la función devuelva es reducido hacia " "[code]0[/code] o incrementado hacia [param length] (como una ola " "triangular). Si [param length] es menor que cero, se convierte en positivo.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Devuelve 3.0\n" "pingpong(-2.0, 3.0) # Devuelve 2.0\n" "pingpong(-1.0, 3.0) # Devuelve 1.0\n" "pingpong(0.0, 3.0) # Devuelve 0.0\n" "pingpong(1.0, 3.0) # Devuelve 1.0\n" "pingpong(2.0, 3.0) # Devuelve 2.0\n" "pingpong(3.0, 3.0) # Devuelve 3.0\n" "pingpong(4.0, 3.0) # Devuelve 2.0\n" "pingpong(5.0, 3.0) # Devuelve 1.0\n" "pingpong(6.0, 3.0) # Devuelve 0.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the integer modulus of [param x] divided by [param y] that wraps " "equally in positive and negative.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" "\tprint(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Prints:\n" "[codeblock lang=text]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgstr "" "Devuelve el módulo entero de [param x] dividido por [param y] que se ajusta " "igualmente en positivo y negativo.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" "\tprint(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Imprime:\n" "[codeblock lang=text]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" "Devuelve el resultado de [param base] elevado a la potencia de [param exp].\n" "En GDScript, esto es el equivalente al operador [code]**[/code].\n" "[codeblock]\n" "pow(2, 5) # Devuelve 32.0\n" "pow(4, 1.5) # Devuelve 8.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array a = [1, 2, 3];\n" "GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed. See also [member Engine.print_to_stdout] and [member " "ProjectSettings.application/run/disable_stdout]." msgstr "" "Convierte uno o más argumentos de cualquier tipo a string de la mejor manera " "posible y los imprime en la consola.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array a = [1, 2, 3];\n" "GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Considera usar [method push_error] y [method push_warning] para " "imprimir mensajes de error y advertencia en lugar de [method print] o " "[method print_rich]. Esto los distingue de los mensajes de impresión " "utilizados para fines de depuración, mientras que también muestra un " "seguimiento de la pila cuando se imprime un error o una advertencia. Véase " "también [member Engine.print_to_stdout] y [member " "ProjectSettings.application/run/disable_stdout]." #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is " "converted to ANSI escape codes for the terminal emulator to display. Support " "for ANSI escape codes varies across terminal emulators, especially for " "italic and strikethrough. In standard output, [code]code[/code] is " "represented with faint text but without any font change. Unsupported tags " "are left as-is in standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints \"Hello " "world!\", in green with a bold font.\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints " "\"Hello world!\", in green with a bold font.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed.\n" "[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" "lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" "Convierte uno o más argumentos de cualquier tipo en una string de la mejor " "manera posible y los imprime en la consola.\n" "Se admiten las siguientes etiquetas BBCode: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Las etiquetas URL solo admiten URL envueltas por una etiqueta URL, no así " "URL con un título diferente.\n" "Al imprimir en la salida estándar, el subconjunto compatible de BBCode se " "convierte en códigos de escape ANSI para que el emulador de terminal los " "muestre. La compatibilidad con los códigos de escape ANSI varía entre los " "emuladores de terminal, especialmente para cursiva y tachado. En la salida " "estándar, [code]code[/code] se representa con texto tenue pero sin ningún " "cambio de fuente. Las etiquetas no compatibles se dejan tal como están en la " "salida estándar.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]¡Hola mundo![/b][/color]\") # Imprime \"¡Hola " "mundo!\" en verde con una fuente en negrita\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]¡Hola mundo![/b][/color]\"); // Imprime " "\"¡Hola mundo!\" en verde con una fuente en negrita\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Considera usar [method push_error] y [method push_warning] para " "imprimir mensajes de error y advertencia en lugar de [method print] o " "[method print_rich]. Esto los distingue de los mensajes de impresión " "utilizados para fines de depuración, mientras que también muestra un " "seguimiento de la pila cuando se imprime un error o una advertencia.\n" "[b]Nota:[/b] La salida que se muestra en el editor admite etiquetas [code " "skip-lint][url=address]texto[/url][/code] en las que se puede hacer clic. El " "valor [code]address[/code] de la etiqueta [code skip-lint][url][/code] es " "manejado por [method OS.shell_open] cuando se hace clic en ella." #: doc/classes/@GlobalScope.xml msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" "Si el modo detallado (verbose mode) está habilitado ([method " "OS.is_stdout_verbose] devolverá [code]true[/code]), convierte uno o más " "argumentos de cualquier tipo en una string de la mejor manera posible y los " "imprime en la consola." #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Imprime uno o más argumentos como strings de la mejor manera posible a la " "línea de error estándar.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"Imprime a stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"Imprime a stderr\");\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to strings in the best way possible to the OS " "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " "dock. The output sent to the OS terminal can be seen when running Godot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" "[gdscript]\n" "# Prints \"ABC\" to terminal.\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "[/gdscript]\n" "[csharp]\n" "// Prints \"ABC\" to terminal.\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Imprime uno o más argumentos como strings de la mejor manera posible en la " "terminal del SO. A diferencia de [method print], no se añade automáticamente " "una nueva línea al final.\n" "[b]Nota:[/b] El terminal del SO [i]no[/i] es el mismo que el dock de salida " "del editor. La salida enviada al terminal del SO se puede ver al ejecutar " "Godot desde un terminal. En Windows, esto requiere el uso del ejecutable " "[code]console.exe[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Imprime \"ABC\" en la terminal.\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "[/gdscript]\n" "[csharp]\n" "// Imprime \"ABC\" en la terminal.\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Imprime uno o más argumentos en la consola con un espacio entre cada " "argumento.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Imprime \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\",\"B\",\"C\"); // Imprime \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Imprime uno o más argumentos en la consola con una tabulación entre cada " "argumento.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Imprime \"A\tB\tC\"\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Imprime \"A\tB\tC\"\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as an error.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " "terminal as an error.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This function does not pause project execution. To print an " "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "Envía un mensaje de error al depurador incorporado de Godot y a la terminal " "del sistema operativo.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"error de prueba\") # Imprime \"error de prueba\" en el " "depurador y la terminal como un error.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"error de prueba\"); // Imprime \"error de prueba\" en el " "depurador y la terminal como un error.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Esta función no pausa la ejecución del proyecto. Para imprimir " "un mensaje de error y pausar la ejecución del proyecto en compilaciones de " "depuración, usa [code]assert(false, \"test error\")[/code] en su lugar." #: doc/classes/@GlobalScope.xml msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " "terminal as a warning.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Envía un mensaje de advertencia al depurador incorporado de Godot y a la " "terminal del sistema operativo.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Imprime \"test warning\" en depurador y la " "terminal como una advertencia.\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Imprime \"test warning\" en depurador y " "la terminal como una advertencia.\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Returns 30\n" "rad_to_deg(PI) # Returns 180\n" "rad_to_deg(PI * 2) # Returns 360\n" "[/codeblock]" msgstr "" "Convierte un ángulo expresado en radianes a grados.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Devuelve 30.0\n" "rad_to_deg(PI) # Devuelve 180\n" "rad_to_deg(PI * 2) # Devuelve 360\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " "where its first element is the randomized [int] value, and the second " "element is the same as [param seed]. Passing the same [param seed] " "consistently returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0]) # Prints 2879024997\n" "print(a[1]) # Prints 4\n" "[/codeblock]" msgstr "" "Dado un [param seed], devuelve un [PackedInt64Array] de tamaño [code]2[/" "code], donde su primer elemento es el valor aleatorio [int], y el segundo " "elemento es el mismo que [param seed]. Pasar el mismo [param seed] devuelve " "consistentemente el mismo array.\n" "[b]Nota:[/b] \"Seed\" aquí se refiere al estado interno del generador de " "números pseudoaleatorios, actualmente implementado como un entero de 64 " "bits.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0]) # Imprime 2879024997\n" "print(a[1]) # Imprime 4\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Returns e.g. 0.375671\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un valor de punto flotante aleatorio entre [code]0.0[/code] y " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Devuelve p. ej. 0.375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Devuelve p. ej. 0.375671\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Returns e.g. 7.45315\n" "randf_range(-10, 10) # Returns e.g. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n" "GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un valor de punto flotante aleatorio entre [param from] y [param " "to] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Devuelve p. ej. 7.45315\n" "randf_range(-10, 10) # Devuelve p.ej. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Devuelve p. ej. 7.45315\n" "GD.RandRange(-10.0, 10.0); // Devuelve p. ej. -3.844535\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url], pseudo-random floating-point value from the specified " "[param mean] and a standard [param deviation]. This is also known as a " "Gaussian distribution.\n" "[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Genera un número pseudoaleatorio [url=https://en.wikipedia.org/wiki/" "Normal_distribution]distribuido normalmente[/url], utilizando la " "transformación Box-Muller con el [param mean] especificado y una [param " "deviation] estándar. Esto también se denomina como distribución gaussiana.\n" "[b]Nota:[/b] Este método usa el algoritmo [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller[/url]." #: doc/classes/@GlobalScope.xml msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n" "GD.Randi() % 20; // Returns random integer between 0 and 19\n" "GD.Randi() % 100; // Returns random integer between 0 and 99\n" "GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un entero aleatorio sin signo de 32 bits. Utiliza el residuo para " "obtener un valor aleatorio en el intervalo [code][0, N - 1][/code] (donde N " "es menor que 2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n" "randi() % 20 # Devuelve un entero aleatorio entre 0 y 19.\n" "randi() % 100 # Devuelve un entero aleatorio entre 0 y 99.\n" "randi() % 100 + 1 # Devuelve un entero aleatoria entre 1 y 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n" "GD.Randi() % 20; // Devuelve un entero aleatorio entre 0 y 19.\n" "GD.Randi() % 100; // Devuelve un entero aleatorio entre 0 y 99.\n" "GD.Randi() % 100 + 1; // Devuelve un entero aleatoria entre 1 y 100\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a random signed 32-bit integer between [param from] and [param to] " "(inclusive). If [param to] is lesser than [param from], they are swapped.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Returns either 0 or 1\n" "randi_range(-10, 1000) # Returns random integer between -10 and 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Returns either 0 or 1\n" "GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un entero aleatorio con signo de 32 bits en el rango de [param " "from] hasta [param to] (inclusivo). Si [param to] es menor que [param from], " "se intercambian.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Devuelve el valor 0 o 1\n" "randi_range(-10, 1000) # Devuelve un entero aleatorio entre -10 y 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Devuelve el valor 0 o 1\n" "GD.RandRange(-10, 1000); // Devuelve un entero aleatorio entre -10 y 1000\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "The current implementation uses a number based on the device's time.\n" "[b]Note:[/b] This function is called automatically when the project is run. " "If you need to fix the seed to have consistent, reproducible results, use " "[method seed] to initialize the random number generator." msgstr "" "Aleatorizar la semilla (o el estado interno) del generador de números " "aleatorios. Es una implementación actual que utiliza un numero basado en el " "tiempo del dispositivo.\n" "[b]Nota:[/b] Esta función es llamada automáticamente cuando se ejecuta el " "proyecto. Si se necesita arreglar la semilla para mas consistencia o " "reproducir resultados, usa [method seed] para inicializar el generador de " "números aleatorios." #: doc/classes/@GlobalScope.xml msgid "" "Maps a [param value] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[param value] is outside [code][istart, istop][/code], then the resulting " "value will also be outside [code][ostart, ostop][/code]. If this is not " "desired, use [method clamp] on the result of this function.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where multiple ranges are needed, consider using " "[Curve] or [Gradient] instead.\n" "[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined " "(most likely NaN, INF, or -INF)." msgstr "" "Mapea un [param value] en un rango de [code][istart, istop][/code] a [code]" "[ostart, ostop][/code]. Véase también [method lerp] y [method inverse_lerp]. " "Si [param value] esta afuera [code][istart, istop][/code], entonces el valor " "resultante también estara fuera [code][ostart, ostop][/code]. Si esto no es " "lo deseado, use [method clamp] en el resultado de esta función.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) #Devuelve 0.5\n" "[/codeblock]\n" "Para casos mas complejos en donde se requieran multiples rangos, considera " "utilizar [Curve] o [Gradient] en su lugar.\n" "[b]Nota:[/b] Si [code]istart == istop[/code], el valor devuelto es " "indefinido (probablemente NaN, INF, o -INF)." #: doc/classes/@GlobalScope.xml msgid "" "Allocates a unique ID which can be used by the implementation to construct " "an RID. This is used mainly from native extensions to implement servers." msgstr "" "Asigna un ID único que puede se usado por la implementación para la " "construcción de un RID. Esto se utiliza principalmente desde extensiones " "nativas para implementar en servidores." #: doc/classes/@GlobalScope.xml msgid "" "Creates an RID from a [param base]. This is used mainly from native " "extensions to build servers." msgstr "" "Crea un RID a partir de un [param base]. Esto es usado principalmente por " "extensiones nativas para la constricción de servidores." #: doc/classes/@GlobalScope.xml msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param " "to], toward the opposite angle, and will not go past the opposite angle." msgstr "" "Gira [param from] hacia [param to] en la cantidad de [param delta]. No " "pasará de [param to].\n" "Similar a [method move_toward], pero se interpola correctamente cuando los " "ángulos se ajustan a [constant @GDScript.TAU].\n" "Si [param delta] es negativo, esta función se alejará de [param to], hacia " "el ángulo opuesto y no pasará del ángulo opuesto." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0. Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" "round(2.6) # Returns 3\n" "[/codeblock]\n" "See also [method floor], [method ceil], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" "Redondea [param x] al número entero más cercano, con los casos intermedios " "redondeados a partir de 0. Datos soportados: [int], [float], [Vector2], " "[Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Devuelve 2\n" "round(2.5) # Devuelve 3\n" "round(2.6) # Devuelve 3\n" "[/codeblock]\n" "Véase también [method floor], [method ceil], y [method snapped].\n" "[b]Nota:[/b] Para un mejor tipado seguro, use [method roundf], [method " "roundi], [method Vector2.round], [method Vector3.round], o [method " "Vector4.round]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" "Redondea [param x] al numero entero mas cercano, con los casos intermedios " "redondeados a partir de 0.\n" "Es una version de tipado seguro del [method round] , retorna un [float]." #: doc/classes/@GlobalScope.xml msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded " "away from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" "Redondea [param x] al numero entero mas cercano, con los casos intermedios " "redondeados a partir de 0.\n" "Es una version de tipado seguro del [method round] , retorna un [int]." #: doc/classes/@GlobalScope.xml msgid "" "Sets the seed for the random number generator to [param base]. Setting the " "seed manually can ensure consistent, repeatable results for most random " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Establece la semilla para el generador de números aleatorios en [param " "base]. Configurar la semilla manualmente puede garantizar resultados " "consistentes y repetibles para la mayoría de los casos aleatorios. " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the same type of [Variant] as [param x], with [code]-1[/code] for " "negative values, [code]1[/code] for positive values, and [code]0[/code] for " "zeros. For [code]nan[/code] values it returns 0.\n" "Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Returns -1\n" "sign(0.0) # Returns 0\n" "sign(6.0) # Returns 1\n" "sign(NAN) # Returns 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], " "[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" "Devuelve el mismo [Variant] como [param x], dando [code]-1[/code] para " "valores negativos, [code]1[/code] para valores positivos y [code]0[/code] " "para cero. Para los valores [code]NaN[/code] (No es un Numero) devuelve " "cero.\n" "Tipos soportados [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Devuelve-1\n" "sign(0.0) # Devuelve 0\n" "sign(6.0) # Devuelve 1\n" "sign(NAN) # Devuelve 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Devuelve (-1, 0, 1)\n" "[/codeblock]\n" "[b]Nota[/b] Para mejor seguridad en los tipos, use [method signf], [method " "signi], [method Vector2.sign], [method Vector2i.sign], [method " "Vector3.sign], [method Vector3i.sign], [method Vector4.sign], o [method " "Vector4i.sign]." #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" "Devuelve [code]-1.0[/code] si [param x] es negativo, [code]1.0[/code] si es " "[param x] positivo y [code]0.0[/code] si [param x] es igual a cero. Para " "valores [code]nan[/code] de [param x], devuelve 0.0.\n" "[codeblock]\n" "sign(-6.5) # Devuelve -1.0\n" "sign(0.0) # Devuelve 0.0\n" "sign(6.5) # Devuelve 1.0\n" "signf(NAN) # Devuelve 0.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " "x] is positive, and [code]0[/code] if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" "Devuelve [code]-1[/code] si [param x] es un valor negativo, [code]1[/code] " "si [param x] es positivo y [code]0[/code] cuando [param x] es igual a cero.\n" "[codeblock]\n" "sign(-6) # Devuelve -1\n" "sign(0) # Devuelve 0\n" "sign(6) # Devuelve 1\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgstr "" "Devuelve el seno de un angulo [param angle_rad] en radianes.\n" "[codeblock]\n" "sin(0.523599) # Devuelve 0.5\n" "sin(deg_to_rad(90)) # Devuelve 1.0\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic sine of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "Devuelve el seno hiperbolico de [param x].\n" "[codeblock]\n" "var a = log(2.0) # Devuelve 0.693147\n" "sinh(a) # Devuelve 0.75\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a smooth cubic Hermite interpolation between [code]0[/code] and " "[code]1[/code].\n" "For positive ranges (when [code]from <= to[/code]) the return value is " "[code]0[/code] when [code]x <= from[/code], and [code]1[/code] when [code]x " ">= to[/code]. If [param x] lies between [param from] and [param to], the " "return value follows an S-shaped curve that smoothly transitions from " "[code]0[/code] to [code]1[/code].\n" "For negative ranges (when [code]from > to[/code]) the function is mirrored " "and returns [code]1[/code] when [code]x <= to[/code] and [code]0[/code] when " "[code]x >= from[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_range.webp]Smoothstep() return values with positive, zero, and " "negative ranges[/url]" msgstr "" "Devuelve una interpolación cúbica de Hermite suave entre [code]0[/code] y " "[code]1[/code].\n" "Para rangos positivos (cuando [code]from <= to[/code]) el valor de retorno " "es [code]0[/code] cuando [code]x <= from[/code], y [code]1[/code] cuando " "[code]x >= to[/code]. Si [param x] se encuentra entre [param from] y [param " "to], el valor devuelto sigue una curva en forma de S que realiza una " "transición suave de [code]0[/code] a [code]1[/code].\n" "Para rangos negativos (cuando [code]from > to[/code]) la función se refleja " "y devuelve [code]1[/code] cuando [code]x <= to[/code] y [code]0[/code] " "cuando [code]x >= from[/code].\n" "Esta curva en forma de S es el interpolador cúbico de Hermite, dado por " "[code]f(y) = 3*y^2 - 2*y^3[/code] donde [code]y = (x-from) / (to-from)[/" "code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Devuelve 0.0\n" "smoothstep(0, 2, 0.5) # Devuelve 0.15625\n" "smoothstep(0, 2, 1.0) # Devuelve 0.5\n" "smoothstep(0, 2, 2.0) # Devuelve 1.0\n" "[/codeblock]\n" "Comparado con [method ease] con un valor de curva de [code]-1.6521[/code], " "[method smoothstep] devuelve la curva más suave posible sin cambios " "repentinos en la derivada. Si necesitas realizar transiciones más avanzadas, " "usa [Tween] o [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparación entre los valores de retorno de " "smoothstep() y ease(x, -1.6521)[/url]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_range.webp]Valores de retorno de Smoothstep() con rangos " "positivos, cero y negativos[/url]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "snapped(100, 32) # Returns 96\n" "snapped(3.14159, 0.01) # Returns 3.14\n" "\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" "[/codeblock]\n" "See also [method ceil], [method floor], and [method round].\n" "[b]Note:[/b] For better type safety, use [method snappedf], [method " "snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method " "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" "Devuelve el múltiplo de [param step] que está más cerca de [param x]. Esto " "también se puede usar para redondear un número de punto flotante a un número " "arbitrario de decimales.\n" "El valor devuelto es del mismo tipo de [Variant] que [param step]. Tipos " "compatibles: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "snapped(100, 32) # Devuelve 96\n" "snapped(3.14159, 0.01) # Devuelve 3.14\n" "\n" "snapped(Vector2(34, 70), Vector2(8, 8)) # Devuelve (32, 72)\n" "[/codeblock]\n" "Véase también [method ceil], [method floor] y [method round].\n" "[b]Nota:[/b] Para una mejor seguridad de tipos, usa [method snappedf], " "[method snappedi], [method Vector2.snapped], [method Vector2i.snapped], " "[method Vector3.snapped], [method Vector3i.snapped], [method " "Vector4.snapped] o [method Vector4i.snapped]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Returns 32.5\n" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" "Devuelve el múltiplo de [param step] que está más cerca de [param x]. Esto " "también se puede usar para redondear un número de punto flotante a un número " "arbitrario de decimales.\n" "Una versión con seguridad de tipos de [method snapped], que devuelve un " "[float].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Devuelve 32.5\n" "snappedf(3.14159, 0.01) # Devuelve 3.14\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" "[codeblock]\n" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" "Devuelve el múltiplo de [param step] que está más cerca de [param x].\n" "Una versión con seguridad de tipos de [method snapped], que devuelve un " "[int].\n" "[codeblock]\n" "snappedi(53, 16) # Devuelve 48\n" "snappedi(4096, 100) # Devuelve 4100\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the square root of [param x], where [param x] is a non-negative " "number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "sqrt(10.24) # Returns 3.2\n" "sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). In " "C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]." msgstr "" "Devuelve la raíz cuadrada de [param x], donde [param x] es un número no " "negativo.\n" "[codeblock]\n" "sqrt(9) # Devuelve 3\n" "sqrt(10.24) # Devuelve 3.2\n" "sqrt(-1) # Devuelve NaN\n" "[/codeblock]\n" "[b]Nota:[/b] Los valores negativos de [param x] devuelven NaN (\"Not a " "Number\", No es un número). En C#, si necesitas entradas negativas, usa " "[code]System.Numerics.Complex[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "var n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "Devuelve la posición del primer dígito distinto de cero después de la coma " "decimal. Ten en cuenta que el valor de retorno máximo es 10, lo cual es una " "decisión de diseño en la implementación.\n" "[codeblock]\n" "var n = step_decimals(5) # n es 0\n" "n = step_decimals(1.0005) # n es 4\n" "n = step_decimals(0.000000005) # n es 9\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts one or more arguments of any [Variant] type to a [String] in the " "best way possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Prints 3 (the number of elements in the array).\n" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" "Convierte uno o más argumentos de cualquier tipo [Variant] a un [String] de " "la mejor manera posible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Imprime 3 (el número de elementos en el array).\n" "print(len(b)) # Imprime 12 (la longitud de la string \"[10, 20, 30]\").\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Convierte una [param string] formateada que fue devuelta por [method " "var_to_str] al [Variant] original.\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data es un String\n" "var dict = str_to_var(data) # dict es un Dictionary\n" "print(dict[\"a\"]) # Imprime 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data es una " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict es un Dictionary\n" "GD.Print(dict[\"a\"]); // Imprime 1\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "Devuelve la tangente del ángulo [param angle_rad] en radianes.\n" "[codeblock]\n" "tan(deg2rad(45)) # Devuelve 1\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic tangent of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" msgstr "" "Devuelve la tangente hiperbólica de [param x].\n" "[codeblock]\n" "var a = log(2.0) # Devuelve 0.693147\n" "tanh(a) # Devuelve 0.6\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Converts the given [param variant] to the given [param type], using the " "[enum Variant.Type] values. This method is generous with how it handles " "types, it can automatically convert between array types, convert numeric " "[String]s to [int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages " "as long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" "Convierte un [param variant] dado a [param type], usando los valores de " "[enum Variant.Type]. Este método es amigable con como maneja los tipos, " "puede convertir automáticamente entre tipos de array, convertir [String]s " "numéricos a [int] y convertir la gran mayoría de cosas a [String].\n" "Si no se puede pasar de un tipo a otro, este método devolverá el valor por " "defecto de ese tipo, por ejemplo, convertir un [Rect2] a [Vector2] siempre " "devolverá [constant Vector2.ZERO]. Este método no muestra mensajes de error " "siempre que [param type] sea un tipo valido.\n" "El valor devuelto es [Variant], pero su tipo y datos serán iguales que el " "que se pidió.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Devuelve 0\n" "type_convert(\"123\", TYPE_INT) # Devuelve 123\n" "type_convert(123.4, TYPE_INT) # Devuelve 123\n" "type_convert(5, TYPE_VECTOR2) # Devuelve (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Devuelve null\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2\n" "print(type_string(TYPE_INT)) # Prints \"int\"\n" "print(type_string(TYPE_STRING)) # Prints \"String\"\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" "Devuelve un nombre legible para el [param type] dado, utilizando los valores " "de [enum Variant.Type].\n" "[codeblock]\n" "print(TYPE_INT) # Imprime 2\n" "print(type_string(TYPE_INT)) # Imprime \"int\"\n" "print(type_string(TYPE_STRING)) # Imprime \"String\"\n" "[/codeblock]\n" "Véase también [method typeof]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the internal type of the given [param variable], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if result is Array:\n" "\tprint(result[0]) # Prints \"a\"\n" "else:\n" "\tprint(\"Unexpected result!\")\n" "[/codeblock]\n" "See also [method type_string]." msgstr "" "Devuelve el tipo interno del [param variable] dado, usando los valores de " "[enum Variant.Type].\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if result is Array:\n" "\tprint(result[0]) # Imprime \"a\"\n" "else:\n" "\tprint(\"¡Resultado inesperado!\")\n" "[/codeblock]\n" "See also [method type_string]." #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" "Cifra el valor de [Variant] a un array de bytes (byte array) sin encodificar " "el objeto en si. La deserialización puede ser hecha con [method " "bytes_to_var].\n" "[b]Nota:[/b] Si necesitas serializar el objeto, véase [method " "var_to_bytes_with_objects].\n" "[b]Nota:[/b] La encodificación de [Callable] no esta soportada y siempre " "devolverá un valor vacío, sin importar los datos." #: doc/classes/@GlobalScope.xml msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an " "empty value, regardless of the data." msgstr "" "Codifica un valor [Variant] en un array de bytes. Se permite codificar " "objetos (y potencialmente puede incluir código ejecutable). La " "deserialización puede realizarse con [method bytes_to_var_with_objects].\n" "[b]Nota:[/b] La codificación de [Callable] no es compatible y dará como " "resultado un valor vacío, independientemente de los datos." #: doc/classes/@GlobalScope.xml msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Prints:\n" "[codeblock lang=text]\n" "{\n" "\t\"a\": 1,\n" "\t\"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" "Convierte una [Variant] [param variable] en una [String] formateada que " "luego puede ser analizada utilizando [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Imprime:\n" "[codeblock lang=text]\n" "{\n" "\t\"a\": 1,\n" "\t\"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Nota:[/b] La conversión de [Signal] o [Callable] no es compatible y " "resultará en un valor vacío para estos tipos, independientemente de sus " "datos." #: doc/classes/@GlobalScope.xml msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. " "Returns an empty [WeakRef] instance if [param obj] is [code]null[/code]. " "Prints an error and returns [code]null[/code] if [param obj] is neither " "[Object]-derived nor [code]null[/code].\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" "Devuelve una instancia [WeakRef] que contiene una referencia débil a [param " "obj]. Devuelve una instancia [WeakRef] vacía si [param obj] es [code]null[/" "code]. Imprime un error y devuelve [code]null[/code] si [param obj] no es " "derivado de [Object] ni [code]null[/code].\n" "Una referencia débil a un objeto no es suficiente para mantenerlo activo: " "cuando las únicas referencias restantes a un referente son débiles, la " "recolección de elementos no utilizados puede destruir el referente y " "reutilizar su memoria para otra cosa. Sin embargo, hasta que el objeto se " "destruya, la referencia débil puede devolverlo incluso si no existen " "referencias fuertes a él." #: doc/classes/@GlobalScope.xml msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. " "[param min] is [i]inclusive[/i] while [param max] is [i]exclusive[/i]. This " "can be used for creating loop-like behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float], this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a is 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a is 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a is 5.5 (float)\n" "[/codeblock]" msgstr "" "Envuelve el [Variant] [param value] entre [param min] y [param max]. [param " "min] es [i]inclusivo[/i] mientras que [param max] es [i]exclusivo[/i]. Esto " "puede utilizarse para crear comportamientos similares a bucles o superficies " "infinitas.\n" "Los tipos de [Variant] compatibles son [int] y [float]. Si alguno de los " "argumentos es [float], esta función devuelve un [float], de lo contrario " "devuelve un [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a es 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a es 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a es 5.5 (float)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" "Wraps the float [param value] between [param min] and [param max]. [param " "min] is [i]inclusive[/i] while [param max] is [i]exclusive[/i]. This can be " "used for creating loop-like behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method " "fposmod], so prefer using that instead. [method wrapf] is more flexible than " "using the [method fposmod] approach by giving the user control over the " "minimum value." msgstr "" "Ajusta el valor flotante [param value] entre [param min] y [param max]. " "[param min] es [i]inclusivo[/i] mientras que [param max] es [i]exclusivo[/" "i]. Esto puede ser usado para crear un comportamiento similar a un bucle o " "superficies infinitas.\n" "[codeblock]\n" "# Bucle infinito entre 5.0 y 9.9\n" "valor = wrapf(valor + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotación infinita (en radianes)\n" "ángulo = wrapf(ángulo + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotación infinita (en radianes)\n" "ángulo = wrapf(ángulo + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Nota:[/b] Si [param min] es [code]0[/code], esto es equivalente a [method " "fposmod], así que es preferible usar ese en su lugar. [method wrapf] es más " "flexible que usar [method fposmod], ya que le da al usuario control sobre el " "valor mínimo." #: doc/classes/@GlobalScope.xml msgid "" "Wraps the integer [param value] between [param min] and [param max]. [param " "min] is [i]inclusive[/i] while [param max] is [i]exclusive[/i]. This can be " "used for creating loop-like behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" msgstr "" "Ajusta el entero [param value] entre [param min] y [param max]. [param min] " "es [i]inclusivo[/i] mientras que [param max] es [i]exclusivo[/i]. Esto puede " "usarse para crear un comportamiento similar a un bucle o superficies " "infinitas.\n" "[codeblock]\n" "# Bucle infinito entre 5 y 9\n" "fotograma = wrapi(fotograma + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# El resultado es -2\n" "var resultado = wrapi(-6, -5, -1)\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "El singleton [CameraServer]." #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "El singleton [ClassDB]." #: doc/classes/@GlobalScope.xml msgid "The [DisplayServer] singleton." msgstr "El singleton [DisplayServer]." #: doc/classes/@GlobalScope.xml msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "El singleton [EditorInterface].\n" "[b]Nota:[/b] Solo disponible en compilaciones del editor." #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "El singleton [Engine]." #: doc/classes/@GlobalScope.xml msgid "The [EngineDebugger] singleton." msgstr "El singleton [EngineDebugger]." #: doc/classes/@GlobalScope.xml msgid "The [GDExtensionManager] singleton." msgstr "El singleton [GDExtensionManager]." #: doc/classes/@GlobalScope.xml msgid "The [Geometry2D] singleton." msgstr "El singleton [Geometry2D]." #: doc/classes/@GlobalScope.xml msgid "The [Geometry3D] singleton." msgstr "El singleton [Geometry3D]." #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "El singleton [IP]." #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "El singleton [Input]." #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "El singleton [InputMap]." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "El singleton [JavaClassWrapper] .\n" "[b]Nota:[/b] Sólo implementado en Android." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" "El singleton [JavaScriptBridge].\n" "[b]Nota:[/b] Solo se implementa en la plataforma web." #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "El singleton [Marshalls]." #: doc/classes/@GlobalScope.xml msgid "" "The [NativeMenu] singleton.\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" "El singleton [NativeMenu].\n" "[b]Nota:[/b] Solo implementado en macOS." #: doc/classes/@GlobalScope.xml msgid "The [NavigationMeshGenerator] singleton." msgstr "El singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer2D] singleton." msgstr "El singleton [NavigationServer2D]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer3D] singleton." msgstr "El singleton [NavigationServer3D]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "El singleton [OS]." #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "El singleton [Performance]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2D] singleton." msgstr "El singleton [PhysicsServer2D]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer2DManager] singleton." msgstr "El singleton [PhysicsServer2DManager]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3D] singleton." msgstr "El singleton [PhysicsServer3D]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer3DManager] singleton." msgstr "El singleton [PhysicsServer3DManager]." #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "El singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml msgid "The [RenderingServer] singleton." msgstr "El singleton [RenderingServer]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "El singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "El singleton [ResourceSaver]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceUID] singleton." msgstr "El singleton [ResourceUID]." #: doc/classes/@GlobalScope.xml msgid "The [TextServerManager] singleton." msgstr "El singleton [TextServerManager]." #: doc/classes/@GlobalScope.xml msgid "The [ThemeDB] singleton." msgstr "El singleton [ThemeDB]." #: doc/classes/@GlobalScope.xml msgid "The [Time] singleton." msgstr "El singleton [Time]." #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "El singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [WorkerThreadPool] singleton." msgstr "El singleton [WorkerThreadPool]." #: doc/classes/@GlobalScope.xml msgid "The [XRServer] singleton." msgstr "El singleton [XRServer]." #: doc/classes/@GlobalScope.xml msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Lado izquierdo, generalmente utilizado para clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Lado superior, generalmente utilizado para clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Lado derecho, generalmente utilizado para clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Lado inferior, generalmente utilizado para clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "Esquina Superior Izquierda." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "Esquina Superior Derecha." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "Esquina Inferior Derecha." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "Esquina Inferior Izquierda." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación vertical general, generalmente usada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación horizontal general, generalmente usada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "" "Rotación en el sentido de las agujas del reloj. Utilizado por algunos " "métodos (p.ej., [method Image.rotate_90])." #: doc/classes/@GlobalScope.xml msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method " "Image.rotate_90])." msgstr "" "Rotación en sentido contrario a las agujas del reloj. Utilizado por algunos " "métodos (p.ej. [method Image.rotate_90])." #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "Alineación horizontal izquierda, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "Alineación central horizontal, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "Alineación horizontal derecha, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Expand row to fit width, usually for text-derived classes." msgstr "" "Expandir fila para ajustar el ancho, generalmente para clases derivadas de " "texto." #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "Alineación vertical superior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Alineación central vertical, normalmente para clases de texto.Alineacion " "central vertical, generalmente usada para clases derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "Alineación vertical inferior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Expand rows to fit height, usually for text-derived classes." msgstr "" "Expandir filas para ajustar la altura, generalmente para clases derivadas de " "texto." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "Alinea la parte superior del objeto en línea (por ejemplo, imagen, tabla) a " "la posición del texto especificada por la constante " "[code]INLINE_ALIGNMENT_TO_*[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the center of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "Alinea la parte superior del objeto en línea (por ejemplo, imagen, tabla) a " "la posición del texto especificada por la constante " "[code]INLINE_ALIGNMENT_TO_*[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " "to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] " "constant." msgstr "" "Alinea la línea base (definida por el usuario) del objeto en línea (por " "ejemplo, imagen, tabla) con la posición del texto especificado por la " "constante [code]INLINE_ALIGNMENT_TO_*[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the bottom of the inline object (e.g. image, table) to the position " "of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "Alinea la parte inferior del objeto en línea (por ejemplo, imagen, tabla) " "con la posición del texto especificado por la constante " "[code]INLINE_ALIGNMENT_TO_*[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" "Alinea la posición del objeto en línea (por ejemplo, imagen, tabla) " "especificado por la constante [code]INLINE_ALIGNMENT_*_TO[/code] en la parte " "superior del texto." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" "Alinea la posición del objeto en línea (por ejemplo, imagen, tabla) " "especificado por la constante [code]INLINE_ALIGNMENT_*_TO[/code] al centro " "del texto." #: doc/classes/@GlobalScope.xml msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" "Alinea la posición del objeto en línea (por ejemplo, imagen, tabla) " "especificado por la constante [code]INLINE_ALIGNMENT_*_TO[/code] con la " "línea base del texto." #: doc/classes/@GlobalScope.xml msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "" "Alinea el objeto en línea (por ejemplo, imagen, tabla) en la parte inferior " "del texto." #: doc/classes/@GlobalScope.xml msgid "" "Aligns top of the inline object (e.g. image, table) to the top of the text. " "Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]." msgstr "" "Alinea la parte superior del objeto en línea (p. ej., imagen, tabla) con la " "parte superior del texto. Equivalente a [code]INLINE_ALIGNMENT_TOP_TO | " "INLINE_ALIGNMENT_TO_TOP[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns center of the inline object (e.g. image, table) to the center of the " "text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." msgstr "" "Alinea el centro del objeto en línea (p. ej., imagen, tabla) con el centro " "del texto. Equivalente a [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Aligns bottom of the inline object (e.g. image, table) to the bottom of the " "text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgstr "" "Alinea la parte inferior del objeto en línea (p. ej., imagen, tabla) con la " "parte inferior del texto. Equivalente a [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "" "Una máscara de bits para las constantes de alineación de " "[code]INLINE_ALIGNMENT_*_TO[/code]." #: doc/classes/@GlobalScope.xml msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "" "Una máscara de bits para las constantes de alineación de " "[code]INLINE_ALIGNMENT_TO_*[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XYZ order. When composing, the " "order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, " "and X last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden XYZ. Al componer, " "el orden es X, Y, Z. Al descomponer, el orden se invierte: primero Z, luego " "Y y, por último, X." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in XZY order. When composing, the " "order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, " "and X last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden XZY. Al componer, " "el orden es X, Z, Y. Al descomponer, el orden se invierte: primero Y, luego " "Z y, por último, X." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YXZ order. When composing, the " "order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, " "and Y last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden YXZ. Al componer, " "el orden es Y, X, Z. Al descomponer, el orden se invierte: primero Z, luego " "X y, por último, Y." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in YZX order. When composing, the " "order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, " "and Y last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden YZX. Al componer, " "el orden es Y, Z, X. Al descomponer, el orden se invierte: primero X, luego " "Z y, por último, Y." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZXY order. When composing, the " "order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, " "and Z last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden ZXY. Al componer, " "el orden es Z, X, Y. Al descomponer, el orden se invierte: primero Y, luego " "X y, por último, Z." #: doc/classes/@GlobalScope.xml msgid "" "Specifies that Euler angles should be in ZYX order. When composing, the " "order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, " "and Z last." msgstr "" "Especifica que los ángulos de Euler deben estar en orden ZYX. Al componer, " "el orden es Z, Y, X. Al descomponer, el orden se invierte: primero X, luego " "Y y, por último, Z." #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "" "Valor de enum que no corresponde a ninguna clave. Se utiliza para " "inicializar las propiedades [enum Key] con un estado genérico." #: doc/classes/@GlobalScope.xml msgid "Keycodes with this bit applied are non-printable." msgstr "Los códigos clave con este bit aplicado no son imprimibles." #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Tecla Escape." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Tecla Tabulador." #: doc/classes/@GlobalScope.xml msgid "Shift + Tab key." msgstr "Tecla Shift + Tab." #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Tecla Retroceso." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Devuelve la tecla (en el teclado principal)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "Pulsa la tecla en el teclado numerico." #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Tecla Insertar." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Tecla Suprimir." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Tecla Pausa." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Tecla Imprimir Pantalla." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "Tecla Peticion de Sistema." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Tecla Clear." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Tecla Inicio." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Tecla Fin." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "Tecla Flecha Izquierda." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "Tecla Flecha Arriba." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "Tecla flecha derecha." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "Tecla Flecha abajo." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Tecla RePag." #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Tecla AvPag." #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Tecla Shift." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Tecla Control." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "Tecla Meta." #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Tecla Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Tecla Bloque Mayusculas." #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Tecla Bloque numerico." #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "Tecla Bloqueo Scroll." #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "Tecla F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "Tecla F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "Tecla F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "Tecla F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "Tecla F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "Tecla F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "Tecla F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "Tecla F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "Tecla F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "Tecla F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "Tecla F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "Tecla F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "Tecla F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "Tecla F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "Tecla F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "Tecla F16." #: doc/classes/@GlobalScope.xml msgid "F17 key." msgstr "Tecla F17." #: doc/classes/@GlobalScope.xml msgid "F18 key." msgstr "Tecla F18." #: doc/classes/@GlobalScope.xml msgid "F19 key." msgstr "Tecla F19." #: doc/classes/@GlobalScope.xml msgid "F20 key." msgstr "Tecla F20." #: doc/classes/@GlobalScope.xml msgid "F21 key." msgstr "Tecla F21." #: doc/classes/@GlobalScope.xml msgid "F22 key." msgstr "Tecla F22." #: doc/classes/@GlobalScope.xml msgid "F23 key." msgstr "Tecla F23." #: doc/classes/@GlobalScope.xml msgid "F24 key." msgstr "Tecla F24." #: doc/classes/@GlobalScope.xml msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F25. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F26. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F27. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F28. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F29. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F30. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F31. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F32. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F33. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F34. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "Tecla F35. Solo soportada en macOS y Linux por las limitaciones de Windows." #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "Tecla Multiplicar(*) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "Tecla Division(/) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "Tecla Resta(-) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "Tecla . decimal(.) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "Tecla Suma(+) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "Tecla 0 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "Tecla 1 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "Tecla 2 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "Tecla 3 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "Tecla 4 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "Tecla 5 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "Tecla 6 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "Tecla 7 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "Tecla 8 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "Tecla 9 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "Tecla Menu Contexto." #: doc/classes/@GlobalScope.xml msgid "Hyper key. (On Linux/X11 only)." msgstr "Tecla Hyper. (En Linux/X11 solo)." #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Tecla Ayuda." #: doc/classes/@GlobalScope.xml msgid "Back key." msgstr "Tecla de Retroceso." #: doc/classes/@GlobalScope.xml msgid "Forward key." msgstr "Tecla de Adelante." #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "Tecla reproduccion parar." #: doc/classes/@GlobalScope.xml msgid "Refresh key." msgstr "Tecla de Recarga." #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "Tecla Bajar Volumen." #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "Tecla Quitar Volumen." #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "Tecla Subir Volumen." #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "Tecla de reproducción multimedia." #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "Tecla de Canción previa." #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "Tecla de Siguiente canción." #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "Tecla grabar." #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "Tecla Inicio." #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "Tecla Favoritos." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "Tecla Buscar." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "Tecla en espera(Standby)." #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "Tecla Abrir URL/Abrir el navegador." #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "Tecla Abrir el Correo." #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "Tecla lanzar Media." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "Tecla Acceso Directo 0." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "Tecla Acceso Directo 1." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "Tecla Acceso Directo 2." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "Tecla Acceso Directo 3." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "Tecla Acceso Directo 4." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "Tecla Acceso Directo 5." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "Tecla Acceso Directo 6." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "Tecla Acceso Directo 7." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "Tecla Acceso Directo 8." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "Tecla Acceso Directo 9." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "Tecla Acceso Directo A." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "Tecla Acceso Directo B." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "Tecla Acceso Directo C." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "Tecla Acceso Directo D." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "Tecla Acceso Directo E." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "Tecla Acceso Directo F." #: doc/classes/@GlobalScope.xml msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "Tecla \"Globo\" en el teclado de Mac / iPad." #: doc/classes/@GlobalScope.xml msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "Tecla \"Teclado en pantalla\" en el teclado del iPad." #: doc/classes/@GlobalScope.xml msgid "英数 key on Mac keyboard." msgstr "Tecla 英数 en el teclado de Mac." #: doc/classes/@GlobalScope.xml msgid "かな key on Mac keyboard." msgstr "Tecla かな en el teclado de Mac." #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "Tecla desconocida." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "Tecla Espaciado." #: doc/classes/@GlobalScope.xml msgid "Exclamation mark ([code]![/code]) key." msgstr "Tecla de signo de exclamación ([code]![/code])." #: doc/classes/@GlobalScope.xml msgid "Double quotation mark ([code]\"[/code]) key." msgstr "Tecla de comillas dobles ([code]\"[/code])." #: doc/classes/@GlobalScope.xml msgid "Number sign or [i]hash[/i] ([code]#[/code]) key." msgstr "Tecla de signo numérico o [i]gato[/i] ([code]#[/code])." #: doc/classes/@GlobalScope.xml msgid "Dollar sign ([code]$[/code]) key." msgstr "Tecla de signo de dólar ([code]$[/code])." #: doc/classes/@GlobalScope.xml msgid "Percent sign ([code]%[/code]) key." msgstr "Tecla de signo de porcentaje ([code]%[/code])." #: doc/classes/@GlobalScope.xml msgid "Ampersand ([code]&[/code]) key." msgstr "Tecla de et ([code]&[/code])." #: doc/classes/@GlobalScope.xml msgid "Apostrophe ([code]'[/code]) key." msgstr "Tecla de apóstrofe ([code]'[/code])." #: doc/classes/@GlobalScope.xml msgid "Left parenthesis ([code]([/code]) key." msgstr "Tecla de paréntesis izquierdo ([code]([/code])." #: doc/classes/@GlobalScope.xml msgid "Right parenthesis ([code])[/code]) key." msgstr "Tecla de paréntesis derecho ([code])[/code])." #: doc/classes/@GlobalScope.xml msgid "Asterisk ([code]*[/code]) key." msgstr "Tecla de asterisco ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Plus ([code]+[/code]) key." msgstr "Tecla de más ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Comma ([code],[/code]) key." msgstr "Tecla de coma ([code],[/code])." #: doc/classes/@GlobalScope.xml msgid "Minus ([code]-[/code]) key." msgstr "Tecla de menos ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Period ([code].[/code]) key." msgstr "Tecla de punto ([code].[/code])." #: doc/classes/@GlobalScope.xml msgid "Slash ([code]/[/code]) key." msgstr "Tecla de diagonal ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Number 0 key." msgstr "Techa numérica 0." #: doc/classes/@GlobalScope.xml msgid "Number 1 key." msgstr "Techa numérica 1." #: doc/classes/@GlobalScope.xml msgid "Number 2 key." msgstr "Techa numérica 2." #: doc/classes/@GlobalScope.xml msgid "Number 3 key." msgstr "Techa numérica 3." #: doc/classes/@GlobalScope.xml msgid "Number 4 key." msgstr "Techa numérica 4." #: doc/classes/@GlobalScope.xml msgid "Number 5 key." msgstr "Techa numérica 5." #: doc/classes/@GlobalScope.xml msgid "Number 6 key." msgstr "Techa numérica 6." #: doc/classes/@GlobalScope.xml msgid "Number 7 key." msgstr "Techa numérica 7." #: doc/classes/@GlobalScope.xml msgid "Number 8 key." msgstr "Techa numérica 8." #: doc/classes/@GlobalScope.xml msgid "Number 9 key." msgstr "Techa numérica 9." #: doc/classes/@GlobalScope.xml msgid "Colon ([code]:[/code]) key." msgstr "Tecla de dos puntos ([code]:[/code])." #: doc/classes/@GlobalScope.xml msgid "Semicolon ([code];[/code]) key." msgstr "Tecla de punto y coma ([code];[/code])." #: doc/classes/@GlobalScope.xml msgid "Less-than sign ([code]<[/code]) key." msgstr "Tecla menor que ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Equal sign ([code]=[/code]) key." msgstr "Signo de igualdad ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater-than sign ([code]>[/code]) key." msgstr "Tecla mayor que ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Question mark ([code]?[/code]) key." msgstr "Tecla de signo de interrogación ([code]?[/code])." #: doc/classes/@GlobalScope.xml msgid "At sign ([code]@[/code]) key." msgstr "Tecla de signo arroba ([code]@[/code])." #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "Tecla A." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "Tecla B." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "Tecla C." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "Tecla D." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "Tecla E." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "Tecla F." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "Tecla G." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "Tecla H." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "Tecla I." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "Tecla J." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "Tecla K." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "Tecla L." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "Tecla M." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "Tecla N." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "Tecla O." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "Tecla P." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Tecla Q." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "Tecla R." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "Tecla S." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "Tecla T." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "Tecla U." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "Tecla V." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "Tecla W." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "Tecla X." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Tecla Y." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Tecla Z." #: doc/classes/@GlobalScope.xml msgid "Left bracket ([code][lb][/code]) key." msgstr "Tecla de corchete izquierdo ([code][lb][/code])." #: doc/classes/@GlobalScope.xml msgid "Backslash ([code]\\[/code]) key." msgstr "Tecla de diagonal invertida ([code]\\[/code])." #: doc/classes/@GlobalScope.xml msgid "Right bracket ([code][rb][/code]) key." msgstr "Tecla de corchete derecho ([code][rb][/code])." #: doc/classes/@GlobalScope.xml msgid "Caret ([code]^[/code]) key." msgstr "Tecla de circunflejo ([code]^[/code])." #: doc/classes/@GlobalScope.xml msgid "Underscore ([code]_[/code]) key." msgstr "Tecla de guión bajo ([code]_[/code])." #: doc/classes/@GlobalScope.xml msgid "Backtick ([code]`[/code]) key." msgstr "Tecla de acento grave ([code]`[/code])." #: doc/classes/@GlobalScope.xml msgid "Left brace ([code]{[/code]) key." msgstr "Tecla de llave izquierda ([code]{[/code])." #: doc/classes/@GlobalScope.xml msgid "Vertical bar or [i]pipe[/i] ([code]|[/code]) key." msgstr "Tecla de barra vertical o [i]pipe[/i] ([code]|[/code])." #: doc/classes/@GlobalScope.xml msgid "Right brace ([code]}[/code]) key." msgstr "Tecla de llave derecha ([code]}[/code])." #: doc/classes/@GlobalScope.xml msgid "Tilde ([code]~[/code]) key." msgstr "Tecla de virgulilla ([code]~[/code])." #: doc/classes/@GlobalScope.xml msgid "Yen symbol ([code]¥[/code]) key." msgstr "Tecla de símbolo del yen ([code]¥[/code])." #: doc/classes/@GlobalScope.xml msgid "Section sign ([code]§[/code]) key." msgstr "Signo de sección ([code]§[/code])." #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Máscara de código de tecla." #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "Máscara modificadora de tecla." #: doc/classes/@GlobalScope.xml msgid "" "Automatically remapped to [constant KEY_META] on macOS and [constant " "KEY_CTRL] on other platforms, this mask is never set in the actual events, " "and should be used for key mapping only." msgstr "" "Es automáticamente redirigido a [constant KEY_META] en macOS y a [constant " "KEY_CTRL] en otras plataformas. Nunca se le da valor a la mascara en eventos " "reales y solo debe ser usada para redirecciones." #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Máscara de la tecla Shift." #: doc/classes/@GlobalScope.xml msgid "Alt or Option (on macOS) key mask." msgstr "Máscara de la tecla Alt u Option (en macOS)." #: doc/classes/@GlobalScope.xml msgid "Command (on macOS) or Meta/Windows key mask." msgstr "Máscara de la tecla Command (en macOS) o Meta/Windows." #: doc/classes/@GlobalScope.xml msgid "Control key mask." msgstr "Máscara de la tecla Control." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Keypad key mask." msgstr "Máscara de la tecla Keypad." #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Máscara de la tecla de cambio de grupo." #: doc/classes/@GlobalScope.xml msgid "" "Used for keys which only appear once, or when a comparison doesn't need to " "differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" "For example, when using [method InputEvent.is_match], an event which has " "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" "Se usa para teclas que solo aparecen una vez (como 'A', 'B', 'C'...), o " "cuando no es necesario diferenciar entre la izquierda/[code]LEFT[/code] y la " "derecha/[code]RIGHT[/code] (Ctrl, Shift...).\n" "Por ejemplo, al utilizar [method InputEvent.is_match], cualquier valor de " "[enum KeyLocation] capturará un evento con [constant " "KEY_LOCATION_UNSPECIFIED]." #: doc/classes/@GlobalScope.xml msgid "A key which is to the left of its twin." msgstr "Una tecla que está a la izquierda de su gemela." #: doc/classes/@GlobalScope.xml msgid "A key which is to the right of its twin." msgstr "Una tecla que está a la derecha de su idéntica." #: doc/classes/@GlobalScope.xml msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" "Valor enum que no corresponde a ningún botón del ratón. Esto se utiliza para " "inicializar propiedades de tipo [enum MouseButton] con un valor genérico." #: doc/classes/@GlobalScope.xml msgid "Primary mouse button, usually assigned to the left button." msgstr "Botón principal del ratón, normalmente es el botón izquierdo." #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button, usually assigned to the right button." msgstr "Botón secundario del ratón, normalmente es el botón derecho." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "Botón central del ratón." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling up." msgstr "Desplazamiento hacia arriba de la rueda del ratón." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel scrolling down." msgstr "Desplazamiento hacia abajo de la rueda del ratón." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "" "Botón izquierdo de la rueda del ratón (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "" "Botón derecho de la rueda del ratón (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "" "Botón extra del ratón 1. Este botón a veces está presente, normalmente a los " "lados del ratón." #: doc/classes/@GlobalScope.xml msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "" "Botón extra del ratón 2. Este botón a veces está presente, normalmente a los " "lados del ratón." #: doc/classes/@GlobalScope.xml msgid "Primary mouse button mask, usually for the left button." msgstr "Máscara para el botón principal del ratón, normalmente el izquierdo." #: doc/classes/@GlobalScope.xml msgid "Secondary mouse button mask, usually for the right button." msgstr "Máscara para el botón secundario del ratón, normalmente el derecho." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "Máscara del botón central del ratón." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "Botón de ratón extra 1 máscara." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "Máscara de botón de ratón extra 2." #: doc/classes/@GlobalScope.xml msgid "An invalid game controller button." msgstr "Un botón no válido del mando de juego." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" "Botón A de mando SDL. Corresponde al botón de abajo: X en Sony, A en Xbox, B " "en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button B. Corresponds to the right action button: Sony " "Circle, Xbox B, Nintendo A." msgstr "" "Botón B de mando SDL. Corresponde al botón de la derecha: 🞅 en Sony, B en " "Xbox, A en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button X. Corresponds to the left action button: Sony " "Square, Xbox X, Nintendo Y." msgstr "" "Botón X de mando SDL. Corresponde al botón de la izquierda: ◻ en Sony, X en " "Xbox, Y en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" "Botón Y de mando SDL. Corresponde al botón de arriba: △ en Sony, Y en Xbox, " "X en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" "Botón \"Back\" (volver) de mando SDL. Corresponde al botón Select en Sony, " "Back en Xbox, - en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "" "Botón \"Guide\" de mando SDL. Corresponde al botón PS en Sony, Home en Xbox." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox " "Menu, Nintendo + button." msgstr "" "Botón start de mando SDL. Corresponde al botón Options en Sony, Menu en " "Xbox, + en Nintendo." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "" "Botón del joystick izquierdo de mando SDL. Corresponde a L3 en Sony, L/LS en " "Xbox." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/" "RS button." msgstr "" "Botón del joystick derecho de mando SDL. Corresponde a R3 en Sony, R/RS en " "Xbox." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox " "LB button." msgstr "" "Botón del gatillo izquierdo de mando SDL. Corresponde a L1 en Sony, LB en " "Xbox." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "" "Botón del gatillo derecho de mando SDL. Corresponde a R1 en Sony, RB en Xbox." #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad up button." msgstr "Botón de arriba del D-pad del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad down button." msgstr "Botón de abajo del D-pad del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad left button." msgstr "Botón izquierdo del D-pad del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller D-pad right button." msgstr "Botón derecho del D-pad del mando." #: doc/classes/@GlobalScope.xml msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" "Botón misceláneo de mando SDL. Corresponde a botón de compartir en Xbox, " "botón del micrófono en PS5, botón de captura en Nintendo Switch." #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 1 button." msgstr "Botón de paleta 1 del mando SDL." #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 2 button." msgstr "Botón de paleta 2 del mando SDL." #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 3 button." msgstr "Botón de paleta 3 del mando SDL." #: doc/classes/@GlobalScope.xml msgid "Game controller SDL paddle 4 button." msgstr "Botón de paleta 4 del mando SDL." #: doc/classes/@GlobalScope.xml msgid "Game controller SDL touchpad button." msgstr "Botón del panel táctil del mando SDL." #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller buttons." msgstr "El número de botones del mando SDL." #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- [b]Android:[/b] Up to 36 buttons.\n" "- [b]Linux:[/b] Up to 80 buttons.\n" "- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." msgstr "" "El número límite de botones de mando que el motor reconoce. El límite real " "podría ser menor dependiendo de la plataforma:\n" "- [b]Android:[/b] Hasta 36 botones.\n" "- [b]Linux:[/b] Hasta 80 botones.\n" "- [b]Windows[/b] and [b]macOS:[/b] Hasta 128 botones." #: doc/classes/@GlobalScope.xml msgid "An invalid game controller axis." msgstr "Un eje de mando no válido." #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick x-axis." msgstr "Eje X del joystick izquierdo del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller left joystick y-axis." msgstr "Eje Y del joystick izquierdo del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick x-axis." msgstr "Eje X del joystick derecho del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller right joystick y-axis." msgstr "Eje Y del joystick derecho del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller left trigger axis." msgstr "Eje del gatillo izquierdo del mando." #: doc/classes/@GlobalScope.xml msgid "Game controller right trigger axis." msgstr "Eje del gatillo derecho del mando." #: doc/classes/@GlobalScope.xml msgid "The number of SDL game controller axes." msgstr "El número de ejes del mando SDL." #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 " "Joysticks making a total of 10 axes." msgstr "" "El número límite de ejes del mando: en OpenVR se pueden usar hasta 5 " "Joysticks, siendo el total 10 ejes." #: doc/classes/@GlobalScope.xml msgid "" "Does not correspond to any MIDI message. This is the default value of " "[member InputEventMIDI.message]." msgstr "" "No tiene ningún significado. Es el valor por defecto de [member " "InputEventMIDI.message]." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" "Mensaje MIDI enviado cuando se suelta una nota.\n" "[b]Nota:[/b] No todos los dispositivos MIDI envían este mensaje; algunos " "pueden enviar [constant MIDI_MESSAGE_NOTE_ON] con [member " "InputEventMIDI.velocity] establecido en [code]0[/code]." #: doc/classes/@GlobalScope.xml msgid "MIDI message sent when a note is pressed." msgstr "Mensaje MIDI enviado cuando se presiona una tecla." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "" "Mensaje MIDI enviado para indicar un cambio en la presión de una tecla " "pulsada, también conocido como aftertouch." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" "Mensaje MIDI enviado cuando cambia el valor de un controlador. En un " "dispositivo MIDI, un controlador es cualquier entrada que no reproduce " "notas. Estos pueden incluir controles de volumen, balance y panorama, así " "como interruptores y pedales. Consulta la [url=https://en.wikipedia.org/wiki/" "General_MIDI#Controller_events]especificación General MIDI[/url] para " "obtener una lista breve." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" "Mensaje MIDI enviado cuando el dispositivo MIDI cambia su instrumento actual " "(también llamado [i]programa[/i] o [i]ajuste predefinido[/i])." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant " "MIDI_MESSAGE_AFTERTOUCH]." msgstr "" "Mensaje MIDI enviado para indicar un cambio de presión en todo el canal. " "Algunos dispositivos MIDI pueden enviar esto en lugar de [constant " "MIDI_MESSAGE_AFTERTOUCH]." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the value of the pitch bender changes, usually a " "wheel on the MIDI device." msgstr "" "Mensaje MIDI enviado cuando cambia el valor del pitch bender, generalmente " "una rueda en el dispositivo MIDI." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Mensaje exclusivo del sistema MIDI (SysEx). Este tipo de mensaje no está " "estandarizado y depende en gran medida del dispositivo MIDI que lo envía.\n" "[b]Nota:[/b] No se ha implementado la obtención de los datos de este mensaje " "desde [InputEventMIDI]." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Mensaje MIDI enviado cada cuarto de fotograma para mantener sincronizados " "los dispositivos MIDI conectados. Relacionado con [constant " "MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Nota:[/b] No se ha implementado la obtención de los datos de este mensaje " "desde [InputEventMIDI]." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Mensaje MIDI enviado para saltar a una nueva posición en la secuencia o " "canción actual.\n" "[b]Nota:[/b] No se ha implementado la obtención de los datos de este mensaje " "desde [InputEventMIDI]." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Mensaje MIDI enviado para seleccionar una secuencia o canción para " "reproducir.\n" "[b]Nota:[/b] La obtención de los datos de este mensaje de [InputEventMIDI] " "no está implementada." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" "Mensaje MIDI enviado para solicitar una calibración de afinación. Se utiliza " "en sintetizadores analógicos. La mayoría de los dispositivos MIDI modernos " "no requieren este mensaje." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" "Mensaje MIDI enviado 24 veces después de [constant " "MIDI_MESSAGE_QUARTER_FRAME], para mantener sincronizados los dispositivos " "MIDI conectados." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "" "Mensaje MIDI enviado para iniciar la secuencia o canción actual desde el " "principio." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "" "Mensaje MIDI enviado para reanudar la secuencia o canción actual desde el " "punto en que se pausó." #: doc/classes/@GlobalScope.xml msgid "MIDI message sent to pause the current sequence or song." msgstr "Mensaje MIDI enviado para pausar la secuencia o canción actual." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" "Mensaje MIDI enviado repetidamente mientras el dispositivo MIDI está " "inactivo, para indicar al receptor que la conexión sigue activa. La mayoría " "de los dispositivos MIDI no envían este mensaje." #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned " "on." msgstr "" "Mensaje MIDI enviado para restablecer un dispositivo MIDI a su estado " "predeterminado, como si recién se hubiera encendido. No debe enviarse al " "encender el dispositivo MIDI." #: doc/classes/@GlobalScope.xml msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value [code]0[/code], and all other error constants " "are positive integers, it can also be used in boolean checks.\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" "\tprinterr(\"Failure!\")\n" "\n" "# Or, alternatively:\n" "if error:\n" "\tprinterr(\"Still failing!\")\n" "[/codeblock]\n" "[b]Note:[/b] Many functions do not return an error code, but will print " "error messages to standard output." msgstr "" "Los métodos que devuelven [enum Error] devuelven [constant OK] cuando no se " "ha producido ningún error.\n" "Dado que [constant OK] tiene el valor [code]0[/code], y todas las demás " "constantes de error son enteros positivos, también se puede utilizar en " "comprobaciones booleanas.\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" "\tprinterr(\"¡Fallo!\")\n" "\n" "# O, alternativamente:\n" "if error:\n" "\tprinterr(\"¡Sigue fallando!\")\n" "[/codeblock]\n" "[b]Nota:[/b] Muchas funciones no devuelven un código de error, sino que " "imprimen mensajes de error en la salida estándar." #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "Error genérico." #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "Error no disponible." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "Error sin configurar." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "Error no autorizado." #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "Error de rango de parámetros." #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "Error de falta de memoria (OOM)." #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "Archivo: Error archivo no encontrado." #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "Archivo: Error de unidad defectuosa." #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "Archivo: Error ruta incorrecta." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "Archivo: Error sin permiso." #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "Archivo: Error archivo ya esta siendo usado." #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "Archivo: Error no se puede abrir." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "Archivo: Error no se puede escribir." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "Archivo: Error no se puede leer." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "Archivo: Error no reconocido." #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "Archivo: Error de corrupción." #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "Archivo: Error no se encuentran las dependencias." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "Archivo: Error Fin de fichero (EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "Error: No se puede abrir." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "Error: No se puede crear." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "Error: Fallo en la consulta." #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "Error: Ya está en uso." #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "Error Bloqueado (Locked error)." #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "Error: Tiempo de espera excedido." #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "Error: No se puede conectar." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "Error: No se puede resolver." #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "Error de conexión." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "Error: No se pudo adquirir el recurso." #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "Error: No se pudo bifurcar el proceso." #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "Error de datos inválidos." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "Error de parámetro inválido." #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "Error: Ya existe." #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "Error: No existe." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "Base de datos: Error de lectura." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "Base de datos: Error de escritura." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "Error de compilación fallida." #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "Error: Método no encontrado." #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "Error de enlace fallido." #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "Error de script fallido." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "Error de enlazado cíclico (import cycle)." #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "Error de declaración inválida." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "Error de símbolo duplicado." #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "Error de análisis." #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "Error recurso ocupado." #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "Error de omisión." #: doc/classes/@GlobalScope.xml msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" "Error de ayuda. Se usa internamente al pasar [code]--version[/code] o " "[code]--help[/code] como opciones ejecutables." #: doc/classes/@GlobalScope.xml msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " "[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" "url]." msgstr "" "Error causado por un problema de implementación en el método.\n" "[b]Nota:[/b] Si un método integrado devuelve este código, por favor abre una " "incidencia en el [url=https://github.com/godotengine/godot/issues]Rastreador " "de incidencias de GitHub[/url]." #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error (This is an easter egg, no built-in methods return " "this error code)." msgstr "" "Error de impresora en llamas. (Este es un huevo de pascua, ningún método del " "motor devuelve este código de error)." #: doc/classes/@GlobalScope.xml msgid "The property has no hint for the editor." msgstr "La propiedad no tiene ninguna sugerencia para el editor." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_less\"[/code] to allow manual input going respectively " "above the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), [code]" "\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] to " "hide the slider." msgstr "" "Indica que una propiedad [int] o [float] debe estar dentro de un rango " "especificado mediante la string de pista [code]\"min,max\"[/code] o [code]" "\"min,max,step\"[/code]. La string de pista puede incluir opcionalmente " "[code]\"or_greater\"[/code] y/o [code]\"or_less\"[/code] para permitir la " "entrada manual que vaya, respectivamente, por encima del valor máximo o por " "debajo del valor mínimo.\n" "[b]Ejemplo:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Además, se pueden incluir otras palabras clave: [code]\"exp\"[/code] para la " "edición de rango exponencial, [code]\"radians_as_degrees\"[/code] para " "editar ángulos en radianes en grados (los valores del rango también están en " "grados), [code]\"degrees\"[/code] para sugerir un ángulo y [code]" "\"hide_slider\"[/code] para ocultar el deslizador." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]" "\"Hello,Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. For integer properties, the first name in the list has " "value 0, the next 1, and so on. Explicit values can also be specified by " "appending [code]:integer[/code] to the name, e.g. [code]" "\"Zero,One,Three:3,Four,Six:6\"[/code]." msgstr "" "Indica que una propiedad [int] o [String] es un valor enumerado que se " "selecciona en una lista especificada mediante una string de referencia.\n" "La string de referencia es una lista de nombres separados por comas, como " "[code]\"Hola,Algo,Otro\"[/code]. Los espacios en blanco [b]no[/b] se " "eliminan al final del nombre. Para las propiedades enteras, el primer nombre " "de la lista tiene el valor 0, el siguiente 1, y así sucesivamente. También " "se pueden especificar valores explícitos añadiendo [code]:integer[/code] al " "nombre, por ejemplo, [code]\"Cero,Uno,Tres:3,Cuatro,Seis:6\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still " "accepts arbitrary values and can be empty. The list of values serves to " "suggest possible values." msgstr "" "Sugiere que una propiedad [String] puede ser un valor enumerado para elegir " "en un lista especificada a través de una string de sugerencia, como por " "ejemplo [code]\"Hola,algo,más\"[/code].\n" "A diferencia de [constant PROPERTY_HINT_ENUM], una propiedad con esta " "sugerencia sigue aceptando valores arbitrarios y puede estar vacía. La lista " "de valores sirve para sugerir posibles valores." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/" "out easing and limit values to be greater than or equal to zero." msgstr "" "Sugiere que una propiedad [float] debe ser editada mediante una función de " "atenuación exponencial. La string de pista puede incluir [code]" "\"attenuation\"[/code] para voltear la curva horizontalmente y/o [code]" "\"positive_only\"[/code] para excluir la atenuación de entrada/salida y " "limitar los valores para que sean mayores o iguales a cero." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" "Sugiere que una propiedad vectorial debe permitir que sus componentes se " "enlacen. Por ejemplo, esto permite que [member Vector2.x] y [member " "Vector2.y] se editen juntos." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask with named bit flags.\n" "The hint string is a comma separated list of names such as [code]" "\"Bit0,Bit1,Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from " "either end of a name. The first name in the list has value 1, the next 2, " "then 4, 8, 16 and so on. Explicit values can also be specified by appending " "[code]:integer[/code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You " "can also combine several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " "[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " "value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A " "is 16, B is 2, C is 4." msgstr "" "Indica que una propiedad [int] es una máscara de bits usando banderas de bit " "nombrados.\n" "El string de pistas es una lista de nombres separados por coma ejemplo [code]" "\"Bit0,Bit1,Bit2,Bit3\"[/code]. Los espacios en blanco [b]no[/b] serán " "eliminados de ambos extremos del nombre. El primer nombre de la lista tiene " "el valor de 1, el siguiente tiene el valor 2, luego 4, 8, 16, etcétera. " "También se pueden especificar valores explícito agregando [code]:integer[/" "code] al nombre, p. ej. [code]\"A:4,B:8,C:16\"[/code]. También puedes " "combinar múltiples banderas ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Nota:[/b] El valor de una bandera debe ser como mínimo [code]1[/code] y " "como máximo [code]2 ** 32 - 1[/code].\n" "[b]Nota:[/b] A diferencia de [constant PROPERTY_HINT_ENUM], el valor " "explicito previo no se toman en cuenta. Para la pista [code]\"A:16,B,C\"[/" "code], A es igual a 16, B es igual a 2, C es igual a 4." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "" "Indica que una propiedad [int] es una máscara de bits usando las, " "opcionalmente nombradas, capas de renderizado 2D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "Indica que una propiedad [int] es una máscara de bits usando las, " "opcionalmente nombradas, capas de física 2D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" "Sugiere que una propiedad [int] es una máscara de bits que utiliza las capas " "de navegación 2D, opcionalmente nombradas." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "" "Sugiere que una propiedad [int] es una máscara de bits que utiliza las capas " "de renderizado 3D, opcionalmente nombradas." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "Sugiere que una propiedad [int] es una máscara de bits que utiliza las capas " "físicas 3D, opcionalmente nombradas." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" "Sugiere que una propiedad [int] es una máscara de bits utilizando las capas " "de navegación 3D con nombres opcionales." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits utilizando las capas " "de evitación con nombres opcionales." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. By default the file will " "be stored as UID whenever available. You can use [ResourceUID] methods to " "convert it back to path. For storing a raw path, use [constant " "PROPERTY_HINT_FILE_PATH]." msgstr "" "Sugiere que una propiedad [String] es una ruta a un archivo. Editarla " "mostrará un diálogo de archivo para seleccionar la ruta. La string de " "sugerencia puede ser un conjunto de filtros con comodines como [code]" "\"*.png,*.jpg\"[/code]. Por defecto, el archivo se guardará como UID siempre " "que esté disponible. Puedes usar los métodos [ResourceUID] para convertirlo " "de nuevo a la ruta. Para guardar una ruta raw, usa [constant " "PROPERTY_HINT_FILE_PATH]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a directory. Editing it will " "show a file dialog for picking the path." msgstr "" "Sugiere que una propiedad [String] es una ruta a un directorio. Editarla " "mostrará un diálogo de archivo para seleccionar la ruta." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards, like [code]" "\"*.png,*.jpg\"[/code]." msgstr "" "Sugiere que una propiedad [String] es una ruta absoluta a un archivo fuera " "de la carpeta del proyecto. Editarla mostrará un diálogo de archivo para " "seleccionar la ruta. La string de sugerencia puede ser un conjunto de " "filtros con comodines como [code]\"*.png,*.jpg\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is an absolute path to a directory outside " "the project folder. Editing it will show a file dialog for picking the path." msgstr "" "Sugiere que una propiedad de tipo [String] es una ruta absoluta a un " "directorio fuera de la carpeta del proyecto. Al editarla, se mostrará un " "diálogo de archivo para seleccionar la ruta." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" "Sugiere que una propiedad es una instancia de un tipo derivado de " "[Resource], opcionalmente especificado a través de la string de sugerencia " "(p. ej., [code]\"Texture2D\"[/code]). Al editarla, se mostrará un menú " "emergente de tipos de recursos válidos para instanciar." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is text with line breaks. Editing it will " "show a text input field where line breaks can be typed." msgstr "" "Sugiere que una propiedad de tipo [String] es texto con saltos de línea. Al " "editarla, se mostrará un campo de entrada de texto donde se pueden escribir " "saltos de línea." #: doc/classes/@GlobalScope.xml msgid "Hints that a [String] property is an [Expression]." msgstr "Indica que una propiedad [String] es una [Expression]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" "Sugiere que una propiedad de tipo [String] debe mostrar un texto de marcador " "de posición en su campo de entrada si está vacío. La string de sugerencia es " "el texto de marcador de posición que se usará." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" "Sugiere que una propiedad de tipo [Color] debe editarse sin afectar su " "transparencia ([member Color.a] no es editable)." #: doc/classes/@GlobalScope.xml msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" "Indica que el valor de la propiedad es un objeto codificado como ID de " "objeto, con su tipo especificado en la string de indicación. Usado por el " "depurador." #: doc/classes/@GlobalScope.xml msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "If a property is [Dictionary], hints the editor how to show elements. The " "[code]hint_string[/code] is the same as [Array], with a [code]\";\"[/code] " "separating the key and value.\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Examples:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " "Array of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Two\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array of integers (an " "enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/" "{PropertyHint.MultilineText:D}:\"; // Two-dimensional array of multiline " "strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/" "{PropertyHint.Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in " "range from -1 to 1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Two-dimensional array of " "textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" "Si una propiedad es [String], indica que la propiedad representa un tipo " "particular (clase). Esto permite seleccionar un tipo desde el diálogo de " "creación. La propiedad almacenará el tipo seleccionado como una string.\n" "Si una propiedad es [Array], indica al editor cómo mostrar los elementos. " "[code]hint_string[/code] debe codificar tipos anidados usando [code]\":\"[/" "code] y [code]\"/\"[/code].\n" "Si una propiedad es [Dictionary], indica al editor cómo mostrar los " "elementos. [code]hint_string[/code] es lo mismo que [Array], con un [code]\";" "\"[/code] separando la clave y el valor.\n" "[codeblocks]\n" "[gdscript]\n" "# Array de elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Array bidimensional de elem_type (array de arrays de elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Array tridimensional de elem_type (array de arrays de arrays de " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array de elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Array bidimensional de elemType (array de arrays de elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Array tridimensional de elemType (array de arrays de arrays de " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Ejemplos:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array de enteros.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array de " "enteros (en el rango de 1 a 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " "Array de enteros (un enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array de enteros (un enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array de " "strings (rutas de archivos).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array de texturas.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Array bidimensional de " "floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Array bidimensional de strings multilínea.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Array bidimensional de floats (en rango de -1 a 1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array bidimensional de texturas.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array de enteros (en rango de 1 a 10).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Two\"; // Array de enteros (un enum).\n" "hintString = $\"{Variant.Type.Int:D}/" "{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array de enteros (un " "enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array de strings (rutas de archivos).\n" "hintString = $\"{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Array de texturas.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Array " "bidimensional de floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/" "{PropertyHint.MultilineText:D}:\"; // Array bidimensional de strings " "multilínea.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/" "{PropertyHint.Range:D}:-1,1,0.1\"; // Array bidimensional de floats (en " "rango de -1 a 1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/" "{PropertyHint.ResourceType:D}:Texture2D\"; // Array bidimensional de " "texturas.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Los dos puntos finales son necesarios para detectar " "correctamente los tipos integrados." #: doc/classes/@GlobalScope.xml msgid "This hint is not used by the engine." msgstr "Esta sugerencia no es utilizada por el motor." #: doc/classes/@GlobalScope.xml msgid "Hints that an object is too big to be sent via the debugger." msgstr "" "Indica que un objeto es demasiado grande para ser enviado a través del " "depurador." #: doc/classes/@GlobalScope.xml msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "" "Indica que la string de indicación especifica tipos de nodos válidos para " "una propiedad de tipo [NodePath]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" "Sugiere que una propiedad de tipo [String] es una ruta a un archivo. Al " "editarla, se mostrará un diálogo de archivo para seleccionar la ruta del " "archivo que se guardará. El diálogo tiene acceso al directorio del proyecto. " "La string de sugerencia puede ser un conjunto de filtros con comodines como " "[code]\"*.png,*.jpg\"[/code]. Véase también [member FileDialog.filters]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the entire filesystem. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " "FileDialog.filters]." msgstr "" "Sugiere que una propiedad de tipo [String] es una ruta a un archivo. Al " "editarla, se mostrará un diálogo de archivo para seleccionar la ruta del " "archivo que se guardará. El diálogo tiene acceso a todo el sistema de " "archivos. La string de sugerencia puede ser un conjunto de filtros con " "comodines como [code]\"*.png,*.jpg\"[/code]. Véase también [member " "FileDialog.filters]." #: doc/classes/@GlobalScope.xml msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "Sugiere que una propiedad [int] es un puntero. Usado por GDExtension." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string. The hint string contains the type of the array (e.g. [code]" "\"String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for " "more control over the stored type." msgstr "" "Sugiere que una propiedad es un [Array] con el tipo almacenado especificado " "en la string de sugerencia. La string de sugerencia contiene el tipo del " "array (ej. [code]\"String\"[/code]).\n" "Utiliza el formato de string de sugerencia de [constant " "PROPERTY_HINT_TYPE_STRING] para tener más control sobre el tipo almacenado." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is a [Dictionary] with the stored types specified in " "the hint string. The hint string contains the key and value types separated " "by a semicolon (e.g. [code]\"int;String\"[/code]).\n" "Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for " "more control over the stored types." msgstr "" "Indica que una propiedad es un [Dictionary] que contiene tipos específicos " "usando una string. La string contiene una clave y valor separados por punto " "y coma (p. ej. [code]\"int;String\"[/code]).\n" "Usa el formato de string de pista de [constant PROPERTY_HINT_TYPE_STRING] " "para un mayor control sobre los tipos almacenados." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" "Sugiere que una propiedad de tipo string es un código de configuración " "regional. Al editarla, se mostrará un diálogo de configuración regional para " "seleccionar el idioma y el país." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" "Indica que una propiedad tipo diccionario es un mapa de traducción de " "strings. Las claves del diccionario son códigos de idioma y los valores son " "las strings traducidas." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it " "will show a dialog for picking a node from the scene." msgstr "" "Sugiere que una propiedad es una instancia de un tipo derivado de [Node], " "especificado opcionalmente a través de la string de sugerencias (p. ej., " "[code]\"Node2D\"[/code]). Al editarla, se mostrará un diálogo para " "seleccionar un nodo de la escena." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "" "Indica que una propiedad de tipo cuaternión debe desactivar el editor " "temporal de ángulos de Euler." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "" "Indica que una propiedad de tipo string es una contraseña, y cada carácter " "se reemplaza con un carácter secreto." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [Callable] property should be displayed as a clickable button. " "When the button is pressed, the callable is called. The hint string " "specifies the button text and optionally an icon from the [code]" "\"EditorIcons\"[/code] theme type.\n" "[codeblock lang=text]\n" "\"Click me!\" - A button with the text \"Click me!\" and the default " "\"Callable\" icon.\n" "\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the " "\"ColorRect\" icon.\n" "[/codeblock]\n" "[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a " "file, so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead " "of [constant PROPERTY_USAGE_DEFAULT]." msgstr "" "Sugiere que una propiedad [Callable] debe mostrarse como un botón " "presionable. Cuando se presiona el botón, se llama al invocable. La string " "de sugerencia especifica el texto del botón y, opcionalmente, un icono del " "tipo de tema [code]\"EditorIcons\"[/code].\n" "[codeblock lang=text]\n" "\"¡Haz clic aquí!\" - Un botón con el texto \"¡Haz clic aquí!\" y el icono " "\"Callable\" predeterminado.\n" "\"¡Haz clic aquí!,ColorRect\" - Un botón con el texto \"¡Haz clic aquí!\" y " "el icono \"ColorRect\".\n" "[/codeblock]\n" "[b]Nota:[/b] Un [Callable] no puede ser serializado y almacenado " "correctamente en un archivo, por lo que se recomienda utilizar [constant " "PROPERTY_USAGE_EDITOR] en lugar de [constant PROPERTY_USAGE_DEFAULT]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property will be changed on its own after setting, such as " "[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." msgstr "" "Sugiere que una propiedad cambiará por sí sola después de la configuración, " "como [member AudioStreamPlayer.playing] o [member GPUParticles3D.emitting]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a boolean property will enable the feature associated with the " "group that it occurs in. The property will be displayed as a checkbox on the " "group header. Only works within a group or subgroup.\n" "By default, disabling the property hides all properties in the group. Use " "the optional hint string [code]\"checkbox_only\"[/code] to disable this " "behavior." msgstr "" "Sugiere que una propiedad booleana habilitará la función asociada con el " "grupo en el que aparece. La propiedad se mostrará como una casilla de " "verificación en el encabezado del grupo. Solo funciona dentro de un grupo o " "subgrupo.\n" "Por defecto, la desactivación de la propiedad oculta todas las propiedades " "del grupo. Utiliza la string de sugerencia opcional [code]\"checkbox_only\"[/" "code] para desactivar este comportamiento." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] or [StringName] property is the name of an input " "action. This allows the selection of any action name from the Input Map in " "the Project Settings. The hint string may contain two options separated by " "commas:\n" "- If it contains [code]\"show_builtin\"[/code], built-in input actions are " "included in the selection.\n" "- If it contains [code]\"loose_mode\"[/code], loose mode is enabled. This " "allows inserting any action name even if it's not present in the input map." msgstr "" "Sugiere que una propiedad [String] o [StringName] es el nombre de una acción " "de entrada. Esto permite la selección de cualquier nombre de acción del Mapa " "de entrada en la Configuración del Proyecto. La string de sugerencia puede " "contener dos opciones separadas por comas:\n" "- Si contiene [code]\"show_builtin\"[/code], las acciones de entrada " "incorporadas se incluyen en la selección.\n" "- Si contiene [code]\"loose_mode\"[/code], el modo loose está habilitado. " "Esto permite insertar cualquier nombre de acción, incluso si no está " "presente en el mapa de entrada." #: doc/classes/@GlobalScope.xml msgid "" "Like [constant PROPERTY_HINT_FILE], but the property is stored as a raw " "path, not UID. That means the reference will be broken if you move the file. " "Consider using [constant PROPERTY_HINT_FILE] when possible." msgstr "" "Similar a [constant PROPERTY_HINT_FILE], pero la propiedad se almacena como " "una ruta raw, no como UID. Eso significa que la referencia se romperá si " "mueves el archivo. Considera usar [constant PROPERTY_HINT_FILE] cuando sea " "posible." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum PropertyHint] enum." msgstr "Representa el tamaño del enum [enum PropertyHint]." #: doc/classes/@GlobalScope.xml msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "" "La propiedad no se almacena ni se muestra en el editor. Este es el " "comportamiento predeterminado para propiedades no exportadas." #: doc/classes/@GlobalScope.xml msgid "" "The property is serialized and saved in the scene file (default for exported " "properties)." msgstr "" "La propiedad se serializa y se guarda en el archivo de la escena (por " "defecto para propiedades exportadas)." #: doc/classes/@GlobalScope.xml msgid "" "The property is shown in the [EditorInspector] (default for exported " "properties)." msgstr "" "La propiedad se muestra en el [EditorInspector] (por defecto para " "propiedades exportadas)." #: doc/classes/@GlobalScope.xml msgid "The property is excluded from the class reference." msgstr "La propiedad se excluye de la referencia de la clase." #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the [EditorInspector]." msgstr "La propiedad se puede comprobar en el [EditorInspector]." #: doc/classes/@GlobalScope.xml msgid "The property is checked in the [EditorInspector]." msgstr "La propiedad se comprueba en el [EditorInspector]." #: doc/classes/@GlobalScope.xml msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" "Se utiliza para agrupar propiedades en el editor. Véase [EditorInspector]." #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "Se usa para categorizar las propiedades juntas en el editor." #: doc/classes/@GlobalScope.xml msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" "Se utiliza para agrupar propiedades en el editor en un subgrupo (bajo un " "grupo). Véase [EditorInspector]." #: doc/classes/@GlobalScope.xml msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "" "La propiedad es un campo de bits, es decir, contiene múltiples banderas " "representadas como bits." #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "La propiedad no guarda su estado en [PackedScene]." #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" "Al editar la propiedad, el usuario debe reiniciar el editor para que el " "cambio tenga efecto." #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " "can be used to distinguish between exported script variables from built-in " "variables (which don't have this usage flag). By default, [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are " "created by overriding [method Object._get_property_list] in a script." msgstr "" "La propiedad es una variable de script. [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] se puede utilizar para distinguir entre las " "variables de script exportadas y las variables incorporadas (que no tienen " "este flag de uso). Por defecto, [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " "[b]no[/b] se aplica a las variables que se crean al sobrescribir [method " "Object._get_property_list] en un script." #: doc/classes/@GlobalScope.xml msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "" "El valor de la propiedad de tipo [Object] se almacenará incluso si su valor " "es [code]null[/code]." #: doc/classes/@GlobalScope.xml msgid "If this property is modified, all inspector fields will be refreshed." msgstr "" "Si esta propiedad se modifica, todos los campos del inspector se " "actualizarán." #: doc/classes/@GlobalScope.xml msgid "This flag is not used by the engine." msgstr "Esta bandera no es usada por el motor." #: doc/classes/@GlobalScope.xml msgid "" "The property is a variable of enum type, i.e. it only takes named integer " "constants from its associated enumeration." msgstr "" "La propiedad es una variable de tipo enum, solo acepta constantes enteras " "nombradas de su enumeración asociada." #: doc/classes/@GlobalScope.xml msgid "" "If property has [code]nil[/code] as default value, its type will be " "[Variant]." msgstr "" "Si la propiedad tiene [code]nil[/code] como valor predeterminado, su tipo " "será [Variant]." #: doc/classes/@GlobalScope.xml msgid "The property is an array." msgstr "La propiedad es un array." #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "Al duplicar un recurso con [method Resource.duplicate], y este flag está " "establecido en una propiedad de ese recurso, la propiedad siempre debe ser " "duplicada, independientemente del parámetro bool [code]subresources[/code]." #: doc/classes/@GlobalScope.xml msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should never be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "Al duplicar un recurso con [method Resource.duplicate], y este flag está " "establecido en una propiedad de ese recurso, la propiedad nunca debe ser " "duplicada, independientemente del parámetro bool [code]subresources[/code]." #: doc/classes/@GlobalScope.xml msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "" "La propiedad solo se muestra en el editor si se admiten renderizadores " "modernos (se excluye el método de renderizado de compatibilidad)." #: doc/classes/@GlobalScope.xml msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "" "La propiedad [NodePath] siempre será relativa a la raíz de la escena. " "Principalmente útil para recursos locales." #: doc/classes/@GlobalScope.xml msgid "" "Use when a resource is created on the fly, i.e. the getter will always " "return a different instance. [ResourceSaver] needs this information to " "properly save such resources." msgstr "" "Se usa cuando un recurso se crea dinámicamente, es decir, el getter siempre " "devuelve una instancia diferente. [ResourceSaver] necesita esta información " "para guardar correctamente dichos recursos." #: doc/classes/@GlobalScope.xml msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" "Insertar un fotograma clave de animación de esta propiedad incrementará " "automáticamente el valor, permitiendo animar fácilmente múltiples valores " "consecutivos." #: doc/classes/@GlobalScope.xml msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." msgstr "" "Cuando esta propiedad es un [Resource] y el objeto base es un [Node], se " "creará automáticamente una instancia del recurso cada vez que el nodo se " "cree en el editor." #: doc/classes/@GlobalScope.xml msgid "" "The property is considered a basic setting and will appear even when " "advanced mode is disabled. Used for project settings." msgstr "" "La propiedad se considera una configuración básica y aparecerá incluso " "cuando el modo avanzado esté desactivado. Se usa para configuraciones del " "proyecto." #: doc/classes/@GlobalScope.xml msgid "The property is read-only in the [EditorInspector]." msgstr "La propiedad es de solo lectura en el [EditorInspector]." #: doc/classes/@GlobalScope.xml msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" "Una propiedad de preset de exportación con esta bandera contiene información " "confidencial y se almacena por separado del resto de la configuración del " "preset de exportación." #: doc/classes/@GlobalScope.xml msgid "Default usage (storage and editor)." msgstr "Uso por defecto (almacenamiento y editor)." #: doc/classes/@GlobalScope.xml msgid "Default usage but without showing the property in the editor (storage)." msgstr "" "Uso por defecto, pero sin mostrar la propiedad en el editor (almacenamiento)." #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "Bandera para un método normal." #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "Bandera para un método editor." #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "Bandera para un método constante." #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "Bandera para un método virtual." #: doc/classes/@GlobalScope.xml msgid "Flag for a method with a variable number of arguments." msgstr "Indicador para un método con un número variable de argumentos." #: doc/classes/@GlobalScope.xml msgid "Flag for a static method." msgstr "Bandera para un método estático." #: doc/classes/@GlobalScope.xml msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" "Uso interno. Permite no volcar métodos virtuales centrales (como [method " "Object._notification]) en la API JSON." #: doc/classes/@GlobalScope.xml msgid "" "Flag for a virtual method that is required. In GDScript, this flag is set " "for abstract functions." msgstr "" "Bandera para un método virtual que es requerido. En GDScript, este flag se " "establece para funciones abstractas." #: doc/classes/@GlobalScope.xml msgid "Default method flags (normal)." msgstr "Banderas de método por defecto (normal)." #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "La variable es [code]null[/code]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "La variable es de tipo [bool]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "La variable es de tipo [int]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float]." msgstr "La variable es de tipo [float]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "La variable es de tipo [String]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "La variable es de tipo [Vector2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2i]." msgstr "La variable es de tipo [Vector2i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "La variable es de tipo [Rect2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2i]." msgstr "La variable es de tipo [Rect2i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "La variable es de tipo [Vector3]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3i]." msgstr "La variable es de tipo [Vector3i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "La variable es de tipo [Transform2D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4]." msgstr "La variable es de tipo [Vector4]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector4i]." msgstr "La variable es de tipo [Vector4i]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "La variable es de tipo [Plane]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quaternion]." msgstr "La variable es de tipo [Quaternion]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "La variable es de tipo [AABB]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "La variable es de tipo [Basis]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform3D]." msgstr "La variable es de tipo [Transform3D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Projection]." msgstr "La variable es de tipo [Projection]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "La variable es de tipo [Color]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [StringName]." msgstr "La variable es de tipo [StringName]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "La variable es de tipo [NodePath]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "La variable es de tipo [RID]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "La variable es de tipo [Object]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Callable]." msgstr "La variable es de tipo [Callable]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Signal]." msgstr "La variable es de tipo [Signal]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "La variable es de tipo [Dictionary]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "La variable es de tipo [Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedByteArray]." msgstr "La variable es de tipo [PackedByteArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt32Array]." msgstr "La variable es de tipo [PackedInt32Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedInt64Array]." msgstr "La variable es de tipo [PackedInt64Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat32Array]." msgstr "La variable es de tipo [PackedFloat32Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedFloat64Array]." msgstr "La variable es de tipo [PackedFloat64Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedStringArray]." msgstr "La variable es de tipo [PackedStringArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector2Array]." msgstr "La variable es de tipo [PackedVector2Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector3Array]." msgstr "La variable es de tipo [PackedVector3Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedColorArray]." msgstr "La variable es de tipo [PackedColorArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PackedVector4Array]." msgstr "La variable es de tipo [PackedVector2Array]." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Representa el tamaño del enum [enum Variant.Type]." #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "Operador de igualdad ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "Operador desigualdad ([code]!=[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "Operador menor que ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "Operador menor o igual que ([code]<=[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "Operador mayor que ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Operador igual o mayor que ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "Operador suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "Operador resta ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "Operador multiplicación ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "Operador división ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "Operador unario de negación ([code]-[/code]." #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "Operador unario de suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Operador modulo/resto ([code]%[/code])." #: doc/classes/@GlobalScope.xml msgid "Power operator ([code]**[/code])." msgstr "Operador de exponenciación ([code]**[/code])." #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "Operador de desplazamiento binario izquierdo ([code]<<[/code])." #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "Operador de desplazamiento binario derecho ([code]>>[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "Operador binario AND ([code]&[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "Operador binario OR ([code]|[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Operador binario XOR ([code]^[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Operador binario NOT ([code]~[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Operador XOR lógico ( no implementado en GDScript)." #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Operador NOT lógico ([code]NOT[/code] o [code]![/code])." #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "Operador lógico In ([code]in[/code])." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Representa el tamaño del enum [enum Variant.Operator]." #: doc/classes/AABB.xml msgid "A 3D axis-aligned bounding box." msgstr "Un cuadro delimitador 3D alineado con los ejes." #: doc/classes/AABB.xml msgid "" "The [AABB] built-in [Variant] type represents an axis-aligned bounding box " "in a 3D space. It is defined by its [member position] and [member size], " "which are [Vector3]. It is frequently used for fast overlap tests (see " "[method intersects]). Although [AABB] itself is axis-aligned, it can be " "combined with [Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [AABB] methods do not work correctly. Use [method abs] " "to get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, an [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" "El tipo [Variant] integrado [AABB] representa un cuadro delimitador alineado " "con el eje en un espacio 3D. Se define por su [member position] y [member " "size], que son [Vector3]. Se utiliza con frecuencia para pruebas rápidas de " "superposición (véase [method intersects]). Aunque [AABB] está alineado con " "el eje, puede combinarse con [Transform3D] para representar un cuadro " "delimitador rotado o sesgado.\n" "Utiliza coordenadas de punto flotante. La contraparte 2D de [AABB] es " "[Rect2]. No existe ninguna versión de [AABB] que utilice coordenadas " "enteras.\n" "[b]Nota:[/b] No se admiten valores negativos para [member size]. Con un " "tamaño negativo, la mayoría de los métodos [AABB] no funcionan " "correctamente. Utiliza [method abs] para obtener un [AABB] equivalente con " "un tamaño no negativo.\n" "[b]Nota:[/b] En un contexto booleano, una [AABB] se evalúa como [code]false[/" "code] si tanto la [member position] como [member size] son cero (igual a " "[constant Vector3.ZERO]). De lo contrario, siempre se evalúa como " "[code]true[/code]." #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Plane.xml #: doc/classes/Rect2.xml doc/classes/Rect2i.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector2i.xml #: doc/classes/Vector3.xml doc/classes/Vector3i.xml msgid "Math documentation index" msgstr "Índice de documentación matemática" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Rect2i.xml #: doc/classes/Vector2.xml doc/classes/Vector2i.xml doc/classes/Vector3.xml #: doc/classes/Vector3i.xml msgid "Vector math" msgstr "Matemáticas vectoriales" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "Matemática vectorial avanzada" #: doc/classes/AABB.xml msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" "Construye un [AABB] con su [member position] y [member size] establecidos a " "[constant Vector3.ZERO]." #: doc/classes/AABB.xml msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Construye un [AABB] como una copia del [AABB] dado." #: doc/classes/AABB.xml msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "Construye un [AABB] con [param position] y [param size]." #: doc/classes/AABB.xml msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15.0, -10.0, 0.0)\n" "print(absolute.size) # Prints (20.0, 10.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Devuelve un [AABB] equivalente a este cuadro delimitador, con su ancho, alto " "y profundidad modificados para ser valores no negativos.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Imprime (-15.0, -10.0, 0.0)\n" "print(absolute.size) # Imprime (20.0, 10.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Imprime (-15, -10, 0)\n" "GD.Print(absolute.Size); // Imprime (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Se recomienda utilizar este método cuando [member size] es " "negativo, ya que la mayoría de los otros métodos en Godot asumen que los " "componentes de [member size] son mayores que [code]0[/code]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses " "the [param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve [code]true[/code] si este cuadro delimitador encierra " "[i]completamente[/i] la caja [param with]. Se incluyen los bordes de ambas " "cajas.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Imprime true\n" "print(a.encloses(b)) # Imprime true\n" "print(a.encloses(c)) # Imprime false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Imprime True\n" "GD.Print(a.Encloses(b)); // Imprime True\n" "GD.Print(a.Encloses(c)); // Imprime False\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AABB.xml msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0.0, 0.0, 0.0)\n" "print(box.size) # Prints (10.0, 2.0, 5.0)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5.0, 0.0, 0.0)\n" "print(box.size) # Prints (15.0, 2.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve una copia de este cuadro delimitador expandida para alinear los " "bordes con el [param to_point] dado, si es necesario.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Imprime (0.0, 0.0, 0.0)\n" "print(box.size) # Imprime (10.0, 2.0, 5.0)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Imprime (-5.0, 0.0, 0.0)\n" "print(box.size) # Imprime (15.0, 2.0, 5.0)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Imprime (0, 0, 0)\n" "GD.Print(box.Size); // Imprime (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Imprime (-5, 0, 0)\n" "GD.Print(box.Size); // Imprime (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AABB.xml msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "" "Devuelve el punto central del cuadro delimitador. Esto es lo mismo que " "[code]position + (size / 2.0)[/code]." #: doc/classes/AABB.xml msgid "" "Returns the position of one of the 8 vertices that compose this bounding " "box. With an [param idx] of [code]0[/code] this is the same as [member " "position], and an [param idx] of [code]7[/code] is the same as [member end]." msgstr "" "Devuelve la posición de uno de los 8 vértices que componen este cuadro " "delimitador. Con un [param idx] de [code]0[/code] esto es lo mismo que " "[member position], y un [param idx] de [code]7[/code] es lo mismo que " "[member end]." #: doc/classes/AABB.xml msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints Z\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" "Devuelve el eje normalizado más largo del [member size] de este cuadro " "delimitador, como un [Vector3] ([constant Vector3.RIGHT], [constant " "Vector3.UP] o [constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Imprime (0.0, 0.0, 1.0)\n" "print(box.get_longest_axis_index()) # Imprime 2\n" "print(box.get_longest_axis_size()) # Imprime 8.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Imprime (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Imprime Z\n" "GD.Print(box.GetLongestAxisSize()); // Imprime 8\n" "[/csharp]\n" "[/codeblocks]\n" "Véase también [method get_longest_axis_index] y [method " "get_longest_axis_size]." #: doc/classes/AABB.xml msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" "Devuelve el índice del eje más largo del [member size] de este cuadro " "delimitador (ver [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y] y " "[constant Vector3.AXIS_Z]).\n" "Para ver un ejemplo, véase [method get_longest_axis]." #: doc/classes/AABB.xml msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" "Devuelve la dimensión más larga del [member size] de este cuadro " "delimitador.\n" "Para un ejemplo, véase [method get_longest_axis]." #: doc/classes/AABB.xml msgid "" "Returns the shortest normalized axis of this bounding box's [member size], " "as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or " "[constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints X\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method " "get_shortest_axis_size]." msgstr "" "Devuelve el eje normalizado más corto del [member size] de este cuadro " "delimitador, como un [Vector3] ([constant Vector3.RIGHT], [constant " "Vector3.UP] o [constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Imprime (1.0, 0.0, 0.0)\n" "print(box.get_shortest_axis_index()) # Imprime 0\n" "print(box.get_shortest_axis_size()) # Imprime 2.0\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Imprime (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Imprime X\n" "GD.Print(box.GetShortestAxisSize()); // Imprime 2\n" "[/csharp]\n" "[/codeblocks]\n" "Véase también [method get_shortest_axis_index] y [method " "get_shortest_axis_size]." #: doc/classes/AABB.xml msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" "Devuelve el índice del eje más corto del [member size] de este cuadro " "delimitador (ver [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y] y " "[constant Vector3.AXIS_Z]).\n" "Para ver un ejemplo, véase [method get_shortest_axis]." #: doc/classes/AABB.xml msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" "Devuelve la dimensión más corta del [member size] de este cuadro " "delimitador.\n" "Para un ejemplo, véase [method get_shortest_axis]." #: doc/classes/AABB.xml msgid "" "Returns the vertex's position of this bounding box that's the farthest in " "the given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" "Devuelve la posición del vértice de este cuadro delimitador que está más " "lejos en la dirección dada. Este punto se conoce comúnmente como el punto de " "soporte en los algoritmos de detección de colisiones." #: doc/classes/AABB.xml msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * " "size.y * size.z[/code]. See also [method has_volume]." msgstr "" "Devuelve el volumen del cuadro delimitador. Esto es equivalente a " "[code]size.x * size.y * size.z[/code]. Véase también [method has_volume]." #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns a copy of this bounding box extended on all sides by the given " "amount [param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0.0, 0.0, 0.0)\n" "print(a.size) # Prints (16.0, 16.0, 16.0)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2.0, -2.0, -2.0)\n" "print(b.size) # Prints (12.0, 8.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve una copia de este cuadro delimitador ampliado para alinear los " "bordes con el [param to_point] dado, si es necesario.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Imprime (0, 0, 0)\n" "print(tamaño.caja) # Imprime (10, 2, 5)\n" "\n" "caja = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Imprime (-5, 0, 0)\n" "print(box.size) # Imprime (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Imprime (0, 0, 0)\n" "GD.Print(box.Size); // Imprime (10, 2, 5)\n" "\n" "caja = caja.Expand(nuevo Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Imprime (-5, 0, 0)\n" "GD.Print(box.Size); // Imprime (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" "Devuelve [code]true[/code] si el cuadro delimitador contiene el [param " "point] dado. Por convención, los puntos exactamente en los lados derecho, " "superior y frontal [b]no[/b] se incluyen.\n" "[b]Nota:[/b] Este método no es fiable para [AABB] con un [member size] " "[i]negativo[/i]. Utiliza [method abs] primero para obtener un cuadro " "delimitador válido." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si este cuadro delimitador tiene una superficie o " "una longitud, es decir, al menos un componente de [member size] es mayor que " "[code]0[/code]. De lo contrario, devuelve [code]false[/code]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth " "are all positive. See also [method get_volume]." msgstr "" "Devuelve [code]true[/code] si el ancho, la altura y la profundidad de este " "cuadro delimitador son todos positivos. Véase también [method get_volume]." #: doc/classes/AABB.xml msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2.0, 0.0, 2.0)\n" "print(intersection.size) # Prints (3.0, 2.0, 4.0)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" "Devuelve la intersección entre este cuadro delimitador y [param with]. Si " "los cuadros no se intersecan, devuelve un [AABB] vacío. Si los cuadros se " "intersecan en el borde, devuelve un [AABB] plano sin volumen (véase [method " "has_surface] y [method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Imprime (2.0, 0.0, 2.0)\n" "print(intersection.size) # Imprime (3.0, 2.0, 4.0)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Imprime (2, 0, 2)\n" "GD.Print(intersection.Size); // Imprime (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nota:[/b] Si solo necesita saber si dos cuadros delimitadores se están " "intersecando, use [method intersects] en su lugar." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" "Devuelve [code]true[/code] si este cuadro delimitador se superpone con el " "cuadro [param with]. Los bordes de ambas cajas están [i]siempre[/i] " "excluidos." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "" "Devuelve [code]true[/code] si este cuadro delimitador está en ambos lados " "del [param plane] dado." #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards " "infinity." msgstr "" "Devuelve el primer punto donde este cuadro delimitador y el rayo dado se " "intersecan, como un [Vector3]. Si no se produce ninguna intersección, " "devuelve [code]null[/code].\n" "El rayo comienza en [param from], apunta hacia [param dir] y se extiende " "hacia el infinito." #: doc/classes/AABB.xml msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" "Devuelve el primer punto donde este cuadro delimitador y el segmento dado se " "intersecan, como un [Vector3]. Si no se produce ninguna intersección, " "devuelve [code]null[/code].\n" "El segmento comienza en [param from] y termina en [param to]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector3.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" "Devuelve [code]true[/code] si este cuadro delimitador y [param aabb] son " "aproximadamente iguales, llamando a [method Vector3.is_equal_approx] en " "[member position] y [member size]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector3.is_finite] on the [member position] and the [member " "size]." msgstr "" "Devuelve [code]true[/code] si los valores de este cuadro delimitador son " "finitos, llamando a [method Vector3.is_finite] en el [member position] y el " "[member size]." #: doc/classes/AABB.xml msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "" "Devuelve un [AABB] que engloba tanto este cuadro delimitador como [param " "with] alrededor de los bordes. Véase también [method encloses]." #: doc/classes/AABB.xml msgid "" "The ending point. This is usually the corner on the top-right and back of " "the bounding box, and is equivalent to [code]position + size[/code]. Setting " "this point affects the [member size]." msgstr "" "El punto final. Normalmente es la esquina en la parte superior derecha y " "posterior del cuadro delimitador, y es equivalente a [code]position + size[/" "code]. Establecer este punto afecta al [member size]." #: doc/classes/AABB.xml msgid "" "The origin point. This is usually the corner on the bottom-left and forward " "of the bounding box." msgstr "" "El punto de origen. Normalmente es la esquina en la parte inferior izquierda " "y frontal del cuadro delimitador." #: doc/classes/AABB.xml msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-forward corner, and the [member end] is " "the top-right-back corner. To get an equivalent bounding box with non-" "negative size, use [method abs]." msgstr "" "El ancho, la altura y la profundidad del cuadro delimitador, a partir de " "[member position]. Establecer este valor también afecta al punto [member " "end].\n" "[b]Nota:[/b] Se recomienda establecer el ancho, la altura y la profundidad a " "valores no negativos. Esto se debe a que la mayoría de los métodos en Godot " "asumen que la [member position] es la esquina inferior izquierda delantera, " "y el [member end] es la esquina superior derecha trasera. Para obtener un " "cuadro delimitador equivalente con un tamaño no negativo, usa [method abs]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si la [member position] o el [member size] de " "ambos cuadros delimitadores no son iguales.\n" "[b]Nota:[/b] Debido a los errores de precisión de punto flotante, considera " "usar [method is_equal_approx] en su lugar, que es más fiable." #: doc/classes/AABB.xml msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" "Transforma inversamente (multiplica) el [AABB] por la matriz de " "transformación [Transform3D] dada, bajo la suposición de que la base de " "transformación es ortonormal (es decir, la rotación/reflexión está bien, la " "escala/el sesgo no lo están).\n" "[code]aabb * transform[/code] es equivalente a [code]transform.inverse() * " "aabb[/code]. Véase [method Transform3D.inverse].\n" "Para transformar por la inversa de una transformación afín (por ejemplo, con " "escalado), se puede utilizar [code]transform.affine_inverse() * aabb[/code] " "en su lugar. Véase [method Transform3D.affine_inverse]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si tanto la [member position] como el [member " "size] de los cuadros delimitadores son exactamente iguales, " "respectivamente.\n" "[b]Nota:[/b] Debido a los errores de precisión de punto flotante, considera " "usar [method is_equal_approx] en su lugar, que es más fiable." #: doc/classes/AcceptDialog.xml msgid "A base dialog used for user notification." msgstr "Un diálogo base utilizado para la notificación al usuario." #: doc/classes/AcceptDialog.xml msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" "El uso predeterminado de [AcceptDialog] es permitir que solo se acepte o se " "cierre, con el mismo resultado. Sin embargo, las señales [signal confirmed] " "y [signal canceled] permiten diferenciar ambas acciones, y el método [method " "add_button] permite agregar botones y acciones personalizadas." #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button.\n" "If [param action] is not empty, pressing the button will emit the [signal " "custom_action] signal with the specified action string.\n" "If [code]true[/code], [param right] will place the button to the right of " "any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Añade un botón con la etiqueta [param text] y una [param action] " "personalizada al diálogo y devuelve el botón creado.\n" "Si [param action] no está vacío, al pulsar el botón se emitirá la señal " "[signal custom_action] con la string de acción especificada.\n" "Si es [code]true[/code], [param right] colocará el botón a la derecha de " "cualquier botón hermano.\n" "Puede utilizar el método [method remove_button] para eliminar un botón " "creado con este método del diálogo." #: doc/classes/AcceptDialog.xml msgid "" "Adds a button with label [param name] and a cancel action to the dialog and " "returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Añade un botón con la etiqueta [param name] y una acción de cancelación al " "diálogo y devuelve el botón creado.\n" "Puedes usar el método [method remove_button] para eliminar un botón creado " "con este método del diálogo." #: doc/classes/AcceptDialog.xml msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Devuelve la etiqueta utilizada para el texto integrado.\n" "[b]Advertencia:[/b] Este es un nodo interno requerido, eliminarlo o " "liberarlo puede causar un fallo. Si deseas ocultarlo o cualquiera de sus " "hijos, usa su propiedad [member CanvasItem.visible]." #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retorna la instancia de el [Button] aceptar. \n" "[b]Warning:[/b] Esto es un nodo interno requerido, removerlo y liberarlo " "podría causar un crasheo. Si deseas esconder este o alguno de sus hijos, " "utiliza su propiedad [member CanvasItem.visible]." #: doc/classes/AcceptDialog.xml msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "Registra un [LineEdit] en el diálogo. Cuando se pulsa la tecla intro, el " "diálogo se acepta." #: doc/classes/AcceptDialog.xml msgid "" "Removes the [param button] from the dialog. Does NOT free the [param " "button]. The [param button] must be a [Button] added with [method " "add_button] or [method add_cancel_button] method. After removal, pressing " "the [param button] will no longer emit this dialog's [signal custom_action] " "or [signal canceled] signals." msgstr "" "Elimina el [param button] del diálogo. NO libera el [param button]. El " "[param button] debe ser un [Button] añadido con el método [method " "add_button] o el método [method add_cancel_button]. Después de la " "eliminación, al pulsar el [param button] ya no se emitirán las señales " "[signal custom_action] o [signal canceled] de este diálogo." #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "El texto se expande automáticamente en el diálogo." #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog will be hidden when the [code]ui_cancel[/" "code] action is pressed (by default, this action is bound to [constant " "KEY_ESCAPE])." msgstr "" "Si es [code]true[/code], el diálogo se ocultará cuando se pulse la acción " "[code]ui_cancel[/code] (por defecto, esta acción está vinculada a [constant " "KEY_ESCAPE])." #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "Si es [code]true[/code], el diálogo se oculta cuando se pulsa el botón OK. " "Puedes ajustarlo a [code]false[/code] si quieres hacer, por ejemplo, la " "validación de entrada al recibir la señal [signal confirmed], y manejar el " "ocultamiento del diálogo en tu propia lógica.\n" "[b]Nota:[/b] Algunos nodos derivados de esta clase pueden tener un valor por " "defecto diferente, y potencialmente su propia lógica incorporada anulando " "este ajuste. Por ejemplo, [FileDialog] tiene por defecto [code]false[/code], " "y tiene su propio código de validación de entrada que se llama al pulsar OK, " "que eventualmente oculta el diálogo si la entrada es válida. Como tal, esta " "propiedad no puede ser usada en [FileDialog] para deshabilitar la ocultación " "del diálogo cuando se presiona OK." #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "El texto mostrado en el diálogo." #: doc/classes/AcceptDialog.xml msgid "" "The text displayed by the OK button (see [method get_ok_button]). If empty, " "a default text will be used." msgstr "" "El texto que muestra el botón Aceptar (véase [method get_ok_button]). Si " "está vacío, se utilizará un texto por defecto." #: doc/classes/AcceptDialog.xml msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "" "Emitida cuando se cierra el diálogo o se pulsa el botón creado con [method " "add_cancel_button]." #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "Emitida cuando se acepta el diálogo, es decir, se pulsa el botón OK." #: doc/classes/AcceptDialog.xml msgid "" "Emitted when a custom button with an action is pressed. See [method " "add_button]." msgstr "" "Emitida cuando se pulsa un botón personalizado con una acción. Véase [method " "add_button]." #: doc/classes/AcceptDialog.xml msgid "" "The minimum height of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "La altura mínima de cada botón en la fila inferior (como Aceptar/Cancelar) " "en píxeles. Esto se puede aumentar para facilitar hacer clic/tocar en " "botones con textos cortos." #: doc/classes/AcceptDialog.xml msgid "" "The minimum width of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "El ancho mínimo de cada botón en la fila inferior (como Aceptar/Cancelar) en " "píxeles. Esto se puede aumentar para facilitar hacer clic/tocar en botones " "con textos cortos." #: doc/classes/AcceptDialog.xml msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "" "El tamaño del espacio vertical entre el contenido del diálogo y la fila de " "botones." #: doc/classes/AcceptDialog.xml msgid "The panel that fills the background of the window." msgstr "El panel que llena el fondo de la ventana." #: doc/classes/AESContext.xml msgid "Provides access to AES encryption/decryption of raw data." msgstr "Proporciona acceso al cifrado/descifrado AES de datos sin procesar." #: doc/classes/AESContext.xml msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes are supported.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" "\tvar key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" "\tvar data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " "apply padding if needed.\n" "\t# Encrypt ECB\n" "\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" "\tvar encrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt ECB\n" "\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" "\tvar decrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check ECB\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "\n" "\tvar iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" "\t# Encrypt CBC\n" "\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tencrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt CBC\n" "\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tdecrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check CBC\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" "\tprivate AesContext _aes = new AesContext();\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tstring key = \"My secret key!!!\"; // Key must be either 16 or 32 " "bytes.\n" "\t\tstring data = \"My secret text!!\"; // Data size must be multiple of 16 " "bytes, apply padding if needed.\n" "\t\t// Encrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] decrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check ECB\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" "\t\tstring iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" "\t\t// Encrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tdecrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check CBC\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Esta clase contiene la información de contexto necesaria para las " "operaciones de cifrado y descifrado con AES (Estándar de Cifrado Avanzado). " "Se admiten los modos AES-ECB y AES-CBC.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" "\tvar key = \"¡¡¡Mi clave secreta!!!\" # La clave debe tener 16 o 32 bytes.\n" "\tvar data = \"¡¡¡Mi clave secreta!!!\" # El tamaño de los datos debe ser " "múltiplo de 16 bytes, y aplicar relleno si es necesario.\n" "\t# Encrypt ECB\n" "\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" "\tvar encrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt ECB\n" "\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" "\tvar decrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check ECB\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "\n" "\tvar iv = \"¡¡¡Mi IV secreto!!!\" # El IV debe tener exactamente 16 bytes.\n" "\t# Encrypt CBC\n" "\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tencrypted = aes.update(data.to_utf8_buffer())\n" "\taes.finish()\n" "\t# Decrypt CBC\n" "\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), " "iv.to_utf8_buffer())\n" "\tdecrypted = aes.update(encrypted)\n" "\taes.finish()\n" "\t# Check CBC\n" "\tassert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" "\tprivate AesContext _aes = new AesContext();\n" "\n" "\tpublic override void _Ready()\n" "\t{\n" "\t\tstring key = \"¡¡¡Mi clave secreta!!!\"; // La clave debe tener 16 o 32 " "bytes.\n" "\t\tstring data = \"¡¡Mi clave secreta!!\"; // El tamaño de los datos debe " "ser múltiplo de 16 bytes, y aplicar relleno si es necesario.\n" "\t\t// Encrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt ECB\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" "\t\tbyte[] decrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check ECB\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" "\t\tstring iv = \"¡¡¡¡Mi IV secreto!!!!\"; // El IV debe tener exactamente " "16 bytes.\n" "\t\t// Encrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n" "\t\t_aes.Finish();\n" "\t\t// Decrypt CBC\n" "\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), " "iv.ToUtf8Buffer());\n" "\t\tdecrypted = _aes.Update(encrypted);\n" "\t\t_aes.Finish();\n" "\t\t// Check CBC\n" "\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "Cerrar este contexto AES para que pueda ser iniciado de nuevo. Véase [method " "start]." #: doc/classes/AESContext.xml msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Obtiene el estado actual de IV para este contexto (la IV se actualiza al " "llamar a [method update]). Normalmente no necesitas esta función.\n" "[b]Nota:[/b] Esta función solo tiene sentido cuando el contexto se inicia " "con [constant MODE_CBC_ENCRYPT] o [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml msgid "" "Start the AES context in the given [param mode]. A [param key] of either 16 " "or 32 bytes must always be provided, while an [param iv] (initialization " "vector) of exactly 16 bytes, is only needed when [param mode] is either " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Inicia el contexto AES en el [param mode] dado. Siempre se debe proporcionar " "una [param key] de 16 o 32 bytes, mientras que una [param iv] (vector de " "inicialización) de exactamente 16 bytes, solo se necesita cuando [param " "mode] es [constant MODE_CBC_ENCRYPT] o [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [param src]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " "padding if needed." msgstr "" "Ejecuta la operación deseada para este contexto AES. Devolverá un " "[PackedByteArray] que contiene el resultado de cifrar (o descifrar) la " "[param src] dada. Véase [method start] para el modo de operación.\n" "[b]Nota:[/b] El tamaño de [param src] debe ser un múltiplo de 16. Aplica " "algún relleno si es necesario." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "Modo de cifrado ECB (Electronic Codebook) de AES." #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "Modo de desencripción AES electronic codebook(ECB)." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "Modo de encripción AES cipher blocker chaining (CBC)." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "Modo de desencripción AES cipher blocker chaining (CBC)." #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "Valor máximo para el modo enum." #: doc/classes/AimModifier3D.xml msgid "The [AimModifier3D] rotates a bone to look at a reference bone." msgstr "El [AimModifier3D] gira un hueso para mirar un hueso de referencia." #: doc/classes/AimModifier3D.xml msgid "" "This is a simple version of [LookAtModifier3D] that only allows bone to the " "reference without advanced options such as angle limitation or time-based " "interpolation.\n" "The feature is simplified, but instead it is implemented with smooth " "tracking without euler, see [method set_use_euler]." msgstr "" "Esta es una versión simple de [LookAtModifier3D] que solo permite el acceso " "óseo a la referencia sin opciones avanzadas como la limitación del ángulo o " "la interpolación basada en el tiempo.\n" "La función se ha simplificado, pero se implementa con un seguimiento suave " "sin Euler; véase [method set_use_euler]." #: doc/classes/AimModifier3D.xml msgid "Returns the forward axis of the bone." msgstr "Devuelve el eje delantero del hueso." #: doc/classes/AimModifier3D.xml msgid "" "Returns the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" "Devuelve el eje de la primera rotación. Solo se habilita si [method " "is_using_euler] es [code]true[/code]." #: doc/classes/AimModifier3D.xml msgid "Returns [code]true[/code] if it provides rotation with using euler." msgstr "" "Devuelve [code]true[/code] si proporciona rotación con el uso de Euler." #: doc/classes/AimModifier3D.xml msgid "" "Returns [code]true[/code] if it provides rotation by two axes. It is enabled " "only if [method is_using_euler] is [code]true[/code]." msgstr "" "Devuelve [code]true[/code] si proporciona rotación por dos ejes. Solo se " "habilita si [method is_using_euler] es [code]true[/code]." #: doc/classes/AimModifier3D.xml msgid "Sets the forward axis of the bone." msgstr "Establece el eje delantero del hueso." #: doc/classes/AimModifier3D.xml msgid "" "Sets the axis of the first rotation. It is enabled only if [method " "is_using_euler] is [code]true[/code]." msgstr "" "Establece el eje de la primera rotación. Solo se habilita si [method " "is_using_euler] es [code]true[/code]." #: doc/classes/AimModifier3D.xml msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation with " "using euler.\n" "If sets [param enabled] to [code]false[/code], it provides rotation with " "using rotation by arc generated from the forward axis vector and the vector " "toward the reference." msgstr "" "Si se establece [param enabled] en [code]true[/code], se proporciona " "rotación mediante Euler.\n" "Si se establece [param enabled] en [code]false[/code], se proporciona " "rotación mediante la rotación por arco generada desde el vector del eje " "delantero y el vector hacia la referencia." #: doc/classes/AimModifier3D.xml msgid "" "If sets [param enabled] to [code]true[/code], it provides rotation by two " "axes. It is enabled only if [method is_using_euler] is [code]true[/code]." msgstr "" "Si establece [param enabled] en [code]true[/code], proporciona rotación por " "dos ejes. Solo se habilita si [method is_using_euler] es [code]true[/code]." #: doc/classes/AimModifier3D.xml doc/classes/ConvertTransformModifier3D.xml #: doc/classes/CopyTransformModifier3D.xml msgid "The number of settings in the modifier." msgstr "El número de configuraciones en el modificador." #: doc/classes/AnimatableBody2D.xml msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" "Un cuerpo físico 2D que no puede ser movido por fuerzas externas. Cuando se " "mueve manualmente, afecta a otros cuerpos en su camino." #: doc/classes/AnimatableBody2D.xml msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "Un cuerpo físico 2D animable. No puede ser movido por fuerzas externas o " "contactos, pero puede ser movido manualmente por otros medios como código, " "[AnimationMixer]s (con [member AnimationMixer.callback_mode_process] " "establecido en [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]) y " "[RemoteTransform2D].\n" "Cuando [AnimatableBody2D] se mueve, su velocidad lineal y angular se estiman " "y se utilizan para afectar a otros cuerpos físicos en su camino. Esto lo " "hace útil para mover plataformas, puertas y otros objetos en movimiento." #: doc/classes/AnimatableBody2D.xml doc/classes/AnimatableBody3D.xml #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsBody3D.xml #: doc/classes/PhysicsDirectBodyState2D.xml #: doc/classes/PhysicsDirectBodyState3D.xml #: doc/classes/PhysicsDirectSpaceState2D.xml #: doc/classes/PhysicsDirectSpaceState3D.xml doc/classes/RigidBody2D.xml #: doc/classes/RigidBody3D.xml doc/classes/Shape2D.xml doc/classes/Shape3D.xml #: doc/classes/StaticBody2D.xml doc/classes/StaticBody3D.xml #: doc/classes/VehicleBody3D.xml msgid "Physics introduction" msgstr "Introducción a la física" #: doc/classes/AnimatableBody2D.xml doc/classes/AnimatableBody3D.xml #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsBody3D.xml #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml #: doc/classes/StaticBody2D.xml doc/classes/StaticBody3D.xml #: doc/classes/VehicleBody3D.xml msgid "Troubleshooting physics issues" msgstr "Solución de problemas de física" #: doc/classes/AnimatableBody2D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" "Si es [code]true[/code], el movimiento del cuerpo se sincronizará con el " "marco de física. Esto es útil al animar el movimiento mediante " "[AnimationPlayer], por ejemplo, en plataformas móviles. [b]No[/b] lo " "utilices junto con [method PhysicsBody2D.move_and_collide]." #: doc/classes/AnimatableBody3D.xml msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" "Un cuerpo físico 3D que no puede ser movido por fuerzas externas. Cuando se " "mueve manualmente, afecta a otros cuerpos en su camino." #: doc/classes/AnimatableBody3D.xml msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "Un cuerpo físico 3D animable. No puede ser movido por fuerzas externas o " "contactos, pero puede ser movido manualmente por otros medios como código, " "[AnimationMixer]s (con [member AnimationMixer.callback_mode_process] " "establecido a [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]) y " "[RemoteTransform3D].\n" "Cuando [AnimatableBody3D] se mueve, su velocidad lineal y angular se estiman " "y se utilizan para afectar a otros cuerpos físicos en su camino. Esto lo " "hace útil para mover plataformas, puertas y otros objetos en movimiento." #: doc/classes/AnimatableBody3D.xml doc/classes/BoxShape3D.xml #: doc/classes/CapsuleShape3D.xml doc/classes/ConcavePolygonShape3D.xml #: doc/classes/ConvexPolygonShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/ProjectSettings.xml doc/classes/RigidBody3D.xml #: doc/classes/SphereShape3D.xml doc/classes/StaticBody3D.xml msgid "3D Physics Tests Demo" msgstr "Demo de Pruebas de Física en 3D" #: doc/classes/AnimatableBody3D.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Environment.xml doc/classes/GPUParticles3D.xml #: doc/classes/Light3D.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/Quaternion.xml #: doc/classes/Skeleton3D.xml doc/classes/SpotLight3D.xml #: doc/classes/StaticBody3D.xml doc/classes/VoxelGI.xml #: doc/classes/VoxelGIData.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter (TPS) Demo" msgstr "Demo de Shooter en Tercera Persona (TPS)" #: doc/classes/AnimatableBody3D.xml doc/classes/Basis.xml #: doc/classes/CharacterBody3D.xml doc/classes/CylinderShape3D.xml #: doc/classes/Dictionary.xml doc/classes/FileAccess.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/RayCast3D.xml #: doc/classes/StaticBody3D.xml doc/classes/SurfaceTool.xml #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml #: doc/classes/Thread.xml doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "Demo de Vóxeles en 3D" #: doc/classes/AnimatableBody3D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" "Si es [code]true[/code], el movimiento del cuerpo se sincronizará con el " "marco de física. Esto es útil al animar el movimiento mediante " "[AnimationPlayer], por ejemplo, en plataformas móviles. [b]No[/b] lo " "utilices junto con [method PhysicsBody3D.move_and_collide]." #: doc/classes/AnimatedSprite2D.xml msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "" "Nodo de Sprite que contiene múltiples texturas como fotogramas para " "reproducir animaciones." #: doc/classes/AnimatedSprite2D.xml msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " "[SpriteFrames] resource, which allows you to import image files (or a folder " "containing said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel." msgstr "" "[AnimatedSprite2D] es similar al nodo [Sprite2D], excepto que utiliza " "múltiples texturas como fotogramas de animación. Las animaciones se crean " "utilizando un recurso [SpriteFrames], que permite importar archivos de " "imagen (o una carpeta que contenga dichos archivos) para proporcionar los " "fotogramas de animación del sprite. El recurso [SpriteFrames] puede " "configurarse en el editor a través del panel inferior de SpriteFrames." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" msgstr "Animación de Sprite 2D" #: doc/classes/AnimatedSprite2D.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibleOnScreenNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "Demo de Dodge The Creeps en 2D" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns the actual playing speed of current animation or [code]0[/code] if " "not playing. This speed is the [member speed_scale] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method.\n" "Returns a negative value if the current animation is playing backwards." msgstr "" "Devuelve la velocidad de reproducción real de la animación actual o [code]0[/" "code] si no se está reproduciendo. Esta velocidad es la propiedad [member " "speed_scale] multiplicada por el argumento [code]custom_speed[/code] " "especificado al llamar al método [method play].\n" "Devuelve un valor negativo si la animación actual se está reproduciendo " "hacia atrás." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if an animation is currently playing (even if " "[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." msgstr "" "Devuelve [code]true[/code] si una animación se está reproduciendo " "actualmente (incluso si [member speed_scale] y/o [code]custom_speed[/code] " "son [code]0[/code])." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Pauses the currently playing animation. The [member frame] and [member " "frame_progress] will be kept and calling [method play] or [method " "play_backwards] without arguments will resume the animation from the current " "playback position.\n" "See also [method stop]." msgstr "" "Pausa la animación que se está reproduciendo. El [member frame] y el [member " "frame_progress] se mantendrán y al llamar a [method play] o [method " "play_backwards] sin argumentos se reanudará la animación desde la posición " "de reproducción actual.\n" "Véase también [method stop]." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " "backwards (which is equivalent to calling [method play_backwards]).\n" "If this method is called with that same animation [param name], or with no " "[param name] parameter, the assigned animation will resume playing if it was " "paused." msgstr "" "Reproduce la animación con la clave [param name]. Si [param custom_speed] es " "negativo y [param from_end] es [code]true[/code], la animación se " "reproducirá hacia atrás (lo que equivale a llamar a [method " "play_backwards]).\n" "Si este método se llama con la misma animación [param name], o sin el " "parámetro [param name], la animación asignada continuará reproduciéndose si " "estaba en pausa." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "Reproduce la animación con la clave [param name] al revés.\n" "Este método es una abreviatura de [method play] con [code]custom_speed = " "-1.0[/code] y [code]from_end = true[/code], así que consulta su descripción " "para obtener más información." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Sets [member frame] and [member frame_progress] to the given values. Unlike " "setting [member frame], this method does not reset the [member " "frame_progress] to [code]0.0[/code] implicitly.\n" "[b]Example:[/b] Change the animation while keeping the same [member frame] " "and [member frame_progress]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "Establece [member frame] y [member frame_progress] a los valores dados. A " "diferencia de establecer [member frame], este método no reinicia el [member " "frame_progress] a [code]0.0[/code] implícitamente.\n" "[b]Ejemplo:[/b] Cambia la animación manteniendo el mismo [member frame] y " "[member frame_progress]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause]." msgstr "" "Detiene la animación que se está reproduciendo. La posición de la animación " "se restablece a [code]0[/code] y la [code]custom_speed[/code] se restablece " "a [code]1.0[/code]. Véase también [method pause]." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The current animation from the [member sprite_frames] resource. If this " "value is changed, the [member frame] counter and the [member frame_progress] " "are reset." msgstr "" "La animación actual del recurso [member sprite_frames]. Si este valor " "cambia, el contador [member frame] y el [member frame_progress] se reinician." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "The key of the animation to play when the scene loads." msgstr "" "La clave de la animación que se reproducirá cuando se cargue la escena." #: doc/classes/AnimatedSprite2D.xml msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " "pixels. To prevent this, set this property to [code]false[/code], or " "consider enabling [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]." msgstr "" "Si es [code]true[/code], la textura se centrará.\n" "[b]Nota:[/b] Para juegos con una estética de pixel art, las texturas pueden " "aparecer deformadas cuando se centran. Esto se debe a que su posición está " "entre píxeles. Para evitar esto, establece esta propiedad en [code]false[/" "code], o considera habilitar [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel] y [member ProjectSettings.rendering/2d/snap/" "snap_2d_transforms_to_pixel]." #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si es [code]true[/code], la textura se voltea horizontalmente." #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "Si es [code]true[/code], la textura se voltea verticalmente." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The displayed animation frame's index. Setting this property also resets " "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" "El índice del fotograma de animación que se muestra. Establecer esta " "propiedad también reinicia [member frame_progress]. Si no se desea, usa " "[method set_frame_and_progress]." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The progress value between [code]0.0[/code] and [code]1.0[/code] until the " "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" "El valor de progreso entre [code]0.0[/code] y [code]1.0[/code] hasta que el " "fotograma actual hace la transición al siguiente fotograma. Si la animación " "se está reproduciendo hacia atrás, el valor hace la transición de [code]1.0[/" "code] a [code]0.0[/code]." #: doc/classes/AnimatedSprite2D.xml msgid "The texture's drawing offset." msgstr "El desplazamiento al dibujar de la textura." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml msgid "" "The speed scaling ratio. For example, if this value is [code]1[/code], then " "the animation plays at normal speed. If it's [code]0.5[/code], then it plays " "at half speed. If it's [code]2[/code], then it plays at double speed.\n" "If set to a negative value, the animation is played in reverse. If set to " "[code]0[/code], the animation will not advance." msgstr "" "La relación de escala de velocidad. Por ejemplo, si este valor es [code]1[/" "code], entonces la animación se reproduce a velocidad normal. Si es " "[code]0.5[/code], entonces se reproduce a media velocidad. Si es [code]2[/" "code], entonces se reproduce al doble de velocidad.\n" "Si se establece en un valor negativo, la animación se reproduce en reversa. " "Si se establece en [code]0[/code], la animación no avanzará." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" "El recurso [SpriteFrames] que contiene la(s) animación(es). Te permite " "cargar, editar, borrar, hacer único y guardar los estados del recurso " "[SpriteFrames]." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member animation] changes." msgstr "Emitida cuando [member animation] cambia." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" "Emitted when the animation reaches the end, or the start if it is played in " "reverse. When the animation finishes, it pauses the playback.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "Emitida cuando la animación llega al final, o al inicio si se reproduce en " "reversa. Cuando la animación termina, pausa la reproducción.\n" "[b]Nota:[/b] Esta señal no se emite si una animación está en bucle." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when the animation loops." msgstr "Emitida cuando la animación se repite." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changes." msgstr "Emitida cuando [member frame] cambia." #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member sprite_frames] changes." msgstr "Emitida cuando [member sprite_frames] cambia." #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "Nodo de sprites 2D en el mundo 3D, que puede usar múltiples texturas 2D para " "la animación." #: doc/classes/AnimatedSprite3D.xml msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " "multiple textures as animation [member sprite_frames]. Animations are " "created using a [SpriteFrames] resource, which allows you to import image " "files (or a folder containing said files) to provide the animation frames " "for the sprite. The [SpriteFrames] resource can be configured in the editor " "via the SpriteFrames bottom panel." msgstr "" "[AnimatedSprite3D] es similar al nodo [Sprite3D], excepto que contiene " "múltiples texturas como [member sprite_frames] de animación. Las animaciones " "se crean mediante el recurso [SpriteFrames], que permite importar archivos " "de imagen (o una carpeta que contenga dichos archivos) para generar los " "fotogramas de animación del sprite. El recurso [SpriteFrames] se puede " "configurar en el editor mediante el panel inferior SpriteFrames." #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "Animación del Sprite 2D (también se aplica a 3D)" #: doc/classes/AnimatedTexture.xml msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." msgstr "" "Esta clase no funciona correctamente en las versiones actuales y podría " "eliminarse en el futuro. Actualmente no existe una solución alternativa " "equivalente." #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." #: doc/classes/AnimatedTexture.xml msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] " "resource can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method " "set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " "automatically after playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers." msgstr "" "[AnimatedTexture] es un formato de recurso para animaciones basadas en " "fotogramas, donde se pueden encadenar múltiples texturas automáticamente con " "un retardo predefinido para cada fotograma. A diferencia de " "[AnimationPlayer] o [AnimatedSprite2D], no es un [Node], pero tiene la " "ventaja de poderse usar en cualquier lugar donde se pueda usar un recurso " "[Texture2D], p. ej. en un [TileSet].\n" "La reproducción de la animación está controlada por la propiedad [member " "speed_scale], así como por la duración de cada fotograma (véase [method " "set_frame_duration]). La animación se repite, es decir, se reiniciará " "automáticamente en el fotograma 0 tras reproducir el último fotograma.\n" "[AnimatedTexture] requiere actualmente que todas las texturas de los " "fotogramas tengan el mismo tamaño; de lo contrario, las más grandes se " "recortarán para que coincidan con la más pequeña.\n" "[b]Nota:[/b] AnimatedTexture no admite el uso de [AtlasTexture]s. Cada " "fotograma debe ser una [Texture2D] independiente.\n" "[b]Advertencia:[/b] La implementación actual no es eficiente para los " "renderizadores modernos." #: doc/classes/AnimatedTexture.xml msgid "Returns the given [param frame]'s duration, in seconds." msgstr "Devuelve la duración del [param frame] dado, en segundos." #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture2D]." msgstr "Devuelve el [Texture2D] del marco dado." #: doc/classes/AnimatedTexture.xml msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." msgstr "" "Establece la duración de cualquier [param frame] dado. La duración final se " "ve afectada por el [member speed_scale]. Si se establece en [code]0[/code], " "el fotograma se omite durante la reproducción." #: doc/classes/AnimatedTexture.xml msgid "" "Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "Asigna una [Texture2D] al fotograma dado. Los ID de los fotogramas empiezan " "en 0, así que el primer fotograma tiene ID 0, y el último fotograma de la " "animación tiene ID [member frames] - 1.\n" "Puedes definir cualquier número de texturas hasta [constant MAX_FRAMES], " "pero ten en cuenta que solo los fotogramas de 0 a [member frames] - 1 " "formarán parte de la animación." #: doc/classes/AnimatedTexture.xml msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" "Establece el fotograma actualmente visible de la textura. Establecer este " "fotograma mientras se reproduce reinicia el tiempo del fotograma actual, por " "lo que el fotograma recién seleccionado se reproduce durante toda la " "duración del fotograma configurada." #: doc/classes/AnimatedTexture.xml msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" "Número de fotogramas a usar en la animación. Aunque puedes crear los " "fotogramas independientemente con [method set_frame_texture], necesitas " "establecer este valor para que la animación tenga en cuenta los nuevos " "fotogramas. El número máximo de fotogramas es [constant MAX_FRAMES]." #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "Si es [code]true[/code], la animación sólo se reproducirá una vez y no " "volverá al primer fotograma después de llegar al final. Ten en cuenta que al " "llegar al final no se establecerá [member pause] en [code]true[/code]." #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" "Si es [code]true[/code], la animación se detendrá donde se encuentra " "actualmente (es decir, en [member current_frame]). La animación continuará " "desde donde se detuvo al cambiar esta propiedad a [code]false[/code]." #: doc/classes/AnimatedTexture.xml msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "" "La velocidad de la animación se multiplica por este valor. Si se establece " "un valor negativo, la animación se reproduce en reversa." #: doc/classes/AnimatedTexture.xml msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "El número máximo de fotogramas soportados por [AnimatedTexture]. Si " "necesitas más fotogramas en tu animación, usa [AnimationPlayer] o " "[AnimatedSprite2D]." #: doc/classes/Animation.xml msgid "Holds data that can be used to animate anything in the engine." msgstr "" "Contiene datos que pueden usarse para animar cualquier cosa en el motor." #: doc/classes/Animation.xml #, fuzzy msgid "" "This resource holds data that can be used to animate anything in the engine. " "Animations are divided into tracks and each track must be linked to a node. " "The state of that node can be changed through time, by adding timed keys " "(events) to the track.\n" "[codeblocks]\n" "[gdscript]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 2.0 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 seconds.\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] to be played back. Animation tracks have different types, " "each with its own set of dedicated methods. Check [enum TrackType] to see " "available types.\n" "[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "Un recurso de animación contiene datos que se usan para animar todo en el " "motor. Las animaciones se dividen en pistas, y cada pista debe estar " "vinculada a un nodo. El estado de ese nodo se puede cambiar a través del " "tiempo, añadiendo claves de tiempo (eventos) a la pista.\n" "# Esto crea una animación que hace que el nodo \"Enemigo\" se mueva a la " "derecha \n" "# 100 píxeles en 0.5 segundos.\n" "[codeblock]\n" "var animacion = Animation.new()\n" "var indice_pistas = animacion.add_track(Animation.TYPE_VALUE)\n" "animacion.track_set_path(indice_pistas, \"Enemy:position.x\")\n" "animacion.track_insert_key(indice_pistas, 0.0, 0)\n" "animacion.track_insert_key(indice_pistas, 0.5, 100)\n" "[/codeblock]\n" "Las animaciones son sólo contenedores de datos, y deben ser añadidas a nodos " "como un [AnimationPlayer] para ser reproducidas. Las pistas de animación " "tienen diferentes tipos, cada una con su propio conjunto de métodos " "dedicados. Véase [enum TrackType] para ver los tipos disponibles." #: doc/classes/Animation.xml doc/classes/AnimationPlayer.xml msgid "Animation documentation index" msgstr "Índice de documentación de animación" #: doc/classes/Animation.xml msgid "Adds a marker to this Animation." msgstr "Agrega un marcador a esta Animación." #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "Añade una pista a la animación." #: doc/classes/Animation.xml msgid "" "Returns the animation name at the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "Devuelve el nombre de la animación en la clave identificada por [param " "key_idx]. El [param track_idx] debe ser el índice de una pista de animación." #: doc/classes/Animation.xml msgid "" "Inserts a key with value [param animation] at the given [param time] (in " "seconds). The [param track_idx] must be the index of an Animation Track." msgstr "" "Inserta una clave con el valor [param animation] en el [param time] dado (en " "segundos). El [param track_idx] debe ser el índice de una pista de animación." #: doc/classes/Animation.xml msgid "" "Sets the key identified by [param key_idx] to value [param animation]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "Establece la clave identificada por [param key_idx] con el valor [param " "animation]. El [param track_idx] debe ser el índice de una pista de " "animación." #: doc/classes/Animation.xml msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" "Devuelve el desplazamiento final de la clave identificada por [param " "key_idx]. El [param track_idx] debe ser el índice de una pista de audio.\n" "El desplazamiento final es el número de segundos que se cortan al final de " "la transmisión de audio." #: doc/classes/Animation.xml msgid "" "Returns the start offset of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "Devuelve el desplazamiento inicial de la clave identificada por [param " "key_idx]. El [param track_idx] debe ser el índice de una pista de audio.\n" "El desplazamiento de inicio es el número de segundos que se cortan al " "principio de la transmisión de audio." #: doc/classes/Animation.xml msgid "" "Returns the audio stream of the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Audio Track." msgstr "" "Devuelve el flujo de audio de la clave identificada por [param key_idx]. El " "[param track_idx] debe ser el índice de una pista de audio." #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" "[param stream] is the [AudioStream] resource to play. [param start_offset] " "is the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" "Inserta una clave de pista de Audio en el [param time] dado en segundos. El " "[param track_idx] debe ser el índice de una Pista de Audio.\n" "[param stream] es el recurso [AudioStream] que se va a reproducir. [param " "start_offset] es el número de segundos que se recortan al principio del " "flujo de audio, mientras que [param end_offset] es al final." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "" "Devuelve [code]true[/code] si la pista en [param track_idx] se combinará con " "otras animaciones." #: doc/classes/Animation.xml msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "Establece el desplazamiento final de la clave identificada por [param " "key_idx] al valor [param offset]. El [param track_idx] debe ser el índice de " "una pista de audio." #: doc/classes/Animation.xml msgid "" "Sets the start offset of the key identified by [param key_idx] to value " "[param offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "Establece el desplazamiento inicial de la clave identificada por [param " "key_idx] al valor [param offset]. El [param track_idx] debe ser el índice de " "una pista de audio." #: doc/classes/Animation.xml msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" "Establece el flujo de la clave identificada por [param key_idx] al valor " "[param stream]. El [param track_idx] debe ser el índice de una pista de " "audio." #: doc/classes/Animation.xml msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" "Establece si la pista se combinará con otras animaciones. Si [code]true[/" "code], el volumen de reproducción de audio cambia dependiendo del valor de " "la mezcla." #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "Devuelve el \"in handle\" de la clave identificada por [param key_idx]. El " "[param track_idx] debe ser el índice de una pista Bezier." #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "Devuelve el \"out handle\" de la clave identificada por [param key_idx]. El " "[param track_idx] debe ser el índice de una pista Bezier." #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "Devuelve el valor de la clave identificada por [param key_idx]. El [param " "track_idx] debe ser el índice de una pista Bezier." #: doc/classes/Animation.xml msgid "" "Inserts a Bezier Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of a Bezier Track.\n" "[param in_handle] is the left-side weight of the added Bezier curve point, " "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" "Inserta una clave de pista Bezier en el [param time] dado en segundos. El " "[param track_idx] debe ser el índice de una pista Bezier.\n" "[param in_handle] es el peso del lado izquierdo del punto de la curva Bezier " "añadido, [param out_handle] es el del lado derecho, mientras que [param " "value] es el valor actual en este punto." #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" "Devuelve el valor interpolado en el [param time] dado (en segundos). El " "[param track_idx] debe ser el índice de una pista Bezier." #: doc/classes/Animation.xml msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "Establece el \"in handle\" de la clave identificada por [param key_idx] al " "valor [param in_handle]. El [param track_idx] debe ser el índice de una " "pista Bezier." #: doc/classes/Animation.xml msgid "" "Sets the out handle of the key identified by [param key_idx] to value [param " "out_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "Establece el \"out handle\" de la clave identificada por [param key_idx] al " "valor [param out_handle]. El [param track_idx] debe ser el índice de una " "pista Bezier." #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [param key_idx] to the given value. " "The [param track_idx] must be the index of a Bezier Track." msgstr "" "Establece el valor de la clave identificada por [param key_idx] al valor " "dado. El [param track_idx] debe ser el índice de una pista Bezier." #: doc/classes/Animation.xml msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "" "Inserta una clave en una pista de la \"blend shape\" dada. Devuelve el " "índice de la clave." #: doc/classes/Animation.xml msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" "Devuelve el valor interpolado de la \"blend shape\" en el time dado (en " "segundos). El [param track_idx] debe ser el índice de una pista de \"blend " "shape\"." #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "Limpiar la animacion (limpia todas las pistas y reinicia todo)." #: doc/classes/Animation.xml msgid "" "Compress the animation and all its tracks in-place. This will make [method " "track_is_compressed] return [code]true[/code] once called on this " "[Animation]. Compressed tracks require less memory to be played, and are " "designed to be used for complex 3D animations (such as cutscenes) imported " "from external 3D software. Compression is lossy, but the difference is " "usually not noticeable in real world conditions.\n" "[b]Note:[/b] Compressed tracks have various limitations (such as not being " "editable from the editor), so only use compressed animations if you actually " "need them." msgstr "" "Comprime la animación y todas sus pistas en su lugar. Esto hará que [method " "track_is_compressed] devuelva [code]true[/code] al llamar a esta " "[Animation]. Las pistas comprimidas requieren menos memoria para " "reproducirse y están diseñadas para animaciones 3D complejas (como " "cinemáticas) importadas desde software 3D externo. La compresión tiene " "pérdidas, pero la diferencia no suele ser perceptible en condiciones " "reales.\n" "[b]Nota:[/b] Las pistas comprimidas tienen varias limitaciones (como no ser " "editables desde el editor), así que solo usa animaciones comprimidas si " "realmente las necesitas." #: doc/classes/Animation.xml msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "" "Añade una nueva pista a [param to_animation] que es una copia de la pista " "dada de esta animación." #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "Devuelve el índice de la pista especificada. Si la pista no se encuentra, " "devuelve -1." #: doc/classes/Animation.xml msgid "Returns the name of the marker located at the given time." msgstr "Devuelve el nombre del marcador ubicado en el tiempo dado." #: doc/classes/Animation.xml msgid "Returns the given marker's color." msgstr "Devuelve el color del marcador dado." #: doc/classes/Animation.xml msgid "Returns every marker in this Animation, sorted ascending by time." msgstr "" "Devuelve cada marcador en esta animación, ordenado de forma ascendente por " "tiempo." #: doc/classes/Animation.xml msgid "Returns the given marker's time." msgstr "Devuelve el tiempo del marcador dado." #: doc/classes/Animation.xml msgid "" "Returns the closest marker that comes after the given time. If no such " "marker exists, an empty string is returned." msgstr "" "Devuelve el marcador más cercano que viene después del tiempo dado. Si no " "existe tal marcador, se devuelve una string vacía." #: doc/classes/Animation.xml msgid "" "Returns the closest marker that comes before the given time. If no such " "marker exists, an empty string is returned." msgstr "" "Devuelve el marcador más cercano que está antes del tiempo dado. Si no " "existe tal marcador, se devuelve una string vacía." #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "Devuelve la cantidad de pistas en la animación." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if this Animation contains a marker with the given " "name." msgstr "" "Devuelve [code]true[/code] si esta animación contiene un marcador con el " "nombre dado." #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "Devuelve el nombre del método de una pista de método." #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "Devuelve los valores de los argumentos que se llamarán en una pista del " "método para una clave determinada en una pista determinada." #: doc/classes/Animation.xml msgid "" "Optimize the animation and all its tracks in-place. This will preserve only " "as many keys as are necessary to keep the animation within the specified " "bounds." msgstr "" "Optimiza la animación y todas sus pistas en el lugar. Esto conservará solo " "las claves necesarias para mantener la animación dentro de los límites " "especificados." #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "" "Inserta una clave en una posición de la pista 3D dada. Devuelve el índice de " "la clave." #: doc/classes/Animation.xml msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" "Devuelve el valor de posición interpolado en el tiempo dado (en segundos). " "El [param track_idx] debe ser el índice de una pista de posición 3D." #: doc/classes/Animation.xml msgid "Removes the marker with the given name from this Animation." msgstr "Elimina el marcador con el nombre dado de esta animación." #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "Elimina una pista especificando el índice de la pista." #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "" "Inserta una clave en una pista de rotación 3D determinada. Devuelve el " "índice de la clave." #: doc/classes/Animation.xml msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" "Devuelve el valor de rotación interpolado en el tiempo dado (en segundos). " "El [param track_idx] debe ser el índice de una pista de rotación 3D." #: doc/classes/Animation.xml msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "" "Inserta una clave en una pista de escala 3D determinada. Devuelve el índice " "de la clave." #: doc/classes/Animation.xml msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" "Devuelve el valor de escala interpolado en el tiempo dado (en segundos). El " "[param track_idx] debe ser el índice de una pista de escala 3D." #: doc/classes/Animation.xml msgid "Sets the given marker's color." msgstr "Establece el color del marcador dado." #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range.\n" "If [param backward] is [code]true[/code], the direction is reversed in " "methods that rely on one directional processing.\n" "For example, in case [param find_mode] is [constant FIND_MODE_NEAREST], if " "there is no key in the current position just after seeked, the first key " "found is retrieved by searching before the position, but if [param backward] " "is [code]true[/code], the first key found is retrieved after the position." msgstr "" "Encuentra el índice de la clave por tiempo en una pista dada. Opcionalmente, " "solo lo encuentra si se da el tiempo aproximado/exacto.\n" "Si [param limit] es [code]true[/code], no devuelve las claves fuera del " "rango de la animación.\n" "Si [param backward] es [code]true[/code], la dirección se invierte en los " "métodos que se basan en el procesamiento unidireccional.\n" "Por ejemplo, en el caso de que [param find_mode] sea [constant " "FIND_MODE_NEAREST], si no hay ninguna clave en la posición actual justo " "después de buscar, la primera clave encontrada se recupera buscando antes de " "la posición, pero si [param backward] es [code]true[/code], la primera clave " "encontrada se recupera después de la posición." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "Devuelve [code]true[/code] si la pista en [param track_idx] envuelve el " "bucle de interpolación. Las nuevas pistas envuelven el bucle de " "interpolación por defecto." #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "Devuelve el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml msgid "Returns the number of keys in a given track." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "Devuelve la hora en la que se encuentra la clave." #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" "Devuelve la curva de transición (suavizado) para una clave específica (véase " "la función matemática incorporada [method @GlobalScope.ease])." #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "Devuelve el valor de una clave determinada en una pista determinada." #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "Obtiene el camino de una pista. Para más información sobre el formato de la " "ruta, ver [method track_set_path]." #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "Obtiene el tipo de pista." #: doc/classes/Animation.xml msgid "Inserts a generic key in a given track. Returns the key index." msgstr "" "Inserta una clave genérica en una pista determinada. Devuelve el índice de " "la clave." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" "Devuelve [code]true[/code] si la pista está comprimida, y [code]false[/code] " "en caso contrario. Véase también [method compress]." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [param track_idx] está " "habilitada." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve " "[code]false[/code]." #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "Mueve una pista hacia abajo." #: doc/classes/Animation.xml msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "" "Cambia la posición del índice de la pista [param track_idx] a la definida en " "[param to_idx]." #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "Mueve una pista hacia arriba." #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "Elimina una clave por índice en una pista dada." #: doc/classes/Animation.xml msgid "Removes a key at [param time] in a given track." msgstr "Elimina una clave en [param time] en una pista dada." #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" "Habilita o deshabilita la pista dada. Las pistas están habilitadas por " "defecto." #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "Establece la pista dada como importada o no." #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "" "Si es [code]true[/code], la pista en [param track_idx] envuelve el bucle de " "interpolación." #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "Establece el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "Establece la hora de una clave existente." #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" "Establece la curva de transición (easing) para una clave específica (véase " "la función matemática incorporada [method @GlobalScope.ease])." #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "Establece el valor de una clave existente." #: doc/classes/Animation.xml msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the [member AnimationMixer.root_node] that " "will reproduce the animation. Tracks that control properties or bones must " "append their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "Establece la ruta de una pista. Las rutas deben ser rutas válidas del árbol " "de escenas a un nodo y deben especificarse a partir del [member " "AnimationMixer.root_node] que reproducirá la animación. Las pistas que " "controlan propiedades o huesos deben añadir su nombre después de la ruta, " "separado por [code]\":\"[/code].\n" "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/" "mesh:transform/local\"[/code]." #: doc/classes/Animation.xml msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "" "Intercambia la posición del índice [param track_idx] de la pista con el " "[param with_idx] de la pista." #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "Devuelve el modo de actualización de una pista de valores." #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track.\n" "A [param backward] mainly affects the direction of key retrieval of the " "track with [constant UPDATE_DISCRETE] converted by [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match " "the result with [method track_find_key]." msgstr "" "Devuelve el valor interpolado en el tiempo dado (en segundos). El [param " "track_idx] debe ser el índice de una pista de valor.\n" "Un [param backward] afecta principalmente a la dirección de recuperación de " "la clave de la pista con [constant UPDATE_DISCRETE] convertida por [constant " "AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] para que " "coincida con el resultado de [method track_find_key]." #: doc/classes/Animation.xml msgid "Sets the update mode of a value track." msgstr "Establece el modo de actualización de una pista de valores." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the capture track is included. This is a cached " "readonly value for performance." msgstr "" "Devuelve [code]true[/code] si la pista de captura está incluida. Este es un " "valor de solo lectura almacenado en caché por razones de rendimiento." #: doc/classes/Animation.xml msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" "La duración total de la animación (en segundos).\n" "[b]Nota:[/b] La longitud no está delimitada por la última clave, ya que ésta " "puede estar antes o después del final para asegurar una correcta " "interpolación y bucle." #: doc/classes/Animation.xml msgid "" "Determines the behavior of both ends of the animation timeline during " "animation playback. This indicates whether and how the animation should be " "restarted, and is also used to correctly interpolate animation cycles." msgstr "" "Determina el comportamiento de ambos extremos de la línea de tiempo de la " "animación durante la reproducción de la animación. Esto indica si la " "animación debe reiniciarse y cómo, y también se utiliza para interpolar " "correctamente los ciclos de animación." #: doc/classes/Animation.xml msgid "The animation step value." msgstr "El valor del paso de la animación." #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "interpolated. For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "Las pistas de valor establecen valores en las propiedades de los nodos, pero " "solo aquellos que pueden ser interpolados. Para la posición/rotación/escala " "3D, se recomienda usar los tipos de pista dedicados [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] y [constant TYPE_SCALE_3D] en " "lugar de [constant TYPE_VALUE] por razones de rendimiento." #: doc/classes/Animation.xml msgid "3D position track (values are stored in [Vector3]s)." msgstr "Pista de posición 3D (los valores se almacenan en [Vector3]s)." #: doc/classes/Animation.xml msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "Pista de rotación 3D (los valores se almacenan en [Quaternion]s)." #: doc/classes/Animation.xml msgid "3D scale track (values are stored in [Vector3]s)." msgstr "Pista de escala 3D (los valores se almacenan en [Vector3]s)." #: doc/classes/Animation.xml msgid "Blend shape track." msgstr "Pista de Blendshape." #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" "El método rastrea las funciones de llamada con argumentos dados por clave." #: doc/classes/Animation.xml msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "Las pistas de Bezier se usan para interpolar un valor usando curvas " "personalizadas. También se pueden utilizar para animar sub-propiedades de " "vectores y colores (por ejemplo, el valor alfa de un [Color])." #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" "Las pistas de audio se utilizan para reproducir un stream de audio con " "cualquier tipo de [AudioStreamPlayer]. El stream puede ser recortado y " "previsualizado en la animación." #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "Las pistas de animación reproducen las animaciones en otros nodos " "[AnimationPlayer]." #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "No hay interpolación (valor más cercano)." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolación lineal." #: doc/classes/Animation.xml msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " "more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for " "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" "Interpolación cúbica. Se ve más suave que la interpolación lineal, pero es " "más costosa de interpolar. Utiliza [constant INTERPOLATION_LINEAR] para " "animaciones 3D complejas importadas de software externo, incluso si a cambio " "requiere usar una mayor velocidad de fotogramas de animación." #: doc/classes/Animation.xml msgid "" "Linear interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "Interpolación lineal con rotación de la ruta más corta.\n" "[b]Nota:[/b] El valor resultante siempre está normalizado y puede no " "coincidir con el valor de la clave." #: doc/classes/Animation.xml msgid "" "Cubic interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "Interpolación cúbica con rotación de la ruta más corta.\n" "[b]Nota:[/b] El valor resultante siempre está normalizado y puede no " "coincidir con el valor de la clave." #: doc/classes/Animation.xml msgid "Update between keyframes and hold the value." msgstr "Actualizar entre fotogramas clave y mantener el valor." #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "Actualización de los fotogramas clave." #: doc/classes/Animation.xml msgid "" "Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the " "value of the current object and perform interpolation in some methods. See " "also [method AnimationMixer.capture], [member " "AnimationPlayer.playback_auto_capture], and [method " "AnimationPlayer.play_with_capture]." msgstr "" "El mismo que [constant UPDATE_CONTINUOUS], pero funciona como una bandera " "para capturar el valor del objeto actual y realizar la interpolación en " "algunos métodos. Véase también [method AnimationMixer.capture], [member " "AnimationPlayer.playback_auto_capture] y [method " "AnimationPlayer.play_with_capture]." #: doc/classes/Animation.xml msgid "At both ends of the animation, the animation will stop playing." msgstr "" "En ambos extremos de la animación, la animación dejará de reproducirse." #: doc/classes/Animation.xml msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "" "En ambos extremos de la animación, la animación se repetirá sin cambiar la " "dirección de reproducción." #: doc/classes/Animation.xml msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "" "Repite la reproducción y la reproducción inversa en ambos extremos de la " "animación." #: doc/classes/Animation.xml msgid "This flag indicates that the animation proceeds without any looping." msgstr "Esta bandera indica que la animación prosigue sin ningún bucle." #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "" "Esta bandera indica que la animación ha llegado al final de la animación e " "inmediatamente después del bucle procesado." #: doc/classes/Animation.xml msgid "" "This flag indicates that the animation has reached the start of the " "animation and just after loop processed." msgstr "" "Esta bandera indica que la animación ha llegado al inicio de la animación y " "justo después del bucle procesado." #: doc/classes/Animation.xml msgid "Finds the nearest time key." msgstr "Encuentra la clave de tiempo más cercana." #: doc/classes/Animation.xml msgid "Finds only the key with approximating the time." msgstr "Busca solo la clave aproximando el tiempo." #: doc/classes/Animation.xml msgid "Finds only the key with matching the time." msgstr "Encuentra solo la clave que coincide con el tiempo." #: doc/classes/AnimationLibrary.xml msgid "Container for [Animation] resources." msgstr "Contenedor para recursos de [Animation]." #: doc/classes/AnimationLibrary.xml msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" "Una biblioteca de animación almacena un conjunto de animaciones accesibles a " "través de claves [StringName], para su uso con los nodos [AnimationPlayer]." #: doc/classes/AnimationLibrary.xml msgid "Animation tutorial index" msgstr "Índice de tutoriales de animación" #: doc/classes/AnimationLibrary.xml msgid "" "Adds the [param animation] to the library, accessible by the key [param " "name]." msgstr "" "Añade la animación [param animation] a la biblioteca, accesible por la clave " "[param name]." #: doc/classes/AnimationLibrary.xml doc/classes/AnimationMixer.xml msgid "" "Returns the [Animation] with the key [param name]. If the animation does not " "exist, [code]null[/code] is returned and an error is logged." msgstr "" "Devuelve la [Animation] con la clave [param name]. Si la animación no " "existe, se devuelve [code]null[/code] y se registra un error." #: doc/classes/AnimationLibrary.xml msgid "Returns the keys for the [Animation]s stored in the library." msgstr "Devuelve las claves de las [Animation]s almacenadas en la biblioteca." #: doc/classes/AnimationLibrary.xml msgid "Returns the key count for the [Animation]s stored in the library." msgstr "" "Devuelve el número de claves de las [Animation]s almacenadas en la " "biblioteca." #: doc/classes/AnimationLibrary.xml msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" "Devuelve [code]true[/code] si la biblioteca almacena una [Animation] con " "[param name] como clave." #: doc/classes/AnimationLibrary.xml msgid "Removes the [Animation] with the key [param name]." msgstr "Elimina la [Animation] con la clave [param name]." #: doc/classes/AnimationLibrary.xml msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "" "Cambia la clave de la [Animation] asociada a la clave [param name] a [param " "newname]." #: doc/classes/AnimationLibrary.xml msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "Emitida cuando se agrega una [Animation], bajo la clave [param name]." #: doc/classes/AnimationLibrary.xml #, fuzzy msgid "" "Emitted when there's a change in one of the animations, e.g. tracks are " "added, moved or have changed paths. [param name] is the key of the animation " "that was changed.\n" "See also [signal Resource.changed], which this acts as a relay for." msgstr "" "Emitida cuando hay un cambio en una de las animaciones, p. ej. se añaden, " "mueven o cambian las rutas de las pistas. [param name] es la clave de la " "animación que se ha cambiado.\n" "Véase también [signal Resource.changed], que actúa como un relé para esto." #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "" "Emitida cuando se elimina una [Animation] almacenada con la clave [param " "name]." #: doc/classes/AnimationLibrary.xml msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "" "Emitida cuando se cambia la clave de una [Animation], de [param name] a " "[param to_name]." #: doc/classes/AnimationMixer.xml msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "Clase base para [AnimationPlayer] y [AnimationTree]." #: doc/classes/AnimationMixer.xml msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and " "blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" "Clase base para [AnimationPlayer] y [AnimationTree] para gestionar listas de " "animación. También tiene propiedades y métodos generales para la " "reproducción y la mezcla.\n" "Después de instanciar los datos de información de reproducción dentro de la " "clase extendida, la mezcla es procesada por el [AnimationMixer]." #: doc/classes/AnimationMixer.xml msgid "Migrating Animations from Godot 4.0 to 4.3" msgstr "Migración de Animaciones de Godot 4.0 a 4.3" #: doc/classes/AnimationMixer.xml msgid "A virtual function for processing after getting a key during playback." msgstr "" "Una función virtual para procesar después de obtener una clave durante la " "reproducción." #: doc/classes/AnimationMixer.xml msgid "" "Adds [param library] to the animation player, under the key [param name].\n" "AnimationMixer has a global library by default with an empty string as key. " "For adding an animation to the global library:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "Añade [param library] al reproductor de animación, bajo la clave [param " "name].\n" "AnimationMixer tiene una biblioteca global por defecto con una string vacía " "como clave. Para añadir una animación a la biblioteca global:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" #: doc/classes/AnimationMixer.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Avanza manualmente las animaciones en el tiempo especificado (en segundos)." #: doc/classes/AnimationMixer.xml msgid "" "If the animation track specified by [param name] has an option [constant " "Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " "the playback process for the time specified by [param duration], working " "like a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant " "Tween.TRANS_LINEAR] for cases where the first key of the track begins with a " "non-zero value or where the key value does not change, and [constant " "Tween.TRANS_QUAD] for cases where the key value changes linearly." msgstr "" "Si la pista de animación especificada por [param name] tiene una opción " "[constant Animation.UPDATE_CAPTURE], almacena los valores actuales de los " "objetos indicados por la ruta de la pista como una caché. Si ya existe una " "caché capturada, la caché anterior se descarta.\n" "Después de esto, se interpolará con el resultado actual de la mezcla de " "animación durante el proceso de reproducción durante el tiempo especificado " "por [param duration], funcionando como un fundido cruzado.\n" "Puedes especificar [param trans_type] como la curva para la interpolación. " "Para obtener mejores resultados, puede ser apropiado especificar [constant " "Tween.TRANS_LINEAR] para los casos en que la primera clave de la pista " "comience con un valor distinto de cero o donde el valor de la clave no " "cambie, y [constant Tween.TRANS_QUAD] para los casos en que el valor de la " "clave cambie linealmente." #: doc/classes/AnimationMixer.xml msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationMixer] guarda en caché los nodos animados. Es posible que no note " "si un nodo desaparece; [method clear_caches] fuerza a actualizar la caché de " "nuevo." #: doc/classes/AnimationMixer.xml msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "" "Devuelve la clave de [param animation] o un [StringName] vacío si no se " "encuentra." #: doc/classes/AnimationMixer.xml msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] " "or an empty [StringName] if not found." msgstr "" "Devuelve la clave de la [AnimationLibrary] que contiene [param animation] o " "un [StringName] vacío si no se encuentra." #: doc/classes/AnimationMixer.xml msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationMixer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" "Devuelve la primera [AnimationLibrary] con la clave [param name] o " "[code]null[/code] si no se encuentra.\n" "Para obtener la biblioteca de animación global de [AnimationMixer], utiliza " "[code]get_animation_library(\"\")[/code]." #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored library keys." msgstr "Devuelve la lista de claves de biblioteca almacenadas." #: doc/classes/AnimationMixer.xml msgid "Returns the list of stored animation keys." msgstr "Devuelve la lista de claves de animación almacenadas." #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying position to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_rotation = get_quaternion()\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar velocity = current_rotation * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " "get_root_motion_rotation_accumulator], you can apply the root motion " "position more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = " "(animation_tree.get_root_motion_rotation_accumulator().inverse() * " "get_quaternion()) * animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "If [member root_motion_local] is [code]true[/code], returns the pre-" "multiplied translation value with the inverted rotation.\n" "In this case, the code can be written as follows:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "\tvar velocity = get_quaternion() * " "animation_tree.get_root_motion_position() / delta\n" "\tset_velocity(velocity)\n" "\tmove_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "This is useful in cases where you want to respect the initial key values of " "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_position_accumulator = " "animation_tree.get_root_motion_position_accumulator()\n" "\tvar difference = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" "\tprev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" "\ttransform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying rotation to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "Recupera el delta de movimiento de rotación con [member root_motion_track] " "como un [Quaternion] que puede ser usado en otro lugar.\n" "Si [member root_motion_track] no es una ruta a una pista de tipo [constant " "Animation.TYPE_ROTATION_3D], devuelve [code]Quaternion(0, 0, 0, 1)[/code].\n" "Véase también [member root_motion_track] y [RootMotionView].\n" "El ejemplo más básico es aplicar la rotación a [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tset_quaternion(get_quaternion() * " "animation_tree.get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the rotation tracks with the [member " "root_motion_track] as a [Quaternion] that can be used elsewhere.\n" "This is necessary to apply the root motion position correctly, taking " "rotation into account. See also [method get_root_motion_position].\n" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" "code] is played in the previous frame and then an animation with only one " "key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, " "the difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_rotation_accumulator = " "animation_tree.get_root_motion_rotation_accumulator()\n" "\tvar difference = prev_root_motion_rotation_accumulator.inverse() * " "current_root_motion_rotation_accumulator\n" "\tprev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" "\ttransform.basis *= Basis(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying scale to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale = Vector3(1, 1, 1)\n" "var scale_accum = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_scale = get_scale()\n" "\t\tscale_accum = Vector3(1, 1, 1)\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tscale_accum += animation_tree.get_root_motion_scale()\n" "\tset_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "Recupera el delta de movimiento de la escala con [member root_motion_track] " "como un [Vector3] que puede ser usado en otro lugar.\n" "Si [member root_motion_track] no es una ruta a una pista de tipo [constant " "Animation.TYPE_SCALE_3D], devuelve [code]Vector3(0, 0, 0)[/code].\n" "Véase también [member root_motion_track] y [RootMotionView].\n" "El ejemplo más básico es aplicar la escala a [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale = Vector3(1, 1, 1)\n" "var scale_accum = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tcurrent_scale = get_scale()\n" "\t\tscale_accum = Vector3(1, 1, 1)\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tscale_accum += animation_tree.get_root_motion_scale()\n" "\tset_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" #: doc/classes/AnimationMixer.xml msgid "" "Retrieve the blended value of the scale tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference " "can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator\n" "\n" "func _process(delta):\n" "\tif Input.is_action_just_pressed(\"animate\"):\n" "\t\tstate_machine.travel(\"Animate\")\n" "\tvar current_root_motion_scale_accumulator = " "animation_tree.get_root_motion_scale_accumulator()\n" "\tvar difference = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" "\tprev_root_motion_scale_accumulator = " "current_root_motion_scale_accumulator\n" "\ttransform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." msgstr "" "Devuelve [code]true[/code] si el [AnimationMixer] almacena una [Animation] " "con la clave [param name]." #: doc/classes/AnimationMixer.xml msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" "Devuelve [code]true[/code] si el [AnimationMixer] almacena una " "[AnimationLibrary] con la clave [param name]." #: doc/classes/AnimationMixer.xml msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "Elimina la [AnimationLibrary] asociada con la clave [param name]." #: doc/classes/AnimationMixer.xml msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "" "Mueve la [AnimationLibrary] asociada con la clave [param name] a la clave " "[param newname]." #: doc/classes/AnimationMixer.xml msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "Si es [code]true[/code], el [AnimationMixer] estará procesando." #: doc/classes/AnimationMixer.xml msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two " "audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously " "up to [code]32[/code] voices each." msgstr "" "El número de sonidos simultáneos posibles para cada uno de los " "AudioStreamPlayers asignados.\n" "Por ejemplo, si este valor es [code]32[/code] y la animación tiene dos " "pistas de audio, los dos [AudioStreamPlayer] asignados pueden reproducir " "simultáneamente hasta [code]32[/code] voces cada uno." #: doc/classes/AnimationMixer.xml msgid "" "Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " "update infrequently, usually when using nearest interpolation.\n" "However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " "results are considered. The [member callback_mode_discrete] specify it " "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " "frame during blending. Other values exist for compatibility and they are " "fine if there is no blending, but not so, may produce artifacts." msgstr "" #: doc/classes/AnimationMixer.xml #, fuzzy msgid "The call mode used for \"Call Method\" tracks." msgstr "El modo de llamada a utilizar para las pistas \"Call Method\"." #: doc/classes/AnimationMixer.xml msgid "The process notification in which to update animations." msgstr "La notificación de proceso en la que se actualizan las animaciones." #: doc/classes/AnimationMixer.xml msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about " "the animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " "[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " "editor keeping the values that the scene had before saving.\n" "This makes it more convenient to preview and edit animations in the editor, " "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" "Esto lo utiliza el editor. Si se establece en [code]true[/code], la escena " "se guardará con los efectos de la animación de reinicio (la animación con la " "clave [code]\"RESET\"[/code]) aplicada como si se hubiera buscado hasta el " "tiempo 0, y el editor conservará los valores que la escena tenía antes de " "guardar.\n" "Esto hace que sea más conveniente previsualizar y editar animaciones en el " "editor, ya que los cambios en la escena no se guardarán mientras estén " "establecidos en la animación de reinicio." #: doc/classes/AnimationMixer.xml msgid "" "If [code]true[/code], [method get_root_motion_position] value is extracted " "as a local translation value before blending. In other words, it is treated " "like the translation is done after the rotation." msgstr "" "Si es [code]true[/code], el valor de [method get_root_motion_position] se " "extrae como un valor de traslación local antes de la mezcla. En otras " "palabras, se trata como si la traslación se hiciera después de la rotación." #: doc/classes/AnimationMixer.xml #, fuzzy msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. The [member " "root_motion_track] uses the same format as [method " "Animation.track_set_path], but note that a bone must be specified.\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale], and " "[RootMotionView]." msgstr "" "Establece el ruta de una pista. Las rutas deben ser rutas válidas de árbol " "de escena a un nodo, y deben especificarse empezando por el nodo padre del " "nodo que reproducirá la animación. Las pistas que controlan propiedades o " "huesos deben añadir su nombre después de la ruta, separadas por [code]\":\"[/" "code].\n" "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/" "mesh:transform/local\"[/code]." #: doc/classes/AnimationMixer.xml msgid "The node which node path references will travel from." msgstr "El nodo desde el cual viajarán las referencias de la ruta del nodo." #: doc/classes/AnimationMixer.xml msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "Notifica cuando una animación ha terminado de reproducirse.\n" "[b]Nota:[/b] Esta señal no se emite si una animación está en bucle." #: doc/classes/AnimationMixer.xml msgid "Notifies when the animation libraries have changed." msgstr "Notifica cuando las bibliotecas de animación han cambiado." #: doc/classes/AnimationMixer.xml msgid "Notifies when an animation list is changed." msgstr "Notifica cuando una lista de animación cambia." #: doc/classes/AnimationMixer.xml msgid "" "Notifies when an animation starts playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "Notifica cuando una animación comienza a reproducirse.\n" "[b]Nota:[/b] Esta señal no se emite si una animación está en bucle." #: doc/classes/AnimationMixer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "Notifica cuando las cachés se han limpiado, ya sea automáticamente o " "manualmente a través del [method clear_caches]." #: doc/classes/AnimationMixer.xml msgid "" "Notifies when the blending result related have been applied to the target " "objects." msgstr "" "Notifica cuando el resultado de la mezcla se ha aplicado a los objetos de " "destino." #: doc/classes/AnimationMixer.xml msgid "Notifies when the property related process have been updated." msgstr "" "Notifica cuando se han actualizado los procesos relacionados con la " "propiedad." #: doc/classes/AnimationMixer.xml msgid "" "Process animation during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" "Procesa la animación durante los frames de física (véase [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). Esto es especialmente útil " "cuando se animan cuerpos físicos." #: doc/classes/AnimationMixer.xml msgid "" "Process animation during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "Procesa la animación durante los frames de proceso (véase [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." #: doc/classes/AnimationMixer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "No procesar la animación. Utiliza [method advance] para procesar la " "animación manualmente." #: doc/classes/AnimationMixer.xml msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "Metodos de procesos por lotes llamados durante el proceso de animación, y " "despues que los eventos son procesados hacer los llamados. Esto evita los " "errores que implican borrar nodos o modificar el AnimationPlayer mientras se " "está reproduciendo." #: doc/classes/AnimationMixer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" "Hace llamadas a método inmediatamente cuando se alcanza en la animación." #: doc/classes/AnimationMixer.xml msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track values and [constant " "Animation.UPDATE_DISCRETE] track values." msgstr "" "Un valor de pista [constant Animation.UPDATE_DISCRETE] tiene prioridad al " "mezclar valores de pista [constant Animation.UPDATE_CONTINUOUS] o [constant " "Animation.UPDATE_CAPTURE] y valores de pista [constant " "Animation.UPDATE_DISCRETE]." #: doc/classes/AnimationMixer.xml msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track value takes precedence when blending the " "[constant Animation.UPDATE_CONTINUOUS] or [constant " "Animation.UPDATE_CAPTURE] track values and the [constant " "Animation.UPDATE_DISCRETE] track values. This is the default behavior for " "[AnimationPlayer]." msgstr "" "Un valor de pista [constant Animation.UPDATE_CONTINUOUS] o [constant " "Animation.UPDATE_CAPTURE] tiene prioridad al mezclar los valores de pista " "[constant Animation.UPDATE_CONTINUOUS] o [constant Animation.UPDATE_CAPTURE] " "y los valores de pista [constant Animation.UPDATE_DISCRETE]. Este es el " "comportamiento predeterminado para [AnimationPlayer]." #: doc/classes/AnimationMixer.xml msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " "[constant Animation.UPDATE_CONTINUOUS] with [constant " "Animation.INTERPOLATION_NEAREST]. This is the default behavior for " "[AnimationTree].\n" "If a value track has un-interpolatable type key values, it is internally " "converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " "[constant Animation.UPDATE_DISCRETE].\n" "Un-interpolatable type list:\n" "- [constant @GlobalScope.TYPE_NIL]\n" "- [constant @GlobalScope.TYPE_NODE_PATH]\n" "- [constant @GlobalScope.TYPE_RID]\n" "- [constant @GlobalScope.TYPE_OBJECT]\n" "- [constant @GlobalScope.TYPE_CALLABLE]\n" "- [constant @GlobalScope.TYPE_SIGNAL]\n" "- [constant @GlobalScope.TYPE_DICTIONARY]\n" "- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" "[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " "treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " "when the result is retrieved.\n" "It is same for arrays and vectors with them such as [constant " "@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2I], they are treated as [constant " "@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " "@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " "interpolated.\n" "[constant @GlobalScope.TYPE_STRING] and [constant " "@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and " "lengths, but note that there is a difference in algorithm between " "interpolation between keys and interpolation by blending." msgstr "" #: doc/classes/AnimationNode.xml msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "" "Clase base para los nodos [AnimationTree]. No está relacionado con los nodos " "de escena." #: doc/classes/AnimationNode.xml msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead.\n" "You can access the time information as read-only parameter which is " "processed and stored in the previous frame for all nodes except " "[AnimationNodeOutput].\n" "[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " "information takes precedence depends on the type of [AnimationNode].\n" "[codeblock]\n" "var current_length = $AnimationTree[\"parameters/AnimationNodeName/" "current_length\"]\n" "var current_position = $AnimationTree[\"parameters/AnimationNodeName/" "current_position\"]\n" "var current_delta = $AnimationTree[\"parameters/AnimationNodeName/" "current_delta\"]\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNode.xml doc/classes/AnimationNodeAdd2.xml #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeBlendTree.xml doc/classes/AnimationNodeOneShot.xml #: doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeStateMachine.xml #: doc/classes/AnimationNodeStateMachinePlayback.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeSync.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTimeSeek.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationRootNode.xml #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "Usando AnimationTree" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "sobrescribir el título de texto para este nodo de animación." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "devolver un nodo de animación hijo por su [param name]." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "devolver todos los nodos de animación secundarios en orden como un " "diccionario [code]name: node[/code]." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "devolver el valor predeterminado de un [param parameter]. Los parámetros son " "memoria local personalizada utilizada para tus nodos de animación, dado que " "un recurso puede ser reutilizado en múltiples árboles." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are " "custom local memory used for your animation nodes, given a resource can be " "reused in multiple trees. Format is similar to [method " "Object.get_property_list]." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "devolver una lista de las propiedades de este nodo de animación. Los " "parámetros son memoria local personalizada utilizada para los nodos de " "animación; dado que un recurso puede reutilizarse en varios árboles, el " "formato es similar al de [method Object.get_property_list]." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "determinar si el editor del árbol de mezcla debe mostrar la edición de " "filtro en este nodo de animación." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused " "in multiple trees." msgstr "" "Al heredar de [AnimationRootNode], implementa este método virtual para " "indicar si [param parameter] es de solo lectura. Los parámetros son memoria " "local personalizada que se utiliza para los nodos de animación, dado que un " "recurso puede reutilizarse en varios árboles." #: doc/classes/AnimationNode.xml msgid "" "Currently this is mostly useless as there is a lack of many APIs to extend " "AnimationNode by GDScript. It is planned that a more flexible API using " "structures will be provided in the future." msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation node is processed. The [param time] " "parameter is a relative delta, unless [param seek] is [code]true[/code], in " "which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the delta." msgstr "" "Llamado a la devolución de llamada definida por el usuario cuando se procesa " "un nodo personalizado. El parámetro [code]time[/code] es un delta relativo, " "a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso es " "absoluto.\n" "Aquí, llama a las funciones [method blend_input], [method blend_node] o " "[method blend_animation]. También puedes usar [method get_parameter] y " "[method set_parameter] para modificar la memoria local.\n" "Esta función debería devolver el tiempo que queda para que termine la " "animación actual (si no estás seguro, pasa el valor de la mezcla principal " "que se está llamando).Devuelve el tipo de interpolacion dada una pista." #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" "Añade una entrada al nodo de animación. Esto solo es útil para nodos de " "animación creados para usarse en un [AnimationNodeBlendTree]. Si la adición " "falla, devuelve [code]false[/code]." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Blends an animation by [param blend] amount (name must be valid in the " "linked [AnimationPlayer]). A [param time] and [param delta] may be passed, " "as well as whether [param seeked] happened.\n" "A [param looped_flag] is used by internal processing immediately after the " "loop." msgstr "" "Mezclar una animación por cantidad de [code]blend[/code] (el nombre debe ser " "válido en el [AnimationPlayer] vinculado). Se puede pasar un [code]time[/" "code] y un [code]delta[/code], así como el [code]seek[/code]." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Blends an input. This is only useful for animation nodes created for an " "[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " "unless [param seek] is [code]true[/code], in which case it is absolute. A " "filter mode may be optionally passed." msgstr "" "Mezcla una entrada. Esto sólo es útil para los nodos creados para un " "[AnimationNodeBlendTree]. El parámetro [code]time[/code] es un delta " "relativo, a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso " "es absoluto. Se puede pasar opcionalmente un modo de filtro (véase [enum " "FilterAction] para las opciones)." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " "[AnimationRootNode] instead, otherwise editors will not display your " "animation node for addition." msgstr "" "Mezcla otro nodo de animacion (en caso de que este nodo contenga nodos de " "animación hijos). Esta función es util sólo si hereda de " "[AnimationRootNode]. Si no, el editor no mostrará el nodo para añadir." #: doc/classes/AnimationNode.xml msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" "Devuelve el índice de entrada que corresponde a [param name]. Si no se " "encuentra, devuelve [code]-1[/code]." #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this animation node, only useful for animation nodes " "that go into [AnimationNodeBlendTree]." msgstr "" "Cantidad de entradas en este nodo de animación, solo útil para los nodos de " "animación que van a [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "Obtiene el nombre de una entrada por índice." #: doc/classes/AnimationNode.xml msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" "Obtiene el valor de un parámetro. Los parámetros son memoria local " "personalizada que se utiliza para los nodos de animación. Dado que un " "recurso puede reutilizarse en varios árboles, se puede obtener un valor." #: doc/classes/AnimationNode.xml msgid "" "Returns the object id of the [AnimationTree] that owns this node.\n" "[b]Note:[/b] This method should only be called from within the [method " "AnimationNodeExtension._process_animation_node] method, and will return an " "invalid id otherwise." msgstr "" "Devuelve el ID de objeto del [AnimationTree] propietario de este nodo.\n" "[b]Nota:[/b] Este método solo debe llamarse desde dentro del método [method " "AnimationNodeExtension._process_animation_node] y, en caso contrario, " "devolverá un ID no válido." #: doc/classes/AnimationNode.xml msgid "Returns [code]true[/code] if the given path is filtered." msgstr "Devuelve [code]true[/code] si la ruta dada es filtrada." #: doc/classes/AnimationNode.xml msgid "" "Returns [code]true[/code] if this animation node is being processed in test-" "only mode." msgstr "" "Devuelve [code]true[/code] si este nodo de animación se está procesando en " "modo de solo prueba." #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "Elimina una entrada, llama a esto sólo cuando está inactivo." #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "Añade o elimina una ruta para el filtro." #: doc/classes/AnimationNode.xml msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" "Establece el nombre de la entrada en el índice [param input] especificado. " "Si la configuración falla, devuelve [code]false[/code]." #: doc/classes/AnimationNode.xml msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "Establece un parámetro personalizado. Estos se utilizan como memoria local, " "ya que los recursos se pueden reutilizar en el árbol o en las escenas." #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "Si es [code]true[/code], el filtrado está activado." #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "Emitida por los nodos que heredan de esta clase y que tienen un árbol " "interno cuando se elimina uno de sus nodos de animación. Los nodos de " "animación que emiten esta señal son [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine] y " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that " "emit this signal are [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and " "[AnimationNodeBlendTree]." msgstr "" "Emitida por los nodos que heredan de esta clase y que tienen un árbol " "interno cuando cambia el nombre de uno de sus nodos de animación. Los nodos " "de animación que emiten esta señal son [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine] y " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" "Emitida por los nodos que heredan de esta clase y que tienen un árbol " "interno cuando uno de sus nodos de animación cambia. Los nodos de animación " "que emiten esta señal son [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], " "[AnimationNodeBlendTree] y [AnimationNodeTransition]." #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "No utilizar el filtrado." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "Las rutas que coincidan con el filtro podrán pasar." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "Las rutas que coincidan con el filtro serán descartados." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" "Los caminos que coincidan con el filtro se mezclarán (por el valor de " "mezcla)." #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones sumándolas dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd2.xml #, fuzzy msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Combina dos " "animaciones de forma aditiva en función del valor de la cantidad.\n" "Si la cantidad es mayor que [code]1.0[/code], la animación conectada al " "puerto \"in\" se combina con la animación amplificada conectada al puerto " "\"add\".\n" "Si la cantidad es menor que [code]0.0[/code], la animación conectada al " "puerto \"in\" se combina con la animación invertida conectada al puerto " "\"add\"." #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mezcla dos de tres animaciones sumandolas dentro de un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd3.xml #, fuzzy msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Combina dos " "animaciones de tres de forma aditiva en función del valor de la cantidad.\n" "Este nodo de animación tiene tres entradas:\n" "- La animación base a la que se va a añadir\n" "- Una animación \"-add\" para mezclar cuando la cantidad de mezcla es " "negativa\n" "- Una animación \"+add\" para mezclar cuando la cantidad de mezcla es " "positiva Si el valor absoluto de la cantidad es mayor que [code]1.0[/code], " "la animación conectada al puerto \"in\" se combina con la animación " "amplificada conectada al puerto \"-add\"/\"+add\"." #: doc/classes/AnimationNodeAnimation.xml msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "Una animación de entrada para un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAnimation.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Solo tiene un puerto " "de salida que utiliza la propiedad [member animation]. Se utiliza como " "entrada para los [AnimationNode] que mezclan animaciones." #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area3D.xml #: doc/classes/Basis.xml doc/classes/BoxShape3D.xml #: doc/classes/CharacterBody3D.xml doc/classes/CollisionShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance3D.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform3D.xml msgid "3D Platformer Demo" msgstr "Demo de Plataformas en 3D" #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], on receiving a request to play an animation from the " "start, the first frame is not drawn, but only processed, and playback starts " "from the next frame.\n" "See also the notes of [method AnimationPlayer.play]." msgstr "" "Si es [code]true[/code], al recibir una solicitud para reproducir una " "animación desde el principio, el primer fotograma no se dibuja, sino que " "solo se procesa, y la reproducción comienza desde el siguiente fotograma.\n" "Véase también las notas de [method AnimationPlayer.play]." #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "Animación para usar como salida. Es una de las animaciones proporcionadas " "por [member AnimationTree.anim_player]." #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], override the loop " "settings of the original [Animation] resource with the value.\n" "[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the " "[method Animation.track_set_interpolation_loop_wrap] option will not be " "respected. If you cannot get the expected behavior, consider duplicating the " "[Animation] resource and changing the loop settings." msgstr "" "Si [member use_custom_timeline] es [code]true[/code], sobrescribe los " "ajustes de bucle del recurso [Animation] original con el valor.\n" "[b]Nota:[/b] Si el [member Animation.loop_mode] no está configurado para " "bucle, la opción [method Animation.track_set_interpolation_loop_wrap] no se " "respetará. Si no puedes obtener el comportamiento esperado, considera " "duplicar el recurso [Animation] y cambiar los ajustes de bucle." #: doc/classes/AnimationNodeAnimation.xml msgid "Determines the playback direction of the animation." msgstr "Determina la dirección de reproducción de la animación." #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation.\n" "This is useful for adjusting which foot steps first in 3D walking animations." msgstr "" "Si [member use_custom_timeline] es [code]true[/code], desplaza la posición " "inicial de la animación.\n" "Esto es útil para ajustar qué pie pisa primero en animaciones de caminata en " "3D." #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], scales the time so that the length specified in " "[member timeline_length] is one cycle.\n" "This is useful for matching the periods of walking and running animations.\n" "If [code]false[/code], the original animation length is respected. If you " "set the loop to [member loop_mode], the animation will loop in [member " "timeline_length]." msgstr "" "Si es [code]true[/code], escala el tiempo para que la duración especificada " "en [member timeline_length] sea un ciclo.\n" "Esto es útil para hacer coincidir los periodos de las animaciones de caminar " "y correr.\n" "Si es [code]false[/code], se respeta la duración original de la animación. " "Si estableces el bucle en [member loop_mode], la animación se repetirá en " "[member timeline_length]." #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation." msgstr "" "Si [member use_custom_timeline] es [code]true[/code], desplaza la posición " "de inicio de la animación." #: doc/classes/AnimationNodeAnimation.xml msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." msgstr "" "Si es [code]true[/code], el [AnimationNode] proporciona una animación basada " "en el recurso [Animation] con algunos parámetros ajustados." #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in forward direction." msgstr "Reproduce la animación en dirección hacia adelante." #: doc/classes/AnimationNodeAnimation.xml msgid "Plays animation in backward direction." msgstr "Reproduce la animación en dirección hacia atrás." #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones linealmente dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "linealmente basándose en el valor de la cantidad.\n" "En general, el valor de mezcla debe estar en el rango [code][0.0, 1.0][/" "code]. Los valores fuera de este rango pueden mezclar animaciones " "amplificadas o invertidas, sin embargo, [AnimationNodeAdd2] funciona mejor " "para este propósito." #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mezcla dos de tres animaciones linealmente dentro de un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend3.xml #, fuzzy msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "juntas linealmente de tres basadas en un valor en el rango de [code][-1.0, " "1.0][/code].\n" "Este nodo tiene tres entradas:\n" "- La animación base\n" "- Una - animación de mezcla para mezclar cuando la cantidad de mezcla está " "en el rango de [code][-1.0, 0.0][/code].\n" "- Una + animación de mezcla para mezclar cuando la cantidad de mezcla está " "en el rango de [code][0.0, 1.0][/code]" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" "Un conjunto de [AnimationRootNode]s colocados en un eje virtual, con " "transición cruzada entre los dos adyacentes. Usado por [AnimationTree]." #: doc/classes/AnimationNodeBlendSpace1D.xml #, fuzzy msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs " "the linear blend of the two [AnimationRootNode]s adjacent to the current " "value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree].\n" "Es un eje virtual en el que puedes añadir cualquier tipo de [AnimationNode] " "usando el [method add_blend_point].\n" "Produce la mezcla lineal de los dos [AnimationNode]s más cercana al valor " "actual del nodo.\n" "Puedes establecer las extensiones del eje usando el [member min_space] y el " "[member max_space]." #: doc/classes/AnimationNodeBlendSpace1D.xml #, fuzzy msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "Añade un nuevo punto que representa un [code]node[/code] en el eje virtual " "en una posición dada fijada por [code]pos[/code]. Se puede insertar en un " "índice específico usando el argumento [code]at_index[/code]. Si utilizas el " "valor por defecto de [code]at_index[/code], el punto se inserta al final del " "array de puntos de mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "Devuelve el número de puntos en el eje de la mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "" "Devuelve el [AnimationNode] referenciado por el punto en el índice [param " "point]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [param point]." msgstr "Devuelve la posición del punto en el índice [param point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [param point] from the blend axis." msgstr "Elimina el punto en el índice [param point] del eje de la mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "" "Cambia el [AnimationNode] al que se refiere el punto en el índice [param " "point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "" "Actualiza la posición del punto en el índice [param point] en el eje de la " "mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Controls the interpolation between animations." msgstr "Controla la interpolación entre animaciones." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "El límite superior del eje del espacio de mezcla para la posición de los " "puntos. Véase [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "El límite inferior del eje del espacio de mezcla para la posición de los " "puntos. Véase [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "" "Incremento de la posición a la que se ajusta cuando se mueve un punto en el " "eje." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml doc/classes/AnimationNodeSync.xml msgid "" "If [code]false[/code], the blended animations' frame are stopped when the " "blend value is [code]0[/code].\n" "If [code]true[/code], forcing the blended animations to advance frame." msgstr "" "Si es [code]false[/code], los fotogramas de las animaciones mezcladas se " "detienen cuando el valor de la mezcla es [code]0[/code].\n" "Si es [code]true[/code], fuerza a las animaciones mezcladas a avanzar de " "fotograma." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "Etiqueta del eje virtual del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "La interpolación entre las animaciones es lineal." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "" "El espacio de mezcla reproduce la animación del nodo de animación cuya " "posición de mezcla es la más cercana. Es útil para las animaciones 2D " "fotograma a fotograma." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "Similar a [constant BLEND_MODE_DISCRETE], pero inicia la nueva animación en " "la posición de reproducción de la última animación." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" "Un conjunto de [AnimationRootNode]s colocados en coordenadas 2D, que se " "funden entre las tres adyacentes. Usado por [AnimationTree]." #: doc/classes/AnimationNodeBlendSpace2D.xml #, fuzzy msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace2D] represents a virtual 2D space on which " "[AnimationRootNode]s are placed. Outputs the linear blend of the three " "adjacent animations using a [Vector2] weight. Adjacent in this context means " "the three [AnimationRootNode]s making up the triangle that contains the " "current value.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to triangulate the blend space by hand." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree].\n" "Este nodo te permite mezclar linealmente entre tres animaciones usando un " "peso [Vector2].\n" "Puedes añadir vértices al espacio de mezcla con [method add_blend_point] y " "triangularlo automáticamente estableciendo [member auto_triangles] a " "[code]true[/code]. De lo contrario, usa [method add_triangle] y [method " "remove_triangle] para crear el espacio de mezcla a mano." #: doc/classes/AnimationNodeBlendSpace2D.xml #, fuzzy msgid "" "Adds a new point that represents a [param node] at the position set by " "[param pos]. You can insert it at a specific index using the [param " "at_index] argument. If you use the default value for [param at_index], the " "point is inserted at the end of the blend points array." msgstr "" "Añade un nuevo punto que representa un nodo [code]pos[/code] en la posición " "establecida por [code]pos[/code]. Se puede insertar en un índice específico " "usando el argumento [code]at_index[/code]. Si utilizas el valor por defecto " "de [code]at_index[/code], el punto se inserta al final del array de puntos " "de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml #, fuzzy msgid "" "Creates a new triangle using three points [param x], [param y], and [param " "z]. Triangles can overlap. You can insert the triangle at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "Crea un nuevo triángulo usando tres puntos [code]x[/code], [code]y[/code], y " "[code]z[/code]. Los triángulos pueden superponerse. Puedes insertar el " "triángulo en un índice específico usando el argumento [code]at_index[/code]. " "Si utilizas el valor por defecto de [code]at_index[/code], el punto se " "inserta al final del array de puntos de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "Devuelve el número de puntos en el espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "" "Devuelve el [AnimationRootNode] referenciado por el punto en el índice " "[param point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "Devuelve el número de triángulos en el espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "" "Devuelve la posición del punto en el índice [param point] en el triángulo de " "índice [param triangle]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [param point] from the blend space." msgstr "Elimina el punto en el índice [param point] del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "" "Elimina el triángulo en el índice [param triangle] del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [param point] in the blend space." msgstr "" "Actualiza la posición del punto en el índice [param point] en el espacio de " "mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" "Si es [code]true[/code], el espacio de mezcla se triangula automáticamente. " "La malla se actualiza cada vez que añades o eliminas puntos con [method " "add_blend_point] y [method remove_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "El límite superior de los ejes X e Y del espacio de mezcla para la posición " "de los puntos. Véase [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "El límite inferior de los ejes X e Y del espacio de mezcla para la posición " "de los puntos. Véase [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "Incremento de la posición a la que se ajusta cuando se mueve un punto." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "Nombre del eje X del espacio de la mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "El nombre del eje Y del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "Emitida cada vez que los triángulos del espacio de mezcla se crean, se " "eliminan, o cuando uno de sus vértices cambia de posición." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used " "by [AnimationTree]." msgstr "" "Un subárbol de muchos [AnimationNode]s usado para animaciones complejas. " "Usado por [AnimationTree]." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "This animation node may contain a sub-tree of any other type animation " "nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" "Este nodo de animación puede contener un subárbol de cualquier otro tipo de " "nodos de animación, como [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. Este es uno de los nodos " "raíz de animación más utilizados.\n" "Por defecto, se crea un nodo [AnimationNodeOutput] llamado [code]output[/" "code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" "Añade un [AnimationNode] en la [param position] dada. El [param name] se " "utiliza para identificar el subnodo de animación creado más tarde." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" "Conecta la salida de un [AnimationNode] como entrada de otro " "[AnimationNode], en el puerto de entrada especificado por [param " "input_index]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the animation node connected to the specified input." msgstr "Desconecta el nodo de animación conectado a la entrada especificada." #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub animation node with the specified [param name]." msgstr "Devuelve el subnodo de animación con el [param name] especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns a list containing the names of all sub animation nodes in this blend " "tree." msgstr "" "Devuelve una lista que contiene los nombres de todos los subnodos de " "animación en este árbol de mezcla." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "" "Devuelve la posición del subnodo de animación con el [param name] " "especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub animation node with specified [param " "name] exists." msgstr "" "Devuelve [code]true[/code] si existe un nodo de subanimación con el [param " "name] especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub animation node." msgstr "Elimina un subnodo de animación." #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub animation node." msgstr "Cambia el nombre de un subnodo de animación." #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub animation node." msgstr "Modifica la posición de un subnodo de animación." #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub animation nodes." msgstr "El desplazamiento global de todos los subnodos de animación." #: doc/classes/AnimationNodeBlendTree.xml msgid "Emitted when the input port information is changed." msgstr "Emitida cuando se cambia la información del puerto de entrada." #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "La conexion tuvo éxito." #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "El nodo entrada es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "El puerto de entrada especificado está fuera de rango." #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "El nodo salida es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "Los nodos de entrada y salida son los mismos." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "La conexion ya existe." #: doc/classes/AnimationNodeExtension.xml msgid "" "Base class for extending [AnimationRootNode]s from GDScript, C#, or C++." msgstr "" "Clase base para extender [AnimationRootNode]s desde GDScript, C# o C++." #: doc/classes/AnimationNodeExtension.xml msgid "" "[AnimationNodeExtension] exposes the APIs of [AnimationRootNode] to allow " "users to extend it from GDScript, C#, or C++. This class is not meant to be " "used directly, but to be extended by other classes. It is used to create " "custom nodes for the [AnimationTree] system." msgstr "" "[AnimationNodeExtension] expone las APIs de [AnimationRootNode] para " "permitir a los usuarios extenderlo desde GDScript, C# o C++. Esta clase no " "está pensada para ser usada directamente, sino para ser extendida por otras " "clases. Se usa para crear nodos personalizados para el sistema " "[AnimationTree]." #: doc/classes/AnimationNodeExtension.xml msgid "" "A version of the [method AnimationNode._process] method that is meant to be " "overridden by custom nodes. It returns a [PackedFloat32Array] with the " "processed animation data.\n" "The [PackedFloat64Array] parameter contains the playback information, " "containing the following values encoded as floating point numbers (in " "order): playback time and delta, start and end times, whether a seek was " "requested (encoded as a float greater than [code]0[/code]), whether the seek " "request was externally requested (encoded as a float greater than [code]0[/" "code]), the current [enum Animation.LoopedFlag] (encoded as a float), and " "the current blend weight.\n" "The function must return a [PackedFloat32Array] of the node's time info, " "containing the following values (in order): animation length, time position, " "delta, [enum Animation.LoopMode] (encoded as a float), whether the animation " "is about to end (encoded as a float greater than [code]0[/code]) and whether " "the animation is infinite (encoded as a float greater than [code]0[/code]). " "All values must be included in the returned array." msgstr "" #: doc/classes/AnimationNodeExtension.xml msgid "" "Returns the animation's remaining time for the given node info. For looping " "animations, it will only return the remaining time if [param break_loop] is " "[code]true[/code], a large integer value will be returned otherwise." msgstr "" "Devuelve el tiempo restante de la animación para la información del nodo " "dada. Para animaciones en bucle, solo devolverá el tiempo restante si [param " "break_loop] es [code]true[/code], de lo contrario se devolverá un valor " "entero grande." #: doc/classes/AnimationNodeExtension.xml msgid "" "Returns [code]true[/code] if the animation for the given [param node_info] " "is looping." msgstr "" "Devuelve [code]true[/code] si la animación para el [param node_info] dado " "está en bucle." #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "Reproduce una animación una vez en un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeOneShot.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = " "AnimationNodeOneShot.ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", " "(int)AnimationNodeOneShot.OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "El retardo con el cual un reinicio automatico es lanzado, en segundos." #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" "Si [member autorestart] es [code]true[/code], un retardo aleatorio adicional " "(en segundos) entre 0 y este valor sera añadido al [member autorestart_delay." #: doc/classes/AnimationNodeOneShot.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], breaks the loop at the end of the loop cycle for " "transition, even if the animation is looping." msgstr "" "Si es [code]true[/code], interrumpe el bucle al final del ciclo de bucle " "para la transición, incluso si la animación está en bucle." #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeTransition.xml msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear. Should be a unit [Curve]." msgstr "" "Determina cómo se suaviza el fundido cruzado (cross-fading) entre " "animaciones. Si está vacío, la transición será lineal. Debe ser una [Curve] " "unitaria." #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second " "and ends at 1 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" "La duración del fundido de entrada (fade-in). Por ejemplo, si se establece " "en [code]1.0[/code] para una animación de 5 segundos de duración, se " "producirá un fundido cruzado que comienza en el segundo 0 y termina en el " "segundo 1 durante la animación.\n" "[b]Nota:[/b] [AnimationNodeOneShot] transiciona el estado actual después de " "que el fundido haya finalizado." #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second " "and ends at 5 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "fading has finished." msgstr "" "La duración del fundido de salida (fade-out). Por ejemplo, si se establece " "en [code]1.0[/code] para una animación de 5 segundos de duración, se " "producirá un fundido cruzado que comienza en el segundo 4 y termina en el " "segundo 5 durante la animación.\n" "[b]Nota:[/b] [AnimationNodeOneShot] transiciona el estado actual después de " "que el fundido haya finalizado." #: doc/classes/AnimationNodeOneShot.xml msgid "The blend type." msgstr "El tipo de mezcla." #: doc/classes/AnimationNodeOneShot.xml msgid "The default state of the request. Nothing is done." msgstr "El estado predeterminado de la petición. No se hace nada." #: doc/classes/AnimationNodeOneShot.xml msgid "The request to play the animation connected to \"shot\" port." msgstr "La petición para reproducir la animación conectada al puerto \"shot\"." #: doc/classes/AnimationNodeOneShot.xml msgid "The request to stop the animation connected to \"shot\" port." msgstr "La petición para detener la animación conectada al puerto \"shot\"." #: doc/classes/AnimationNodeOneShot.xml msgid "The request to fade out the animation connected to \"shot\" port." msgstr "" "La petición para aplicar un fundido de salida a la animación conectada al " "puerto \"shot\"." #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "Combina dos animaciones. Véase también [AnimationNodeBlend2]." #: doc/classes/AnimationNodeOneShot.xml msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "" "Combina dos animaciones de forma aditiva. Véase también [AnimationNodeAdd2]." #: doc/classes/AnimationNodeOutput.xml msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "El nodo de salida de animación de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeOutput.xml msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "" "Un nodo creado automáticamente en un [AnimationNodeBlendTree] que emite la " "animación final." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "" "Una máquina de estados con múltiples [AnimationRootNode], utilizada por " "[AnimationTree]." #: doc/classes/AnimationNodeStateMachine.xml #, fuzzy msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State transitions can be configured to happen " "automatically or via code, using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = " "GetNode(\"AnimationTree\").Get(\"parameters/playback\") as " "AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Contiene multiples nodos representando los estados de la animacion, " "conectados en un grafico. Las transiciones de nodos puedes ser configurado " "para ocurrir automaticamente o por codigo, usando un algoritmo de shortest-" "path(ruta mas corta). Recupera el objeto [AnimationNodeStateMachinePlayback] " "desde el nodo de [AnimationTree] para controlarlo programaticamente.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "var maquina_estado = $AnimationTree.get(\"paratamers/playback\")\n" "maquina_estado.travel(\"algun estado\" )\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "" "Añade un nuevo nodo de animación al gráfico. La [param position] se utiliza " "para la visualización en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given animation nodes." msgstr "Agrega una transición entre los nodos de animación dados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "Devuelve el dezplazamiento del dibujo de un grafico. Utilizado para " "visualizaciones en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns a list containing the names of all animation nodes in this state " "machine." msgstr "" "Devuelve una lista que contiene los nombres de todos los nodos de animación " "en esta máquina de estados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "Devuelve el node del nombre de la animacion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "" "Devuelve las coordenadas del nodo de animación especificado. Se utiliza para " "visualizar en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "Devuelve la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "Devuelve el numero de conexiones en el grafico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "Devuelve el nodo de comienzo de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "Devuelve el nodo final de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "" "Devuelve [code]true[/code] si el gráfico contiene el nodo de animación dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "" "Devuelve [code]true[/code] si hay una transición entre los nodos de " "animación dados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given animation node from the graph." msgstr "Elimina el nodo de animación dado del gráfico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified animation nodes." msgstr "Elimina la transición entre los dos nodos de animación especificados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "Elimina la transicion dado un indice." #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given animation node." msgstr "Cambia el nombre del nodo de animación dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the given animation node with a new animation node." msgstr "Reemplaza el nodo de animación dado con un nuevo nodo de animación." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" "Coloca el desplazamiento de dibujo del grafico. Utilizado para " "visualizaciones en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "" "Establece las coordenadas del nodo de animación. Se utiliza para " "visualizarlo en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " "restarted. If [code]false[/code], nothing happens on the teleportation to " "the self state." msgstr "" "Si es [code]true[/code], permite teletransportarse al estado propio con " "[method AnimationNodeStateMachinePlayback.travel]. Cuando la opción de " "reinicio está activada en [method AnimationNodeStateMachinePlayback.travel], " "la animación se reinicia. Si es [code]false[/code], no ocurre nada en la " "teletransportación al estado propio." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" "Si es [code]true[/code], trata el fundido cruzado a los nodos de inicio y " "fin como una mezcla con la animación RESET.\n" "En la mayoría de los casos, cuando se realizan fundidos cruzados adicionales " "en el [AnimationNode] padre de la máquina de estados, establecer esta " "propiedad a [code]false[/code] y hacer coincidir el tiempo de fundido " "cruzado del [AnimationNode] padre con el de los nodos de inicio y fin de la " "máquina de estados da buenos resultados." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" "Esta propiedad puede definir el proceso de transiciones para diferentes " "casos de uso. Véase también [enum " "AnimationNodeStateMachine.StateMachineType]." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "" "Buscar el principio se trata como reproducir desde el estado inicial. La " "transición al estado final se trata como salir de la máquina de estados." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" "Buscar el principio se trata como buscar el principio de la animación en el " "estado actual. La transición al estado final, o la ausencia de transiciones " "en cada estado, se trata como salir de la máquina de estados." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" "Esta es una máquina de estados agrupada que puede ser controlada desde una " "máquina de estados padre. No funciona de forma independiente. Debe haber una " "máquina de estados con [member state_machine_type] de [constant " "STATE_MACHINE_TYPE_ROOT] o [constant STATE_MACHINE_TYPE_NESTED] en el padre " "o ancestro." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "" "Proporciona control de reproducción para un [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml #, fuzzy msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]" "$AnimationTree.get(\"parameters/playback\")[/code].\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = " "GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Permite el control de los estados de maquina de [AnimationTree] creados con " "[AnimationNodeStateMachine]. Recupero con [code]" "$AnimationTree.get(\"parameters/playback\")[/code].\n" "[b]Ejemplo[/b]\n" "[codeblock]\n" "var maquina_estados = $AnimationTree.get(\"parameters/playback\")\n" "maquina_estados.travel(\"algun_estado\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " "well as animations. This means that there can be multiple animations within " "a single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" "Devuelve la duración del estado actual.\n" "[b]Nota:[/b] Es posible que cualquier [AnimationRootNode] pueda ser tanto un " "nodo como una animación. Esto significa que puede haber múltiples " "animaciones dentro de un único estado. La duración de la animación que tiene " "prioridad depende de los nodos conectados en su interior. Además, si una " "transición no se reinicia, se devolverá la duración restante en ese punto." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" "Devuelve el estado de animación que se está reproduciendo actualmente.\n" "[b]Nota:[/b] Al usar un fundido cruzado, el estado actual cambia al " "siguiente estado inmediatamente después de que comience el fundido cruzado." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the playback position within the current animation state." msgstr "" "Devuelve la posición de reproducción dentro del estado de animación actual." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the starting state of currently fading animation." msgstr "" "Devuelve el estado inicial de la animación que se está desvaneciendo " "actualmente." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Devuelve la ruta de viaje actual calculada internamente por el algorithmo A*." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "Devuelve [code]true[/code] si una animacion esta reproduciendose." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "" "Si hay una siguiente ruta por recorrido (travel) o avance automático, " "transiciona inmediatamente del estado actual al siguiente estado." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" "Comienza a reproducir la animación dada.\n" "Si [param reset] es [code]true[/code], la animación se reproduce desde el " "principio." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "Para la animacion en ejecucion." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path.\n" "If the path does not connect from the current state, the animation will play " "after the state teleports.\n" "If [param reset_on_teleport] is [code]true[/code], the animation is played " "from the beginning when the travel cause a teleportation." msgstr "" "Transiciona del estado actual a otro, siguiendo la ruta más corta.\n" "Si la ruta no conecta desde el estado actual, la animación se reproducirá " "después de que el estado se teletransporte.\n" "Si [param reset_on_teleport] es [code]true[/code], la animación se reproduce " "desde el principio cuando el recorrido causa una teletransportación." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Emitted when the [param state] finishes playback. If [param state] is a " "state machine set to grouped mode, its signals are passed through with its " "name prefixed.\n" "If there is a crossfade, this will be fired when the influence of the " "[method get_fading_from_node] animation is no longer present." msgstr "" "Emitida cuando el [param state] finaliza la reproducción. Si [param state] " "es una máquina de estados configurada en modo agrupado, sus señales se " "transmiten con su nombre como prefijo.\n" "Si hay un fundido cruzado, se disparará cuando la influencia de la animación " "de [method get_fading_from_node] ya no esté presente." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Emitted when the [param state] starts playback. If [param state] is a state " "machine set to grouped mode, its signals are passed through with its name " "prefixed." msgstr "" "Emitida cuando el [param state] inicia la reproducción. Si [param state] es " "una máquina de estados configurada en modo agrupado, sus señales se " "transmiten con su nombre como prefijo." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "" "Una transición dentro de un [AnimationNodeStateMachine] que conecta dos " "[AnimationRootNode]s." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "The path generated when using [method " "AnimationNodeStateMachinePlayback.travel] is limited to the nodes connected " "by [AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" "La ruta generada al usar [method AnimationNodeStateMachinePlayback.travel] " "está limitada a los nodos conectados por " "[AnimationNodeStateMachineTransition].\n" "Puedes establecer el tiempo y las condiciones de la transición en detalle." #: doc/classes/AnimationNodeStateMachineTransition.xml #, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/" "animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For " "example, if [member AnimationTree.tree_root] is an " "[AnimationNodeStateMachine] and [member advance_condition] is set to [code]" "\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Enciende el auto avance cuando la condicion esta configurada. El nombre dado " "sera convertido en un parametro booleano en el [AnimationTree] que puede ser " "controlado desde codigo (véase [url=https://docs.godotengine.org/es/latest/" "tutorials/animation/animation_tree.html#controlling-from-code][/url]). Por " "ejemplo, is [member AnimationTree.tree_root] es un " "[AnimationNodeStateMachine] y [member advance_condition] es colocado a [code]" "\"idle\"[/code].\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0).\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Use an expression as a condition for state machine transitions. It is " "possible to create complex animation advance conditions for switching " "between states and gives much greater flexibility for creating complex state " "machines by directly interfacing with the script code." msgstr "" "Usa una expresión como condición para las transiciones de la máquina de " "estados. Es posible crear condiciones complejas de avance de animación para " "cambiar entre estados y da una flexibilidad mucho mayor para crear máquinas " "de estados complejas al interactuar directamente con el código del script." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Determines whether the transition should be disabled, enabled when using " "[method AnimationNodeStateMachinePlayback.travel], or traversed " "automatically if the [member advance_condition] and [member " "advance_expression] checks are [code]true[/code] (if assigned)." msgstr "" "Determina si la transición debe ser deshabilitada, habilitada cuando se usa " "[method AnimationNodeStateMachinePlayback.travel], o recorrida " "automáticamente si las comprobaciones de [member advance_condition] y " "[member advance_expression] son [code]true[/code] (si están asignadas)." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "advance_mode] is set to [constant ADVANCE_MODE_AUTO]." msgstr "" "Se prefieren las transiciones de menor prioridad cuando se viaja a través " "del árbol a través de [method AnimationNodeStateMachinePlayback.travel] o si " "[member advance_mode] está configurado como [constant ADVANCE_MODE_AUTO]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "" "Si es [code]true[/code], la animación de destino se reproduce desde el " "principio cuando se cambia." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "El tipo de transicion." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Ease curve for better control over cross-fade between this state and the " "next. Should be a unit [Curve]." msgstr "" "Curva de suavizado para un mejor control del fundido cruzado entre este " "estado y el siguiente. Debe ser una [Curve] de unidad." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "The time to cross-fade between this state and the next.\n" "[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" "El tiempo para el fundido cruzado entre este estado y el siguiente.\n" "[b]Nota:[/b] [AnimationNodeStateMachine] transiciona el estado actual " "inmediatamente después del inicio del fundido. El tiempo restante preciso " "sólo puede inferirse de la animación principal. Cuando [AnimationNodeOutput] " "se considera como el más ascendente, el [member xfade_time] no se escala " "dependiendo del delta descendente. Véase también [member " "AnimationNodeOneShot.fadeout_time]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "Emitida cuando [member advance_condition] cambia." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" "Intercambia a el proximo estado inmediatamente. El actual estado terminara y " "se mezclara en el comienzo del nuevo." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" "Intercambia a el proximo estado inmediatamente, pero buscara el nuevo estado " "a la reproduccion de la posicion del antiguo estado." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" "Espera a que termine el actual estado en reproduccion, entonces intercambia " "con el principio de la proxima animacion." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Don't use this transition." msgstr "No usar esta transición." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Only use this transition during [method " "AnimationNodeStateMachinePlayback.travel]." msgstr "" "Utiliza esta transición únicamente durante [method " "AnimationNodeStateMachinePlayback.travel]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are [code]true[/code] (if assigned)." msgstr "" "Utiliza automáticamente esta transición si las comprobaciones de [member " "advance_condition] y [member advance_expression] son [code]true[/code] (si " "están asignadas)." #: doc/classes/AnimationNodeSub2.xml msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "" "Combina dos animaciones de forma sustractiva dentro de un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeSub2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative " "[AnimationNodeAdd2] multiplies it from the right side." msgstr "" #: doc/classes/AnimationNodeSub2.xml msgid "AnimationTree" msgstr "Árbol de Animación" #: doc/classes/AnimationNodeSync.xml msgid "" "Base class for [AnimationNode]s with multiple input ports that must be " "synchronized." msgstr "" "Clase base para [AnimationNode] con múltiples puertos de entrada que deben " "estar sincronizados." #: doc/classes/AnimationNodeSync.xml msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" "Un nodo de animación usado para combinar, mezclar o fundir dos o más " "animaciones y mantenerlas sincronizadas dentro de un [AnimationTree]." #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node used in [AnimationTree]." msgstr "Un nodo de animación de escala de tiempo utilizado en [AnimationTree]." #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Permite ajustar la velocidad de la animación (o invertirla) en cualquier " "[AnimationNode] secundario. Al establecerlo en [code]0.0[/code], la " "animación se pausará." #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node used in [AnimationTree]." msgstr "" "Un nodo de animación de búsqueda de tiempo utilizado en [AnimationTree]." #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start " "or a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "If [code]true[/code], some processes are executed to handle keys between " "seeks, such as calculating root motion and finding the nearest discrete key." msgstr "" "Si es [code]true[/code], se ejecutan algunos procesos para manejar las " "claves entre búsquedas, como el cálculo del movimiento de raíz y la búsqueda " "de la clave discreta más cercana." #: doc/classes/AnimationNodeTransition.xml msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "" "Una transición dentro de un [AnimationTree] que conecta dos [AnimationNode]." #: doc/classes/AnimationNodeTransition.xml msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the " "transition node automatically clears the request on the next process frame " "by setting its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Máquina de estados sencilla para casos que no requieren un " "[AnimationNodeStateMachine] más avanzado. Las animaciones pueden conectarse " "a las entradas y se pueden especificar los tiempos de transición.\n" "Después de establecer la solicitud y cambiar la reproducción de la " "animación, el nodo de transición automáticamente borra la solicitud en el " "siguiente fotograma de procesamiento al establecer su valor " "[code]transition_request[/code] como vacío.\n" "[b]Nota:[/b] Al usar un cross-fade, [code]current_state[/code] y " "[code]current_index[/code] cambian al siguiente estado inmediatamente " "después de que comienza el cross-fade.\n" "[codeblocks]\n" "[gdscript]\n" "# Reproducir la animación hija conectada al puerto \"state_2\".\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Sintaxis alternativa (mismo resultado que arriba).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Obtener el nombre del estado actual (solo lectura).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Sintaxis alternativa (mismo resultado que arriba).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Obtener el índice del estado actual (solo lectura).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Sintaxis alternativa (mismo resultado que arriba).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Reproducir la animación hija conectada al puerto \"state_2\".\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Obtener el nombre del estado actual (solo lectura).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Obtener el índice del estado actual (solo lectura).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns whether the animation breaks the loop at the end of the loop cycle " "for transition." msgstr "" "Devuelve si la animación interrumpe el bucle al final del ciclo de bucle " "para la transición." #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "" "Devuelve si la animación se reinicia cuando la animación pasa de la otra " "animación." #: doc/classes/AnimationNodeTransition.xml msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "" "Devuelve [code]true[/code] si el avance automático está habilitado para el " "índice de [param input] dado." #: doc/classes/AnimationNodeTransition.xml msgid "" "Enables or disables auto-advance for the given [param input] index. If " "enabled, state changes to the next input after playing the animation once. " "If enabled for the last input state, it loops to the first." msgstr "" "Habilita o deshabilita el avance automático para el índice de [param input] " "dado. Si está habilitado, el estado cambia a la siguiente entrada después de " "reproducir la animación una vez. Si está habilitado para el último estado de " "entrada, vuelve al primero." #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "" "Si es [code]true[/code], la animación de destino se reinicia cuando la " "animación realiza la transición." #: doc/classes/AnimationNodeTransition.xml msgid "" "If [code]true[/code], allows transition to the self state. When the reset " "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" "Si es [code]true[/code], permite la transición al estado propio. Cuando la " "opción de reinicio está habilitada en la entrada, la animación se reinicia. " "Si es [code]false[/code], no sucede nada en la transición al estado propio." #: doc/classes/AnimationNodeTransition.xml msgid "The number of enabled input ports for this animation node." msgstr "" "El número de puertos de entrada habilitados para este nodo de animación." #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs.\n" "[b]Note:[/b] [AnimationNodeTransition] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member " "AnimationNodeOneShot.fadeout_time]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "A node used for animation playback." msgstr "Un nodo utilizado para la reproducción de animación." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "An animation player is used for general-purpose playback of animations. It " "contains a dictionary of [AnimationLibrary] resources and custom blend times " "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " "forward slash, then the key for the animation within the library, for " "example [code]\"movement/run\"[/code]. If the library's key is an empty " "string (known as the default library), the forward slash is omitted, being " "the same key used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" "Un reproductor de animacion es utilizado para reproduccion de proposito " "general de recursos de [Animation]. Esto contiene un diccionario de " "animaciones (referenciada por nombre) y tiempos de mezcla personalizados " "entre sus transiciones. Adicionalmente, los animaciones pueden ser " "reproducidas y mezcladas en diferentes canales.\n" "[AnimationPlayer] es mas conveniente que [Tween] para animaciones donde tu " "sabes los valores finales por adelantado. Por ejemplo desvanecer una " "pantalla y que vuelva a aparecer es un trabajo mas facil de hacer con un " "nodo [AnimationPlayer] gracias a las herramientas de animacion suministradas " "por el editor. Este ejemplo partircular puede también ser implementado con " "un node [Tween], pero requiere hacer todo por codigo. \n" "Actualizar las propiedades de la animacion objetivo ocurren en tiempo de " "ejecucion." #: doc/classes/AnimationPlayer.xml msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "" "Devuelve la clave de la animación que está en cola para reproducirse después " "de la animación [param animation_from]." #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "" "Dispara la animación [param animation_to] cuando la animación [param " "animation_from] se completa." #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." #: doc/classes/AnimationPlayer.xml msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" "Devuelve el tiempo de fusión (en segundos) entre dos animaciones, " "referenciado por sus claves." #: doc/classes/AnimationPlayer.xml msgid "Use [member AnimationMixer.callback_mode_method] instead." msgstr "Utiliza [member AnimationMixer.callback_mode_method] en su lugar." #: doc/classes/AnimationPlayer.xml msgid "Returns the call mode used for \"Call Method\" tracks." msgstr "" "Devuelve el modo de llamada utilizado para las pistas de \"Call Method\"." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Use [member AnimationMixer.callback_mode_process] instead." msgstr "Utiliza [member AnimationMixer.callback_mode_process] en su lugar." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Returns the process notification in which to update animations." msgstr "" "Devuelve la notificación del proceso en el que se actualizarán las " "animaciones." #: doc/classes/AnimationPlayer.xml msgid "Returns a list of the animation keys that are currently queued to play." msgstr "" "Devuelve una lista de las claves de animación que están actualmente en cola " "para reproducirse." #: doc/classes/AnimationPlayer.xml msgid "Use [member AnimationMixer.root_node] instead." msgstr "Utiliza [member AnimationMixer.root_node] en su lugar." #: doc/classes/AnimationPlayer.xml msgid "Returns the node which node path references will travel from." msgstr "" "Devuelve el nodo desde el cual viajarán las referencias de la ruta de nodos." #: doc/classes/AnimationPlayer.xml msgid "Returns the end time of the section currently being played." msgstr "" "Devuelve el tiempo de finalización de la sección que se está reproduciendo " "actualmente." #: doc/classes/AnimationPlayer.xml msgid "Returns the start time of the section currently being played." msgstr "" "Devuelve el tiempo de inicio de la sección que se está reproduciendo " "actualmente." #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if an animation is currently playing with a " "section." msgstr "" "Devuelve [code]true[/code] si una animación se está reproduciendo " "actualmente con una sección." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" "Detiene o pausa la animación que se está reproduciendo. Si [code]reset[/" "code] es [code]true[/code], la posición de la animación se restablece a " "[code]0[/code] y la velocidad de reproducción se restablece a [code]1.0[/" "code].\n" "Si [code]reset[/code] es [code]false[/code], se mantendrá la [member " "current_animation_position] y llamará a [method play] o [method " "play_backwards] sin argumentos o con el mismo nombre de animación que " "[member assigned_animation] reanudará la animación." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. If [param " "custom_speed] is negative and [param from_end] is [code]true[/code], the " "animation will play backwards (which is equivalent to calling [method " "play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [param name], or with no [param name] parameter, the assigned " "animation will resume playing if it was paused.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "Reproduce la animación con la clave [code]name[/code]. Se pueden establecer " "tiempos de mezcla y velocidad personalizados. Si [code]custom_speed[/code] " "es negativo y [code]from_end[/code] es [code]true[/code], la animación se " "reproducirá hacia atrás (lo que equivale a llamar a [method " "play_backwards]).\n" "El [AnimationPlayer] mantiene un registro de su animación actual o la última " "que se ha reproducido con [member assigned_animation]. Si se llama a este " "método con ese mismo nombre de animación [code]name[/code], o sin el " "parámetro [code]name[/code], la animación asignada se reproducirá de nuevo " "si se ha detenido, o se reiniciará si se ha detenido (véase [method stop] " "tanto para la pausa como para la parada). Si la animación ya se estaba " "reproduciendo, seguirá reproduciéndose.\n" "[b]Nota:[/b] La animación se actualizará la próxima vez que se procese el " "[AnimationPlayer]. Si se actualizan otras variables al mismo tiempo que esta " "llamada, puede que se actualicen demasiado pronto. Para ejecutar la " "actualización inmediatamente, llame a [code]advance(0)[/code]." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time]. See also [method play].\n" "Setting [param start_time] to a value outside the range of the animation " "means the start of the animation will be used instead, and setting [param " "end_time] to a value outside the range of the animation means the end of the " "animation will be used instead. [param start_time] cannot be equal to [param " "end_time]." msgstr "" "Reproduce la animación con la clave [param name] y la sección que comienza " "en [param start_time] y termina en [param end_time]. Véase también [method " "play].\n" "Establecer [param start_time] a un valor fuera del rango de la animación " "significa que se usará el inicio de la animación en su lugar, y establecer " "[param end_time] a un valor fuera del rango de la animación significa que se " "usará el final de la animación en su lugar. [param start_time] no puede ser " "igual a [param end_time]." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_time] and ending on [param end_time] in reverse.\n" "This method is a shorthand for [method play_section] with [code]custom_speed " "= -1.0[/code] and [code]from_end = true[/code], see its description for more " "information." msgstr "" "Reproduce la animación con la clave [param name] y la sección que comienza " "en [param start_time] y termina en [param end_time] en reversa.\n" "Este método es una abreviatura de [method play_section] con " "[code]custom_speed = -1.0[/code] y [code]from_end = true[/code], consulta su " "descripción para más información." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker].\n" "If the start marker is empty, the section starts from the beginning of the " "animation. If the end marker is empty, the section ends on the end of the " "animation. See also [method play]." msgstr "" "Reproduce la animación con la clave [param name] y la sección que comienza " "en el marcador [param start_marker] y termina en [param end_marker].\n" "Si el marcador de inicio está vacío, la sección comienza desde el principio " "de la animación. Si el marcador de fin está vacío, la sección termina al " "final de la animación. Véase también [method play]." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [param name] and the section starting from " "[param start_marker] and ending on [param end_marker] in reverse.\n" "This method is a shorthand for [method play_section_with_markers] with " "[code]custom_speed = -1.0[/code] and [code]from_end = true[/code], see its " "description for more information." msgstr "" "Reproduce la animación con la clave [param name] y la sección que comienza " "en el marcador [param start_marker] y termina en el marcador [param " "end_marker] en reversa.\n" "Este método es una abreviatura de [method play_section_with_markers] con " "[code]custom_speed = -1.0[/code] y [code]from_end = true[/code], consulta su " "descripción para más información." #: doc/classes/AnimationPlayer.xml msgid "" "See also [method AnimationMixer.capture].\n" "You can use this method to use more detailed options for capture than those " "performed by [member playback_auto_capture]. When [member " "playback_auto_capture] is [code]false[/code], this method is almost the same " "as the following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "If [param name] is blank, it specifies [member assigned_animation].\n" "If [param duration] is a negative value, the duration is set to the interval " "between the current position and the first key, when [param from_end] is " "[code]true[/code], uses the interval between the current position and the " "last key instead.\n" "[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " "but [param custom_speed] does not, because the capture cache is interpolated " "with the blend result and the result may contain multiple animations." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current animation and all " "previously queued animations are done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" "Pone en cola una animación para su reproducción una vez que la animación " "actual y todas las animaciones previamente encoladas hayan terminado.\n" "[b]Nota:[/b] Si una animación en bucle se está reproduciendo actualmente, la " "animación en cola nunca se reproducirá a menos que la animación en bucle se " "detenga de alguna manera." #: doc/classes/AnimationPlayer.xml msgid "Resets the current section. Does nothing if a section has not been set." msgstr "" "Restablece la sección actual. No realiza ninguna acción si no se ha definido " "una sección." #: doc/classes/AnimationPlayer.xml msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " "updates at process time. Events between the current frame and [param " "seconds] are skipped.\n" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" "Busca la animación hasta el punto en el tiempo [param seconds] (en " "segundos). Si [param update] es [code]true[/code], la animación también se " "actualiza; de lo contrario, se actualiza en el tiempo de procesado. Los " "eventos entre el fotograma actual y [param seconds] se omiten.\n" "Si [param update_only] es [code]true[/code], las pistas de reproducción de " "método/audio/animación no se procesarán.\n" "[b]Nota:[/b] Buscar hasta el final de la animación no emite [signal " "AnimationMixer.animation_finished]. Si quieres saltar la animación y emitir " "la señal, usa [method AnimationMixer.advance]." #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" "Especifica un tiempo de mezcla (en segundos) entre dos animaciones, " "referenciadas por sus nombres." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Sets the call mode used for \"Call Method\" tracks." msgstr "El modo de llamada utilizado para las pistas \"Call Method\"." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "Sets the process notification in which to update animations." msgstr "" "Establece la notificación de proceso en la que se actualizan las animaciones." #: doc/classes/AnimationPlayer.xml msgid "Sets the node which node path references will travel from." msgstr "" "Establece el nodo desde el cual viajarán las referencias de la ruta de nodos." #: doc/classes/AnimationPlayer.xml msgid "" "Changes the start and end times of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section]." msgstr "" "Cambia los tiempos de inicio y fin de la sección que se está reproduciendo. " "La posición de reproducción actual se limitará dentro de la nueva sección. " "Véase también [method play_section]." #: doc/classes/AnimationPlayer.xml msgid "" "Changes the start and end markers of the section being played. The current " "playback position will be clamped within the new section. See also [method " "play_section_with_markers].\n" "If the argument is empty, the section uses the beginning or end of the " "animation. If both are empty, it means that the section is not set." msgstr "" "Cambia los marcadores de inicio y fin de la sección que se está " "reproduciendo. La posición de reproducción actual se limitará dentro de la " "nueva sección. Véase también [method play_section_with_markers].\n" "Si el argumento está vacío, la sección utiliza el principio o el final de la " "animación. Si ambos están vacíos, significa que la sección no está " "establecida." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" "If [param keep_state] is [code]true[/code], the animation state is not " "updated visually.\n" "[b]Note:[/b] The method / audio / animation playback tracks will not be " "processed by this method." msgstr "" "Detiene o pausa la animación que se está reproduciendo. Si [code]reset[/" "code] es [code]true[/code], la posición de la animación se restablece a " "[code]0[/code] y la velocidad de reproducción se restablece a [code]1.0[/" "code].\n" "Si [code]reset[/code] es [code]false[/code], se mantendrá la [member " "current_animation_position] y llamará a [method play] o [method " "play_backwards] sin argumentos o con el mismo nombre de animación que " "[member assigned_animation] reanudará la animación." #: doc/classes/AnimationPlayer.xml msgid "" "If playing, the current animation's key, otherwise, the animation last " "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" "Si se está reproduciendo, la clave de la animación actual; en caso " "contrario, la de la última animación reproducida. Cuando se establece, esto " "cambia la animación, pero no la reproducirá a menos que ya se esté " "reproduciendo. Véase también [member current_animation]." #: doc/classes/AnimationPlayer.xml msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" "La clave de la animación que se está reproduciendo actualmente. Si no se " "está reproduciendo ninguna animación, el valor de la propiedad es una string " "vacía. Cambiar este valor no reinicia la animación. Véase [method play] para " "más información sobre la reproducción de animaciones.\n" "[b]Nota:[/b] Aunque esta propiedad aparece en el Inspector, no está pensada " "para ser editada y no se guarda en la escena. Esta propiedad se usa " "principalmente para obtener la animación que se está reproduciendo " "actualmente, e internamente para las pistas de reproducción de animación. " "Para más información, véase [Animation]." #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently playing animation." msgstr "" "La duración (en segundos) de la animación que se está reproduciendo " "actualmente." #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "La posición (en segundos) de la animación que se está reproduciendo." #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code] and the engine is running in Movie Maker mode (see " "[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " "animation is done playing in this [AnimationPlayer]. A message is printed " "when the engine quits for this reason.\n" "[b]Note:[/b] This obeys the same logic as the [signal " "AnimationMixer.animation_finished] signal, so it will not quit the engine if " "the animation is set to be looping." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], performs [method AnimationMixer.capture] before " "playback automatically. This means just [method play_with_capture] is " "executed with default arguments instead of [method play].\n" "[b]Note:[/b] Capture interpolation is only performed if the animation " "contains a capture track. See also [constant Animation.UPDATE_CAPTURE]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "See also [method play_with_capture] and [method AnimationMixer.capture].\n" "If [member playback_auto_capture_duration] is negative value, the duration " "is set to the interval between the current position and the first key." msgstr "" "Véase también [method play_with_capture] y [method AnimationMixer.capture].\n" "Si [member playback_auto_capture_duration] es un value negativo, la duración " "se establece al intervalo entre la posición actual y la primera key." #: doc/classes/AnimationPlayer.xml msgid "" "The ease type of the capture interpolation. See also [enum Tween.EaseType]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The transition type of the capture interpolation. See also [enum " "Tween.TransitionType]." msgstr "" "El tipo de transición de la interpolación de captura. Véase [enum " "Tween.TransitionType]." #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una " "precisión de 0,01." #: doc/classes/AnimationPlayer.xml msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Emitted when [member current_animation] changes." msgstr "Emitida cuando [member current_animation] cambia." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "" "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTree.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "" "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." #: doc/classes/AnimationPlayer.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "" "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." #: doc/classes/AnimationPlayer.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" "Véase [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." #: doc/classes/AnimationRootNode.xml msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a " "complete animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " "another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " "other [AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" #: doc/classes/AnimationTree.xml msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Un nodo para usarse en transiciones de animación avanzadas en un " "[AnimationPlayer]." #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" "Nota: Cuando se enlazan con un [AnimationPlayer], varias propiedades y " "métodos del correspondiente [AnimationPlayer] , estas no funcionarán como se " "esperaba. La reproducción y las transiciones deben ser manejadas usando " "solamente el [AnimationTree] y su(s) [AnimationNode](s) que lo constituyen. " "El nodo [AnimationPlayer] debe usarse únicamente para añadir, borrar y " "editar animaciones." #: doc/classes/AnimationTree.xml msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" "El path al [Node] usado para evaluar el [AnimationNode] [Expression] si no " "se especifica una explícitamente de manera interna." #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "La ruta al [AnimationPlayer] utilizada para la animacion." #: doc/classes/AnimationTree.xml msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "" "El nodo de animación raíz de este [AnimationTree]. Véase [AnimationRootNode]." #: doc/classes/AnimationTree.xml msgid "Emitted when the [member anim_player] is changed." msgstr "Emitida cuando [member anim_player] cambia." #: doc/classes/Area2D.xml msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "" "Una región de espacio 2D que detecta otros [CollisionObject2D]s entrando o " "saliendo de él." #: doc/classes/Area2D.xml msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " "other [CollisionObject2D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " "interact as expected with [Area2D]s, and might not emit signals or track " "objects correctly." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Using Area2D" msgstr "Usando Area2D" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "Demo de Pong en 2D" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/CharacterBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "Demo de Plataformas en 2D" #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de los [Area2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part " "of this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] y [TileMap] que se intersecan. La capa " "de colisión del cuerpo superpuesto ([member " "CollisionObject2D.collision_layer]) debe formar parte de la máscara de " "colisión de esta área ([member CollisionObject2D.collision_mask]) para poder " "ser detectado.\n" "Por razones de rendimiento (todas las colisiones se procesan al mismo " "tiempo), esta lista se modifica una vez durante el paso de física, no " "inmediatamente después de mover los objetos. Considera utilizar señales en " "su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Devuelve una lista de los [Area2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or " "[TileMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "Si es [code]true[/code], el área dada se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por cuadro y antes del paso de física. Considera la posibilidad de " "utilizar señales en su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" "Si es [code]true[/code], el cuerpo físico dado se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por fotograma y antes del paso de la física. Considera la " "posibilidad de utilizar señales en su lugar.\n" "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] o " "de [TileMap] (aunque los TileMaps no son un cuerpo físico en sí mismos, " "registran sus piezas con formas de colisión como un cuerpo físico virtual)." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" "La velocidad a la que los objetos dejan de girar en esta área. Representa la " "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area2D.xml doc/classes/Area3D.xml #, fuzzy msgid "Override mode for angular damping calculations within this area." msgstr "" "Modo de sobrescritura para los cálculos de gravedad y amortiguación dentro " "de esta área. Véase [enum SpaceOverride] para los posibles valores." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The name of the area's audio bus." msgstr "El nombre del bus de audio de la zona." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "Si es [code]true[/code], el área del bus de audio sobrescribe el bus de " "audio por defecto." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor " "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de " "gravedad sin alterar su dirección." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "The area's gravity vector (not normalized)." msgstr "El vector de gravedad del área (no normalizado)." #: doc/classes/Area2D.xml doc/classes/Area3D.xml #, fuzzy msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" "Si es [code]true[/code], la gravedad se calcula a partir de un punto " "(establecido mediante [member gravity_vec]). Véase también [member " "space_override]." #: doc/classes/Area2D.xml doc/classes/Area3D.xml #, fuzzy msgid "" "If gravity is a point (see [member gravity_point]), this will be the point " "of attraction." msgstr "" "El vector de gravedad del área (no normalizado). Si la gravedad es un punto " "(véase [member gravity_point]), éste será el punto de atracción." #: doc/classes/Area2D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "La distancia a la que la fuerza de gravedad es igual a [member gravity]. Por " "ejemplo, en un planeta de 100 píxeles de radio con una gravedad superficial " "de 4.0 px/s², establezca la [member gravity] a 4.0 y la unidad de distancia " "a 100.0. La gravedad disminuirá según la ley del cuadrado inverso, entonces " "en este ejemplo, a 200 pixeles del centro la gravedad será 1.0 px/s² (doble " "de distancia, 1/4 más gravedad), a 50 píxeles será 16.0 px/s² (mitad de " "distancia, 4 veces más gravedad), y así sucesivamente.\n" "Lo anterior es cierto solo cuando la unidad de distancia es un número " "positivo. Cuando está establecido a 0.0, la gravedad será constante " "independientemente de la distancia." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Override mode for gravity calculations within this area." msgstr "" "Modo de sobrescritura para los cálculos de gravedad dentro de esta área." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "La tasa a la que los objetos dejan de moverse en esta área. Representa la " "velocidad lineal perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area2D.xml doc/classes/Area3D.xml #, fuzzy msgid "Override mode for linear damping calculations within this area." msgstr "" "Modo de sobrescritura para los cálculos de gravedad y amortiguación dentro " "de esta área. Véase [enum SpaceOverride] para los posibles valores." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Si es [code]true[/code], otras áreas de monitoreo pueden detectar esta área." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "Si es [code]true[/code], el área detecta cuerpos o áreas que entran y salen " "de ella." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" "La prioridad de la zona. Las áreas de mayor prioridad se procesan primero." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "Emitida cuando el [param area] recibido entra en esta área. Requiere que " "[member monitoring] se configure como [code]true[/code]." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "Emitida cuando el [param area] recibido sale de esta área. Requiere que " "[member monitoring] se configure como [code]true[/code]." #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml #, fuzzy msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "Emitida cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "Emitido cuando el [param body] recibido entra a este área. [param body] " "puede ser un [PhysicsBody2D] o un [TileMap]. Los [TileMap]s son detectados " "si su [TileSet] tiene formas de colisión configuradas. Requiere que [member " "monitoring] se establezca a [code]true[/code]." #: doc/classes/Area2D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "Emitido cuando el [param body] recibido sale de este área. [param body] " "puede ser un [PhysicsBody2D] o un [TileMap]. Los [TileMap]s son detectados " "si su [TileSet] tiene formas de colisión configuradas. Requiere que [member " "monitoring] se establezca a [code]true[/code]." #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer2D].\n" "[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "Emitido cuando un [Shape2D] del [param body] recibido sale de una forma de " "este área. [param body] puede ser un [PhysicsBody2D] o un [TileMap]. Los " "[TileMap]s son detectados si su [TileSet] tiene formas de colisión " "configuradas. Requiere que [member monitoring] se establezca a [code]true[/" "code].\n" "Véase también [signal body_shape_entered]." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "This area does not affect gravity/damping." msgstr "Esta zona no afecta a la gravedad/amortiguación." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "Esta área añade sus valores de gravedad/amortiguación a lo que se ha " "calculado hasta ahora (en el orden [member priority])." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "Esta área añade sus valores de gravedad/amortiguación a lo que se ha " "calculado hasta ahora (en el orden [member priority]), ignorando cualquier " "área de menor prioridad." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación, incluso las " "predeterminadas, ignorando cualquier área de menor prioridad." #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora " "(en orden de [member priority]), pero sigue calculando el resto de las áreas." #: doc/classes/Area3D.xml msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "" "Una región del espacio 3D que detecta otros [CollisionObject3D] entrando o " "saliendo de él." #: doc/classes/Area3D.xml msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " "other [CollisionObject3D]s enter or exit it, and it also keeps track of " "which collision objects haven't exited it yet (i.e. which one are " "overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " "interact as expected with [Area3D]s, and might not emit signals or track " "objects correctly.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" #: doc/classes/Area3D.xml doc/classes/QuadMesh.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml #, fuzzy msgid "GUI in 3D Viewport Demo" msgstr "Demo de GUI en el Viweport en 3D" #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de los [Area2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body's [member CollisionObject3D.collision_layer] must be part " "of this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Devuelve una lista de los [Area2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or " "[GridMap]s, otherwise returns [code]false[/code]. The overlapping body's " "[member CollisionObject3D.collision_layer] must be part of this area's " "[member CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersecan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considera la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " "[Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "Si es [code]true[/code], el área dada se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por cuadro y antes del paso de física. Considera la posibilidad de " "utilizar señales en su lugar." #: doc/classes/Area3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" "Si es [code]true[/code], el cuerpo físico dado se superpone al Area.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por fotograma y antes del paso de la física. Considera la " "posibilidad de utilizar señales en su lugar.\n" "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody] o de " "[GridMap] (aunque los GridMaps no son un cuerpo de física en sí mismos, " "registran sus piezas con formas de colisión como un cuerpo de física " "virtual)." #: doc/classes/Area3D.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "La velocidad a la que los objetos dejan de girar en esta área. Representa la " "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area3D.xml #, fuzzy msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor " "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de " "gravedad sin alterar su dirección." #: doc/classes/Area3D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " "the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When " "this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "La distancia a la que la fuerza de gravedad es igual a [member gravity]. Por " "ejemplo, en un planeta de 100 metros de radio con una gravedad superficial " "de 4.0 m/s², establezca la [member gravity] a 4.0 y la unidad de distancia a " "100.0. La gravedad disminuirá según la ley del cuadrado inverso, entonces en " "este ejemplo, a 200 metros del centro la gravedad será 1.0 m/s² (doble de " "distancia, 1/4 más gravedad), a 50 metros será 16.0 m/s² (mitad de " "distancia, 4 veces más gravedad), y así sucesivamente.\n" "Lo anterior es cierto solo cuando la unidad de distancia es un número " "positivo. Cuando está establecido a 0.0, la gravedad será constante " "independientemente de la distancia." #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "La tasa a la que los objetos dejan de moverse en esta área. Representa la " "velocidad lineal perdida por segundo.\n" "Véase [member ProjectSettings.physics/3d/default_linear_damp] para obtener " "más detalles sobre la amortiguación." #: doc/classes/Area3D.xml msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" "La prioridad del área. Las áreas de mayor prioridad se procesan primero. La " "física de [World3D] siempre se procesa al final, después de todas las áreas." #: doc/classes/Area3D.xml msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "El grado en que esta área aplica reverberación a su audio asociado. Va de " "[code]0[/code] a [code]1[/code] con una precisión de [code]0.1[/code]." #: doc/classes/Area3D.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" "Si es [code]true[/code], el área aplica reverberación a su audio asociado." #: doc/classes/Area3D.xml msgid "The name of the reverb bus to use for this area's associated audio." msgstr "" "El nombre del bus de reverberación que se utilizará para el audio asociado a " "esta área." #: doc/classes/Area3D.xml msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "El grado de reverberación de esta área es un efecto uniforme. Va de [code]0[/" "code] a [code]1[/code] con una precisión de [code]0,1[/code]." #: doc/classes/Area3D.xml msgid "" "The exponential rate at which wind force decreases with distance from its " "origin.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "La tasa exponencial a la que la fuerza del viento disminuye con la distancia " "desde su origen.\n" "[b]Nota:[/b] Esta fuerza del viento solo se aplica a los nodos [SoftBody3D]. " "Otros cuerpos físicos no se ven afectados actualmente por el viento." #: doc/classes/Area3D.xml msgid "" "The magnitude of area-specific wind force.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "La magnitud de la fuerza del viento específica del área.\n" "[b]Nota:[/b] Esta fuerza del viento solo se aplica a los nodos [SoftBody3D]. " "Otros cuerpos físicos no se ven afectados actualmente por el viento." #: doc/classes/Area3D.xml msgid "" "The [Node3D] which is used to specify the direction and origin of an area-" "specific wind force. The direction is opposite to the z-axis of the " "[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " "local transform.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "El [Node3D] que se utiliza para especificar la dirección y el origen de una " "fuerza del viento específica del área. La dirección es opuesta al eje z de " "la transformación local del [Node3D], y su origen es el origen de la " "transformación local del [Node3D].\n" "[b]Nota:[/b] Esta fuerza del viento solo se aplica a los nodos [SoftBody3D]. " "Otros cuerpos físicos no se ven afectados actualmente por el viento." #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " "the interacting shapes from this area and the other area, respectively. " "[param area_rid] contains the [RID] of the other area. These values can be " "used with the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "Emitida cuando una [Shape3D] del [param area] recibido sale de una forma de " "esta área. Requiere que [member monitoring] esté establecido en [code]true[/" "code].\n" "Véase también [signal area_shape_entered]." #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "Emitida cuando el [param body] recibido entra en esta área. [param body] " "puede ser un [PhysicsBody3D] o un [GridMap]. Los [GridMap] se detectan si su " "[MeshLibrary] tiene formas de colisión configuradas. Requiere que [member " "monitoring] esté establecido en [code]true[/code]." #: doc/classes/Area3D.xml msgid "" "Emitted when the received [param body] exits this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "Emitida cuando el [param body] recibido sale de esta área. [param body] " "puede ser un [PhysicsBody3D] o un [GridMap]. Los [GridMap] se detectan si su " "[MeshLibrary] tiene formas de colisión configuradas. Requiere que [member " "monitoring] esté establecido en [code]true[/code]." #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of " "the interacting shapes from this area and the interacting body, " "respectively. [param body_rid] contains the [RID] of the body. These values " "can be used with the [PhysicsServer3D].\n" "[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Area3D.xml msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "Emitida cuando una [Shape3D] del [param body] recibido sale de una forma de " "esta área. [param body] puede ser un [PhysicsBody3D] o un [GridMap]. Los " "[GridMap] se detectan si su [MeshLibrary] tiene formas de colisión " "configuradas. Requiere que [member monitoring] esté establecido en " "[code]true[/code].\n" "Véase también [signal body_shape_entered]." #: doc/classes/Array.xml msgid "A built-in data structure that holds a sequence of elements." msgstr "" "Una estructura de datos incorporada que contiene una secuencia de elementos." #: doc/classes/Array.xml #, fuzzy msgid "" "An array data structure that can contain a sequence of elements of any " "[Variant] type by default. Values can optionally be constrained to a " "specific type by creating a [i]typed array[/i]. Elements are accessed by a " "numerical index starting at [code]0[/code]. Negative indices are used to " "count from the back ([code]-1[/code] is the last element, [code]-2[/code] is " "the second to last, etc.).\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"First\", 2, 3, \"Last\"]\n" "print(array[0]) # Prints \"First\"\n" "print(array[2]) # Prints 3\n" "print(array[-1]) # Prints \"Last\"\n" "\n" "array[1] = \"Second\"\n" "print(array[1]) # Prints \"Second\"\n" "print(array[-3]) # Prints \"Second\"\n" "\n" "# This typed array can only contain integers.\n" "# Attempting to add any other type will result in an error.\n" "var typed_array: Array[int] = [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[^1]); // Prints \"Last\"\n" "\n" "array[1] = \"Second\";\n" "GD.Print(array[1]); // Prints \"Second\"\n" "GD.Print(array[^3]); // Prints \"Second\"\n" "\n" "// This typed array can only contain integers.\n" "// Attempting to add any other type will result in an error.\n" "Godot.Collections.Array typedArray = [1, 2, 3];\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of " "an array that can be modified independently of the original array, use " "[method duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior.\n" "[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] " "Packed arrays are generally faster to iterate on and modify compared to a " "typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]" "[/code]). Also, packed arrays consume less memory. As a downside, packed " "arrays are less flexible as they don't offer as many convenience methods " "such as [method Array.map]. Typed arrays are in turn faster to iterate on " "and modify than untyped arrays." msgstr "" "Array generico que contiene varios elementos de cualquier tipo, accesibles " "por un indice empezando por 0. Indices negativos puedes ser usados contando " "hacia atras, como en Python (-1 es el ultimo elemento, -2 el penultimo, " "etc.).\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "var array = [\"Uno\", 2, 3, \"Cuatro\"]\n" "print(array[0]) # Uno.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Cuatro.\n" "array[2] = \"Tres\"\n" "print(array[-2]) # Tres.\n" "[/codeblock]\n" "Arrays pueden ser concatenados usando el operador [code]+[/code].\n" "[codeblock]\n" "var array1 = [\"uno\", 2]\n" "var array2 = [3, \"Cuatro\"]\n" "print(array1 + array2) # [\"Uno\", 2, 3, \"Cuatro\"]\n" "[/codeblock]\n" "[b]Nota:[/b]Los arrays siempre son pasados por referencia. Para obtener una " "copia de el array que pueda ser modificada independientemente de la matriz " "original, utiliza [method duplicate]." #: doc/classes/Array.xml msgid "Constructs an empty [Array]." msgstr "Construye un [Array] vacío." #: doc/classes/Array.xml msgid "" "Creates a typed array from the [param base] array. A typed array can only " "contain elements of the given type, or that inherit from the given class, as " "described by this constructor's parameters:\n" "- [param type] is the built-in [Variant] type, as one the [enum " "Variant.Type] constants.\n" "- [param class_name] is the built-in class name (see [method " "Object.get_class]).\n" "- [param script] is the associated script. It must be a [Script] instance or " "[code]null[/code].\n" "If [param type] is not [constant TYPE_OBJECT], [param class_name] must be an " "empty [StringName] and [param script] must be [code]null[/code].\n" "[codeblock]\n" "class_name Sword\n" "extends Node\n" "\n" "class Stats:\n" "\tpass\n" "\n" "func _ready():\n" "\tvar a = Array([], TYPE_INT, \"\", null) # Array[int]\n" "\tvar b = Array([], TYPE_OBJECT, \"Node\", null) # Array[Node]\n" "\tvar c = Array([], TYPE_OBJECT, \"Node\", Sword) # Array[Sword]\n" "\tvar d = Array([], TYPE_OBJECT, \"RefCounted\", Stats) # Array[Stats]\n" "[/codeblock]\n" "The [param base] array's elements are converted when necessary. If this is " "not possible or [param base] is already typed, this constructor fails and " "returns an empty [Array].\n" "In GDScript, this constructor is usually not necessary, as it is possible to " "create a typed array through static typing:\n" "[codeblock]\n" "var numbers: Array[float] = []\n" "var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" "var integers: Array[int] = [0.2, 4.5, -2.0]\n" "print(integers) # Prints [0, 4, -2]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" "Devuelve la misma matriz que [param from]. Si necesitas una copia de la " "matriz, utiliza [method duplicate]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedByteArray]." msgstr "Construye un array a partir de un [PackedByteArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedColorArray]." msgstr "Construye un array a partir de un [PackedColorArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat32Array]." msgstr "Construye un array a partir de un [PackedInt64Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedFloat64Array]." msgstr "Construye un array a partir de un [PackedInt64Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt32Array]." msgstr "Construye un array a partir de un [PackedInt64Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedInt64Array]." msgstr "Construye un array a partir de un [PackedInt64Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedStringArray]." msgstr "Construye un array a partir de un [PackedStringArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector2Array]." msgstr "Construye un array a partir de un [PackedVector2Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector3Array]." msgstr "Construye un array a partir de un [PackedVector3Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PackedVector4Array]." msgstr "Construye un array a partir de un [PackedVector2Array]." #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " "elements in the array. If the [Callable] returns [code]false[/code] for one " "array element or more, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements evaluate " "to true).\n" "\tprint([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements " "evaluate to true).\n" "\tprint([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements " "evaluate to true).\n" "\tprint([].all(greater_than_5)) # Prints true (0/0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].all(func(element): return element > 5)) # Prints true\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" "\treturn number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" "\t// Prints True (3/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, " "6 }.All(GreaterThan5));\n" "\t// Prints False (1/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 10, " "4 }.All(GreaterThan5));\n" "\t// Prints False (0/3 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5));\n" "\t// Prints True (0/0 elements evaluate to true).\n" "\tGD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" "\t// Same as the first line above, but using a lambda function.\n" "\tGD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints True\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method any], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" "wiki/Vacuous_truth]always[/url] returns [code]true[/code]." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " "more[/i] elements in the array. If the [Callable] returns [code]false[/code] " "for all elements in the array, this method returns [code]false[/code].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblock]\n" "func greater_than_5(number):\n" "\treturn number > 5\n" "\n" "func _ready():\n" "\tprint([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate " "to true).\n" "\tprint([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate " "to true).\n" "\tprint([4, 4, 4].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\tprint([].any(greater_than_5)) # Prints false (0 elements evaluate " "to true).\n" "\n" "\t# Same as the first line above, but using a lambda function.\n" "\tprint([6, 10, 6].any(func(number): return number > 5)) # Prints true\n" "[/codeblock]\n" "See also [method all], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method always returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Appends [param value] at the end of the array (alias of [method push_back])." msgstr "" "Concatena [param value] al final del array (alias de [method push_back])." #: doc/classes/Array.xml msgid "" "Appends another [param array] at the end of this array.\n" "[codeblock]\n" "var numbers = [1, 2, 3]\n" "var extra = [4, 5, 6]\n" "numbers.append_array(extra)\n" "print(numbers) # Prints [1, 2, 3, 4, 5, 6]\n" "[/codeblock]" msgstr "" "Añade otro [param array] al final de este array.\n" "[codeblock]\n" "var numbers = [1, 2, 3]\n" "var extra = [4, 5, 6]\n" "numbers.append_array(extra)\n" "print(numbers) # Imprime [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" #: doc/classes/Array.xml msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" "Asigna los elementos de otro [param array] en el array. Cambia el tamaño del " "array para que coincida con [param array]. Realiza conversiones de tipo si " "el array está tipado." #: doc/classes/Array.xml #, fuzzy msgid "" "Returns the last element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method front].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[-1][/" "code]), an error is generated without stopping project execution." msgstr "" "Devuelve el último elemento del array. Imprime un error y retorna " "[code]null[/code] si el array está vacío.\n" "\n" "[b]Note:[/b] Llamar esta función no es lo mismo que poner [code]array[-1][/" "code]. Si el array está vacío, acceder por el índice detendrá el la " "ejecución del proyecto si se ejecuta desde el Editor." #: doc/classes/Array.xml msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted. The algorithm used is [url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]binary search[/url].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "var numbers = [2, 4, 8, 10]\n" "var idx = numbers.bsearch(7)\n" "\n" "numbers.insert(idx, 7)\n" "print(numbers) # Prints [2, 4, 7, 8, 10]\n" "\n" "var fruits = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", true)) # Prints 1, points at the first " "\"Lemon\".\n" "print(fruits.bsearch(\"Lemon\", false)) # Prints 3, points at \"Orange\".\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch] on an [i]unsorted[/i] array will " "result in unexpected behavior. Use [method sort] before calling this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted (using [param func] for the comparisons). The algorithm used is " "[url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/" "url].\n" "Similar to [method sort_custom], [param func] is called as many times as " "necessary, receiving one array element and [param value] as arguments. The " "function should return [code]true[/code] if the array element should be " "[i]behind[/i] [param value], otherwise it should return [code]false[/code].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\n" "\tvar apple = [\"Apple\", 5]\n" "\t# \"Apple\" is inserted before \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple)\n" "\n" "\tvar banana = [\"Banana\", 5]\n" "\t# \"Banana\" is inserted after \"Kiwi\".\n" "\tmy_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana)\n" "\n" "\t# Prints [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], [\"Banana\", 5], " "[\"Rice\", 9]]\n" "\tprint(my_items)\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an [i]unsorted[/i] array " "will result in unexpected behavior. Use [method sort_custom] with [param " "func] before calling this method." msgstr "" #: doc/classes/Array.xml msgid "" "Removes all elements from the array. This is equivalent to using [method " "resize] with a size of [code]0[/code]." msgstr "" "Elimina todos los elementos del array. Esto es equivalente a usar [method " "resize] con un tamaño de [code]0[/code]." #: doc/classes/Array.xml msgid "" "Returns the number of times an element is in the array.\n" "To count how many elements in an array satisfy a condition, see [method " "reduce]." msgstr "" "Devuelve el número de veces que un elemento está en el array.\n" "Para contar cuántos elementos de un array satisfacen una condición, véase " "[method reduce]." #: doc/classes/Array.xml msgid "" "Returns a new copy of the array.\n" "By default, a [b]shallow[/b] copy is returned: all nested [Array], " "[Dictionary], and [Resource] elements are shared with the original array. " "Modifying any of those in one array will also affect them in the other.\n" "If [param deep] is [code]true[/code], a [b]deep[/b] copy is returned: all " "nested arrays and dictionaries are also duplicated (recursively). Any " "[Resource] is still shared with the original array, though." msgstr "" "Devuelve una copia nueva del array.\n" "Por defecto, una copia [b]superficial[/b]: todos los elementos anidados " "[Array], [Dictionary], y [Resource] son compartidos con el array original. " "Modificar cualquiera de estos en un array también los afectará en el otro.\n" "Si [param deep] es [code]true[/code], se devuelve una copia [b]profunda[/b]: " "Todos los arrays y dictionaries son también duplicados (recursivamente). Sin " "embargo, Cualquier [Resource] es todavía compartido con el array original." #: doc/classes/Array.xml msgid "" "Duplicates this array, deeply, like [method duplicate][code](true)[/code], " "with extra control over how subresources are handled.\n" "[param deep_subresources_mode] must be one of the values from [enum " "Resource.DeepDuplicateMode]. By default, only internal resources will be " "duplicated (recursively)." msgstr "" "Duplica este array profundamente, como [method duplicate][code](true)[/" "code], con mas control sobre como se gestionan los subrecursos.\n" "[param deep_subresources_mode] debe ser uno de los valores de [enum " "Resource.DeepDuplicateMode]. Por defecto, solo recursos internos serán " "duplicados (recursivamente)." #: doc/classes/Array.xml #, fuzzy msgid "" "Finds and removes the first occurrence of [param value] from the array. If " "[param value] does not exist in the array, nothing happens. To remove an " "element by index, use [method remove_at] instead.\n" "[b]Note:[/b] This method shifts every element's index after the removed " "[param value] back, which may have a noticeable performance cost, especially " "on larger arrays.\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" "Inserta un nuevo elemento en la posisción dada en el array. La posición debe " "ser valida, o al final de el array([code]pos == size()[/code].\n" "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " "incertado esta cerca al inicio del array (índice 0). Esto es por que todos " "los elementos despues del elemento incertado tienen que ser reindisados." #: doc/classes/Array.xml msgid "" "Assigns the given [param value] to all elements in the array.\n" "This method can often be combined with [method resize] to create an array " "with a given size and initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [];\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is a [Variant] passed by reference ([Object]-" "derived, [Array], [Dictionary], etc.), the array will be filled with " "references to the same [param value], which are not duplicates." msgstr "" #: doc/classes/Array.xml msgid "" "Calls the given [Callable] on each element in the array and returns a new, " "filtered [Array].\n" "The [param method] receives one of the array elements as an argument, and " "should return [code]true[/code] to add the element to the filtered array, or " "[code]false[/code] to exclude it.\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]first[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the end of the array.\n" "[b]Note:[/b] If you just want to know whether the array contains [param " "what], use [method has] ([code]Contains[/code] in C#). In GDScript, you may " "also use the [code]in[/code] operator.\n" "[b]Note:[/b] For performance reasons, the search is affected by [param " "what]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]first[/b] element in the array that causes " "[param method] to return [code]true[/code], or [code]-1[/code] if there are " "none. The search's start can be specified with [param from], continuing to " "the end of the array.\n" "[param method] is a callable that takes an element of the array, and returns " "a [bool].\n" "[b]Note:[/b] If you just want to know whether the array contains " "[i]anything[/i] that satisfies [param method], use [method any].\n" "[codeblocks]\n" "[gdscript]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tprint([1, 3, 4, 7].find_custom(is_even.bind())) # Prints 2\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns the first element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method back].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[0][/" "code]), an error is generated without stopping project execution." msgstr "" "Devuelve el primer elemento del Arreglo. Imprime un error y retorna " "[code]null[/code] si el array está vacío.\n" "\n" "[b]Note:[/b] Llamar esta función no es lo mismo que poner [code]array[0][/" "code]. Si el array está vacío, acceder por el índice detendrá el la " "ejecución del proyecto si se ejecuta desde el Editor." #: doc/classes/Array.xml msgid "" "Returns the element at the given [param index] in the array. If [param " "index] out-of-bounds or negative, this method fails and returns [code]null[/" "code].\n" "This method is similar (but not identical) to the [code][][/code] operator. " "Most notably, when this method fails, it doesn't pause project execution if " "run from the editor." msgstr "" "Devuelve el elemento en el [param index] dado del array. Si [param index] " "está fuera de los límites o es negativo, este método falla y devuelve " "[code]null[/code].\n" "Este método es similar (pero no idéntico) al operador [code][][/code]. " "Notablemente, cuando este método falla, no pausa la ejecución del proyecto " "si se ejecuta desde el editor." #: doc/classes/Array.xml msgid "" "Returns the built-in [Variant] type of the typed array as a [enum " "Variant.Type] constant. If the array is not typed, returns [constant " "TYPE_NIL]. See also [method is_typed]." msgstr "" "Devuelve el tipo [Variant] incorporado del array tipado como una constante " "[enum Variant.Type]. Si el array no está tipado, devuelve [constant " "TYPE_NIL]. Véase también [method is_typed]." #: doc/classes/Array.xml msgid "" "Returns the [b]built-in[/b] class name of the typed array, if the built-in " "[Variant] type [constant TYPE_OBJECT]. Otherwise, returns an empty " "[StringName]. See also [method is_typed] and [method Object.get_class]." msgstr "" "Devuelve el nombre de la clase [b]incorporada[/b] del array tipado, si el " "tipo [Variant] incorporado es [constant TYPE_OBJECT]. De lo contrario, " "devuelve un [StringName] vacío. Véase también [method is_typed] y [method " "Object.get_class]." #: doc/classes/Array.xml msgid "" "Returns the [Script] instance associated with this typed array, or " "[code]null[/code] if it does not exist. See also [method is_typed]." msgstr "" "Devuelve la instancia de [Script] asociada con este array tipado, o " "[code]null[/code] si no existe. Véase también [method is_typed]." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array contains the given [param value].\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # Prints true\n" "print([\"inside\", 7].has(\"outside\")) # Prints false\n" "print([\"inside\", 7].has(7)) # Prints true\n" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array arr = [\"inside\", 7];\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints True\n" "GD.Print(arr.Contains(\"outside\")); // Prints False\n" "GD.Print(arr.Contains(7)); // Prints True\n" "GD.Print(arr.Contains(\"7\")); // Prints False\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" "if 4 in [2, 4, 6, 8]:\n" "\tprint(\"4 is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] For performance reasons, the search is affected by the [param " "value]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be " "the same, as a result of hash collisions. On the countrary, arrays with " "different hash values are guaranteed to be different." msgstr "" "Devuelve un valor entero de 32 bits con hash que representa el array y su " "contenido.\n" "[b]Nota:[/b] [i]No[/i] se garantiza que los arrays con valores hash iguales " "sean iguales, como resultado de las colisiones hash. Por el contrario, se " "garantiza que los arrays con diferentes valores hash sean diferentes." #: doc/classes/Array.xml #, fuzzy msgid "" "Inserts a new element ([param value]) at a given index ([param position]) in " "the array. [param position] should be between [code]0[/code] and the array's " "[method size]. If negative, [param position] is considered relative to the " "end of the array.\n" "Returns [constant OK] on success, or one of the other [enum Error] constants " "if this method fails.\n" "[b]Note:[/b] Every element's index after [param position] needs to be " "shifted forward, which may have a noticeable performance cost, especially on " "larger arrays." msgstr "" "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/code] " "si el array está vacío, sin mostrar un mensaje de error. Véase también " "[method pop_back].\n" "[b]Note:[/b] En arrays largos, este método es mucho más lento que [method " "pop_back] debido a que tiene que re-indexar todos los elementos del array " "cada vez que es llamado. Mientras más largo el array, más lento será [method " "pop_front]." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is empty ([code][][/code]). See also " "[method size]." msgstr "" "Devuelve [code]true[/code] si el array está vacío ([code][][/code]). Véase " "también [method size]." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only].\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "Devuelve [code]true[/code] si el array es de solo lectura. Véase [method " "make_read_only].\n" "En GDScript, los arrays son automáticamente de solo lectura si se declaran " "con la palabra clave [code]const[/code]." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if this array is typed the same as the given " "[param array]. See also [method is_typed]." msgstr "" "Devuelve [code]true[/code] si este array tiene el mismo tipo que el [param " "array] dado. Véase también [method is_typed]." #: doc/classes/Array.xml msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only " "contain elements of a specific type, as defined by the typed array " "constructor. The methods of a typed array are still expected to return a " "generic [Variant].\n" "In GDScript, it is possible to define a typed array with static typing:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Prints true\n" "[/codeblock]" msgstr "" "Devuelve [code]true[/code] si el array está tipado. Los arrays tipados solo " "pueden contener elementos de un tipo específico, tal como lo define el " "constructor de array tipado. Se espera que los métodos de un array tipado " "devuelvan un [Variant] genérico.\n" "En GDScript, es posible definir un array tipado con tipado estático:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Imprime true\n" "[/codeblock]" #: doc/classes/Array.xml msgid "" "Makes the array read-only. The array's elements cannot be overridden with " "different values, and their order cannot change. Does not apply to nested " "elements, such as dictionaries.\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "Hace que el array sea de solo lectura. Los elementos del array no pueden ser " "sobrescritos con diferentes valores, y su orden no puede cambiar. No se " "aplica a los elementos anidados, como los diccionarios.\n" "En GDScript, los arrays son automáticamente de solo lectura si se declaran " "con la palabra clave [code]const[/code]." #: doc/classes/Array.xml msgid "" "Calls the given [Callable] for each element in the array and returns a new " "array filled with values returned by the [param method].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func double(number):\n" "\treturn number * 2\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].map(double)) # Prints [2, 4, 6]\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].map(func(element): return element * 2))\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the maximum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method min].\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]." msgstr "" "Devuelve el valor máximo contenido en el array, si todos los elementos se " "pueden comparar. De lo contrario, devuelve [code]null[/code]. Véase también " "[method min].\n" "Para encontrar el valor máximo utilizando un comparador personalizado, " "puedes usar [method reduce]." #: doc/classes/Array.xml msgid "" "Returns the minimum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method max]." msgstr "" "Devuelve el valor mínimo contenido en el array, si todos los elementos se " "pueden comparar. De lo contrario, devuelve [code]null[/code]. Véase también " "[method max]." #: doc/classes/Array.xml #, fuzzy msgid "" "Returns a random element from the array. Generates an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "# May print 1, 2, 3.25, or \"Hi\".\n" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method shuffle]), this method uses a common, global " "random seed. To get a predictable outcome from this method, see [method " "@GlobalScope.seed]." msgstr "" "Devuelve una representación hexadecimal de este array como una [String].\n" "[codeblock]\n" "var array = PackedByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Imprime: 0b2eff\n" "[/codeblock]" #: doc/classes/Array.xml #, fuzzy msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Returns [code]null[/code] if the array is empty. If [param position] is out " "of bounds, an error message is also generated.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/code] " "si el array está vacío, sin mostrar un mensaje de error. Véase también " "[method pop_back].\n" "[b]Nota:[/b] En arrays largos, este método es mucho más lento que [method " "pop_back] debido a que tiene que re-indexar todos los elementos del array " "cada vez que es llamado. Mientras más largo el array, más lento será [method " "pop_front]." #: doc/classes/Array.xml #, fuzzy msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_front]." msgstr "" "Elimina y devuelve el ultimo elemento del array. Devuelve [code]null[/code] " "si el array esta vacio." #: doc/classes/Array.xml #, fuzzy msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without generating an error. See also [method " "pop_back].\n" "[b]Note:[/b] This method shifts every other element's index back, which may " "have a noticeable performance cost, especially on larger arrays." msgstr "" "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/code] " "si el array está vacío, sin mostrar un mensaje de error. Véase también " "[method pop_back].\n" "[b]Note:[/b] En arrays largos, este método es mucho más lento que [method " "pop_back] debido a que tiene que re-indexar todos los elementos del array " "cada vez que es llamado. Mientras más largo el array, más lento será [method " "pop_front]." #: doc/classes/Array.xml #, fuzzy msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" "Concatena un elemento al final del array (alias de [method push_back])." #: doc/classes/Array.xml #, fuzzy msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] This method shifts every other element's index forward, which " "may have a noticeable performance cost, especially on larger arrays." msgstr "" "Añade un elemento al comienzo del array. Véase también [method push_back].\n" "[b]Nota:[/b] En arrays largos, este método es mucho más lento que [method " "push_back] ya que tiene que re-indexar todos los elementos del array cada " "vez que es llamado. Mientras más largo sea el array, más lento será [method " "push_front]." #: doc/classes/Array.xml msgid "" "Calls the given [Callable] for each element in array, accumulates the result " "in [param accum], then returns it.\n" "The [param method] takes two arguments: the current value of [param accum] " "and the current array element. If [param accum] is [code]null[/code] (as by " "default), the iteration will start from the second element, with the first " "one used as initial value of [param accum].\n" "[codeblock]\n" "func sum(accum, number):\n" "\treturn accum + number\n" "\n" "func _ready():\n" "\tprint([1, 2, 3].reduce(sum, 0)) # Prints 6\n" "\tprint([1, 2, 3].reduce(sum, 10)) # Prints 16\n" "\n" "\t# Same as above, but using a lambda function.\n" "\tprint([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "If [method max] is not desirable, this method may also be used to implement " "a custom comparator:\n" "[codeblock]\n" "func _ready():\n" "\tvar arr = [Vector2i(5, 0), Vector2i(3, 4), Vector2i(1, 2)]\n" "\n" "\tvar longest_vec = arr.reduce(func(max, vec): return vec if " "is_length_greater(vec, max) else max)\n" "\tprint(longest_vec) # Prints (3, 4)\n" "\n" "func is_length_greater(a, b):\n" "\treturn a.length() > b.length()\n" "[/codeblock]\n" "This method can also be used to count how many elements in an array satisfy " "a certain condition, similar to [method count]:\n" "[codeblock]\n" "func is_even(number):\n" "\treturn number % 2 == 0\n" "\n" "func _ready():\n" "\tvar arr = [1, 2, 3, 4, 5]\n" "\t# If the current element is even, increment count, otherwise leave count " "the same.\n" "\tvar even_count = arr.reduce(func(count, next): return count + 1 if " "is_even(next) else count, 0)\n" "\tprint(even_count) # Prints 2\n" "[/codeblock]\n" "See also [method map], [method filter], [method any], and [method all]." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Removes the element from the array at the given index ([param position]). If " "the index is out of bounds, this method fails. If the index is negative, " "[param position] is considered relative to the end of the array.\n" "If you need to return the removed element, use [method pop_at]. To remove an " "element by value, use [method erase] instead.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays.\n" "[b]Note:[/b] The [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array, use " "[code]arr.resize(arr.size() - 1)[/code]." msgstr "" "Inserta un nuevo elemento en la posisción dada en el array. La posición debe " "ser valida, o al final de el array([code]pos == size()[/code].\n" "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " "incertado esta cerca al inicio del array (índice 0). Esto es por que todos " "los elementos despues del elemento incertado tienen que ser reindisados." #: doc/classes/Array.xml #, fuzzy msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " "If [param size] is greater, new default elements (usually [code]null[/code]) " "are added, depending on the array's type.\n" "Returns [constant OK] on success, or one of the following [enum Error] " "constants if this method fails: [constant ERR_LOCKED] if the array is read-" "only, [constant ERR_INVALID_PARAMETER] if the size is negative, or [constant " "ERR_OUT_OF_MEMORY] if allocations fail. Use [method size] to find the actual " "size of the array after resize.\n" "[b]Note:[/b] Calling this method once and assigning the new values is faster " "than calling [method append] for every new element." msgstr "" "Cambiar el tamaño del array para contener un numero diferente de elementos. " "Si el array es menor, los elementos so limipiados, si mayor, los nuevos " "elementos son [code]null[/code]." #: doc/classes/Array.xml msgid "Reverses the order of all elements in the array." msgstr "Invierte el orden de todos los elementos del array." #: doc/classes/Array.xml msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the beginning of the array. This " "method is the reverse of [method find]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns the index of the [b]last[/b] element of the array that causes [param " "method] to return [code]true[/code], or [code]-1[/code] if there are none. " "The search's start can be specified with [param from], continuing to the " "beginning of the array. This method is the reverse of [method find_custom]." msgstr "" #: doc/classes/Array.xml msgid "" "Sets the value of the element at the given [param index] to the given [param " "value]. This will not change the size of the array, it only changes the " "value at an index already in the array. This is the same as using the [code]" "[][/code] operator ([code]array[index] = value[/code])." msgstr "" #: doc/classes/Array.xml msgid "" "Shuffles all elements of the array in a random order.\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method pick_random]), this method uses a common, " "global random seed. To get a predictable outcome from this method, see " "[method @GlobalScope.seed]." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns the number of elements in the array. Empty arrays ([code][][/code]) " "always return [code]0[/code]. See also [method is_empty]." msgstr "" "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is " "el vector incidente y [code]b[/code] es el vector normal." #: doc/classes/Array.xml msgid "" "Returns a new [Array] containing this array's elements, from index [param " "begin] (inclusive) to [param end] (exclusive), every [param step] elements.\n" "If either [param begin] or [param end] are negative, their value is relative " "to the end of the array.\n" "If [param step] is negative, this method iterates through the array in " "reverse, returning a slice ordered backwards. For this to work, [param " "begin] must be greater than [param end].\n" "If [param deep] is [code]true[/code], all nested [Array] and [Dictionary] " "elements in the slice are duplicated from the original, recursively. See " "also [method duplicate].\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" "print(letters.slice(0, 2)) # Prints [\"A\", \"B\"]\n" "print(letters.slice(2, -2)) # Prints [\"C\", \"D\"]\n" "print(letters.slice(-2, 6)) # Prints [\"E\", \"F\"]\n" "\n" "print(letters.slice(0, 6, 2)) # Prints [\"A\", \"C\", \"E\"]\n" "print(letters.slice(4, 1, -1)) # Prints [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array in ascending order. The final order is dependent on the " "\"less than\" ([code]<[/code]) comparison between elements.\n" "[codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent " "elements (such as [code]2[/code] and [code]2.0[/code]) may have their order " "changed when calling [method sort]." msgstr "" #: doc/classes/Array.xml msgid "" "Sorts the array using a custom [Callable].\n" "[param func] is called as many times as necessary, receiving two array " "elements as arguments. The function should return [code]true[/code] if the " "first element should be moved [i]before[/i] the second one, otherwise it " "should return [code]false[/code].\n" "[codeblock]\n" "func sort_ascending(a, b):\n" "\tif a[1] < b[1]:\n" "\t\treturn true\n" "\treturn false\n" "\n" "func _ready():\n" "\tvar my_items = [[\"Tomato\", 5], [\"Apple\", 9], [\"Rice\", 4]]\n" "\tmy_items.sort_custom(sort_ascending)\n" "\tprint(my_items) # Prints [[\"Rice\", 4], [\"Tomato\", 5], [\"Apple\", 9]]\n" "\n" "\t# Sort descending, using a lambda function.\n" "\tmy_items.sort_custom(func(a, b): return a[1] > b[1])\n" "\tprint(my_items) # Prints [[\"Apple\", 9], [\"Tomato\", 5], [\"Rice\", 4]]\n" "[/codeblock]\n" "It may also be necessary to use this method to sort strings by natural " "order, with [method String.naturalnocasecmp_to], as in the following " "example:\n" "[codeblock]\n" "var files = [\"newfile1\", \"newfile2\", \"newfile10\", \"newfile11\"]\n" "files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(files) # Prints [\"newfile1\", \"newfile2\", \"newfile10\", " "\"newfile11\"]\n" "[/codeblock]\n" "[b]Note:[/b] In C#, this method is not supported.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when calling this method.\n" "[b]Note:[/b] You should not randomize the return value of [param func], as " "the heapsort algorithm expects a consistent result. Randomizing the return " "value will result in unexpected behavior." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array's size or its elements are different " "than [param right]'s." msgstr "Devuelve [code]true[/code] si el [AABB] es plano o vacío." #: doc/classes/Array.xml msgid "" "Appends the [param right] array to the left operand, creating a new [Array]. " "This is also known as an array concatenation.\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # Prints [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" "Godot.Collections.Array array1 = [\"One\", 2];\n" "Godot.Collections.Array array2 = [3, \"Four\"];\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] For existing arrays, [method append_array] is much more " "efficient than concatenation and assignment with the [code]+=[/code] " "operator." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is less than [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is less or equal to [param right]'s, otherwise returns " "[code]false[/code]." msgstr "" "Compara los elementos de ambos arrays en orden, empezando desde el índice " "[code]0[/code] y terminando en el último índice en común entre ambos arrays. " "Para cada par de elementos, devuelve [code]true[/code] si el elemento de " "este array es menor que el de [param right], [code]false[/code] si este " "elemento es mayor. De lo contrario, continúa con el siguiente par.\n" "Si todos los elementos buscados son iguales, devuelve [code]true[/code] si " "el tamaño de este array es menor o igual que el de [param right], de lo " "contrario devuelve [code]false[/code]." #: doc/classes/Array.xml msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes and contents of the arrays are equal, " "[code]false[/code] otherwise." msgstr "" "Compara el operando izquierdo [Array] contra el [Array] en [param right] . " "Devuelve [code]true[/code] si los tamaños y contenidos de los arrays son " "iguales, [code]false[/code] en caso contrario." #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is greater than [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" "Compara los elementos de ambos arrays en orden, empezando desde el índice " "[code]0[/code] y terminando en el último índice en común entre ambos arrays. " "Para cada par de elementos, devuelve [code]true[/code] si el elemento de " "este array es mayor que el de [param right], [code]false[/code] si este " "elemento es menor. De lo contrario, continúa con el siguiente par.\n" "Si todos los elementos buscados son iguales, devuelve [code]true[/code] si " "el tamaño de este array es mayor que el de [param right], de lo contrario " "devuelve [code]false[/code]." #: doc/classes/Array.xml msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this " "array's size is greater or equal to [param right]'s, otherwise returns " "[code]false[/code]." msgstr "" "Compara los elementos de ambos arrays en orden, empezando desde el índice " "[code]0[/code] y terminando en el último índice en común entre ambos arrays. " "Para cada par de elementos, devuelve [code]true[/code] si el elemento de " "este array es mayor que el de [param right], [code]false[/code] si este " "elemento es menor. De lo contrario, continúa con el siguiente par.\n" "Si todos los elementos buscados son iguales, devuelve [code]true[/code] si " "el tamaño de este array es mayor o igual que el de [param right], de lo " "contrario devuelve [code]false[/code]." #: doc/classes/Array.xml msgid "" "Returns the [Variant] element at the specified [param index]. Arrays start " "at index 0. If [param index] is greater or equal to [code]0[/code], the " "element is fetched starting from the beginning of the array. If [param " "index] is a negative value, the element is fetched starting from the end. " "Accessing an array out-of-bounds will cause a run-time error, pausing the " "project execution if run from the editor." msgstr "" "Devuelve el elemento [Variant] en el [param index] especificado. Los arrays " "comienzan en el índice 0. Si [param index] es mayor o igual que [code]0[/" "code], el elemento se obtiene comenzando desde el principio del array. Si " "[param index] es un valor negativo, el elemento se obtiene comenzando desde " "el final. El acceso a un array fuera de los límites provocará un error en " "tiempo de ejecución, pausando la ejecución del proyecto si se ejecuta desde " "el editor." #: doc/classes/ArrayMesh.xml msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" "Tipo [Mesh] que provee la funcionalidad para construir una superficie desde " "arrays." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "Vector3[] vertices =\n" "[\n" "\tnew Vector3(0, 1, 0),\n" "\tnew Vector3(1, 0, 0),\n" "\tnew Vector3(0, 0, 1),\n" "];\n" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" "Godot.Collections.Array arrays = [];\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// Create the Mesh.\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" "El [ArrayMesh] es utilizado para construir una [Mesh] especificando los " "atributos como arrays.\n" "El ejemplo mas basicos es la creacion de un unico triangulo:\n" "[codeblock]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# Inicializa el ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Crea la Mesh(Malla)\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "La [MeshInstance] esta preparada para ser añadida a la [SceneTree] para ser " "mostrado.\n" "Véase también [ImmediateGeometry], [MeshDataTool] y [SurfaceTool] para " "generacion de geometria procedimental.\n" "[b]Nota:[/b] Godot [url=https://learnopengl.com/Advanced-OpenGL/Face-" "culling]usa orden en el sentido del reloj[url] para las cara frontales de " "los modos primitivos de triangulo." #: doc/classes/ArrayMesh.xml msgid "Procedural geometry using the ArrayMesh" msgstr "Geometría procedimental usando ArrayMesh" #: doc/classes/ArrayMesh.xml msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" "Añade un nombre a una forma de mezcla que se añadira con [method " "add_surface_from_arrays]. Debe ser llamada antes que la superficie sea " "añadida." #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" "The [param arrays] argument is an array of arrays. Each of the [constant " "Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " "this surface as described by the corresponding member of [enum " "Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For " "example, [code]arrays[0][/code] is the array of vertices. That first vertex " "sub-array is always required; the others are optional. Adding an index array " "puts this surface into \"index mode\" where the vertex and other arrays " "become the sources of data and the index array defines the vertex order. All " "sub-arrays must have the same length as the vertex array (or be an exact " "multiple of the vertex array's length, when multiple elements of a sub-array " "correspond to a single vertex) or be empty, except for [constant " "Mesh.ARRAY_INDEX] if it is used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " "Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] " "and all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents an LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " "distance at which the LOD stats being used. I.e., increasing the key of an " "LOD also increases the distance that the objects has to be from the camera " "before the LOD is used.\n" "The [param flags] argument is the bitwise OR of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant " "Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant " "Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Note:[/b] When using indices, it is recommended to only use points, " "lines, or triangles." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Elimina todos las formas de mezcla de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "Elimina todas las superificies de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "Devuelve el numero de formas de mezcla que el [ArrayMesh] posee." #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "Devuelve el nombre de la forma de mezcla de este indice." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "" "Realiza un desenvolvimiento UV en el [ArrayMesh] para preparar la malla para " "el mapeo de luces." #: doc/classes/ArrayMesh.xml msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "" "Regenera las tangentes para cada una de las superficies del [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Sets the name of the blend shape at this index." msgstr "Establece el nombre de la blendshape en este indice." #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "Devuelve el indice de la primer superficie con este nombre mantenido dentro " "de este [ArrayMesh]. Si no es encontrado, -1 es devuelto." #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "Devuelve la longitud en indices del array de indices de la superificie " "solicitada( ver [method add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "Devuelve la longitud en vertices del array de vertice en la superficie " "solicitada (ver[method add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Devuelve la mascara de formato de la superficie solicitada (ver[method " "add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Gets the name assigned to this surface." msgstr "Obtiene el nombre asignado a esta superficie." #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Devuelve el tipo primitivo de la superficie solicitada (véase [method " "add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml doc/classes/RenderingServer.xml msgid "" "Removes the surface at the given index from the Mesh, shifting surfaces with " "higher index down by one." msgstr "" "Elimina la superficie en el índice dado de la Mesh, desplazando las " "superficies con un índice mayor hacia abajo en uno." #: doc/classes/ArrayMesh.xml doc/classes/ImporterMesh.xml msgid "Sets a name for a given surface." msgstr "Obtiene un nombre para una superficie dada." #: doc/classes/ArrayMesh.xml msgid "The blend shape mode." msgstr "El modo de blendshape." #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" "Sobrescribe el [AABB] con uno definido por usuario para el uso con el " "tronco(frustum). Especialmente util para evitar inesperadas selecciones " "cuando se use un shader a vertices desplazados." #: doc/classes/ArrayMesh.xml msgid "" "An optional mesh which can be used for rendering shadows and the depth " "prepass. Can be used to increase performance by supplying a mesh with fused " "vertices and only vertex position data (without normals, UVs, colors, " "etc.).\n" "[b]Note:[/b] This mesh must have exactly the same vertex positions as the " "source mesh (including the source mesh's LODs, if present). If vertex " "positions differ, then the mesh will not draw correctly." msgstr "" "Una malla opcional que puede ser usada para renderizar sombras y el pre-pase " "de profundidad. Puede ser usada para aumentar el rendimiento suministrando " "una malla con vértices fusionados y solo datos de posición del vértice (sin " "normales, UVs, colores, etc.).\n" "[b]Nota:[/b] Esta malla debe tener exactamente las mismas posiciones de " "vértice que la malla fuente (incluyendo los LODs de la malla fuente, si " "están presentes). Si las posiciones de los vértices difieren, entonces la " "malla no se dibujará correctamente." #: doc/classes/ArrayOccluder3D.xml #, fuzzy msgid "" "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" "Forma de polígono 3D para usar con el \"occlusion culling\" en " "[OccluderInstance3D]." #: doc/classes/ArrayOccluder3D.xml #, fuzzy msgid "" "[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by " "the engine's occlusion culling system. This is analogous to [ArrayMesh], but " "for occluders.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[ArrayOccluder3D] almacena una forma de polígono 3D arbitraria que puede ser " "usada por el sistema de \"occlusion culling\" del motor. Esto es análogo a " "[ArrayMesh], pero para oclusores.\n" "Consulta la documentación de [OccluderInstance3D] para obtener instrucciones " "sobre cómo configurar el \"occlusion culling\"." #: doc/classes/ArrayOccluder3D.xml doc/classes/BoxOccluder3D.xml #: doc/classes/Occluder3D.xml doc/classes/OccluderInstance3D.xml #: doc/classes/PolygonOccluder3D.xml doc/classes/QuadOccluder3D.xml #: doc/classes/SphereOccluder3D.xml msgid "Occlusion culling" msgstr "Occlusion Culling" #: doc/classes/ArrayOccluder3D.xml msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" "Establece [member indices] y [member vertices], mientras actualiza el " "oclusor final solo una vez después de que ambos valores han sido " "establecidos." #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "La posición del índice del oclusor. Los índices determinan qué puntos del " "array [member vertices] deben dibujarse, y en qué orden.\n" "[b]Nota:[/b] El oclusor siempre se actualiza después de establecer este " "valor. Si estás creando oclusores por procedimiento, considera usar [method " "set_arrays] en su lugar para evitar actualizar el oclusor dos veces cuando " "se crea." #: doc/classes/ArrayOccluder3D.xml msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "Las posiciones de los vértices del oclusor en coordenadas 3D locales.\n" "[b]Nota:[/b] El oclusor siempre se actualiza después de establecer este " "valor. Si estás creando oclusores por procedimiento, considera usar [method " "set_arrays] en su lugar para evitar actualizar el oclusor dos veces cuando " "se crea." #: doc/classes/AspectRatioContainer.xml msgid "A container that preserves the proportions of its child controls." msgstr "Un contenedor que conserva las proporciones de sus controles hijos." #: doc/classes/AspectRatioContainer.xml msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" "Un tipo de contenedor que organiza sus controles secundarios de una manera " "que preserva sus proporciones automáticamente cuando el contenedor se " "redimensiona. Útil cuando un contenedor tiene un tamaño dinámico y los nodos " "secundarios deben ajustar sus tamaños en consecuencia sin perder sus " "relaciones de aspecto." #: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml #: doc/classes/CenterContainer.xml doc/classes/Container.xml #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml #: doc/classes/HBoxContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml #: doc/classes/VBoxContainer.xml doc/classes/VFlowContainer.xml #: doc/classes/VSplitContainer.xml msgid "Using Containers" msgstr "Usar Contenedores" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "Especifica la posición relativa horizontal de los controles hijos." #: doc/classes/AspectRatioContainer.xml msgid "Specifies the vertical relative position of child controls." msgstr "Especifica la posición relativa vertical de los controles hijos." #: doc/classes/AspectRatioContainer.xml msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" "La proporción de aspecto que se aplicará a los controles hijos. Esta es la " "anchura dividida por la altura. La proporción depende del [member " "stretch_mode]." #: doc/classes/AspectRatioContainer.xml msgid "The stretch mode used to align child controls." msgstr "El modo de estiramiento utilizado para alinear los controles hijos." #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" "La altura de los controles hijos se ajusta automáticamente en función del " "ancho del contenedor." #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" "El ancho de los controles secundarios se ajusta automáticamente según la " "altura del contenedor." #: doc/classes/AspectRatioContainer.xml msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" "El rectángulo delimitador de los controles hijos se ajusta automáticamente " "para encajar dentro del contenedor manteniendo la proporción de aspecto." #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" "El ancho y el alto de los controles secundarios se ajustan automáticamente " "para que su rectángulo delimitador cubra toda el área del contenedor, " "manteniendo al mismo tiempo la relación de aspecto.\n" "Cuando el rectángulo delimitador de los controles secundarios excede el " "tamaño del contenedor y [member Control.clip_contents] está habilitado, esto " "permite mostrar solo el área del contenedor restringida por su propio " "rectángulo delimitador." #: doc/classes/AspectRatioContainer.xml msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "" "Alinea los controles hijos con el comienzo (izquierdo o superior) del " "contenedor." #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the center of the container." msgstr "Alinea los controles hijos con el centro del contenedor." #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" "Alinea los controles hijos con el extremo (derecho o inferior) del " "contenedor." #: doc/classes/AStar2D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 2D space." msgstr "" "Una implementación de A* para encontrar el camino más corto entre dos " "vértices en un grafo conectado en un espacio 2D." #: doc/classes/AStar2D.xml msgid "" "An implementation of the A* algorithm, used to find the shortest path " "between two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" "Una implementación del algoritmo A*, utilizado para encontrar el camino más " "corto entre dos vértices en un grafo conectado en un espacio 2D.\n" "Consulta [AStar3D] para obtener una explicación más detallada sobre cómo " "usar esta clase. [AStar2D] es un envoltorio para [AStar3D] que aplica " "coordenadas 2D." #: doc/classes/AStar2D.xml doc/classes/AStarGrid2D.xml #: doc/classes/PackedVector2Array.xml msgid "Grid-based Navigation with AStarGrid2D Demo" msgstr "Demo de Navegación basada en cuadrícula con AStarGrid2D" #: doc/classes/AStar2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "Llamado al calcular el coste entre dos puntos conectados.\n" "Ten en cuenta que esta función está oculta en la clase [AStar2D] por defecto." #: doc/classes/AStar2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "Se llama cuando se calcula el coste entre un punto y punto final de un " "trayecto.\n" "Nota que esta función está oculta en la clase [AStar2D] por defecto." #: doc/classes/AStar2D.xml msgid "" "Called when neighboring enters processing and if [member " "neighbor_filter_enabled] is [code]true[/code]. If [code]true[/code] is " "returned the point will not be processed.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "Llamado cuando un vecino entra en el procesamiento y si [member " "neighbor_filter_enabled] es [code]true[/code]. Si se devuelve [code]true[/" "code], el punto no se procesará.\n" "Ten en cuenta que esta función está oculta en la clase [AStar2D] por defecto." #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "Añade un nuevo punto en la posicion dada con el identificador dado. El " "algoritmo prefiere puntos con bajos [code]weight_scale[/code] para formar " "una ruta El [code]id[/code] debe ser 0 or mayor, y el [code]weight_scale[/" "code] debe ser 1 o mayor.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1,0), 4) # Añade el punto (1, 0) con weight_scale " "4 e id 1\n" "[/ocdeblock]\n" "Si ya existe un punto para el [code]id[/code], su posicion y peso seran " "actualizados con los pesos dados." #: doc/classes/AStar2D.xml msgid "" "Returns whether there is a connection/segment between the given points. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "Devuelve si existe una conexión/segmento entre los puntos dados. Si [param " "bidirectional] es [code]false[/code], devuelve si el movimiento desde [param " "id] a [param to_id] es posible a través de este segmento." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Clears all the points and segments." msgstr "Limpia todos los puntos y segmentos." #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Crea un segmento entre los puntos dados. Si [code]bidirectional[/code] es " "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/" "code] es permitido, no la direccion inversa.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Deletes the segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" "Elimina el segmento entre los puntos dados. Si [param bidirectional] es " "[code]false[/code], solo el movimiento desde [param id] a [param to_id] se " "impide, y un segmento unidireccional posiblemente permanece." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" "Devuelve el punto de Ide proximo disponible con ningun punto asociado a el." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the ID of the closest point to [param to_position], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" "Devuelve el ID del punto más cercano a [param to_position], opcionalmente " "teniendo en cuenta los puntos desactivados. Devuelve [code]-1[/code] si no " "hay puntos en el grupo de puntos.\n" "[b]Nota:[/b] Si varios puntos son los más cercanos a [param to_position], se " "devolverá el que tenga el ID más pequeño, lo que garantiza un resultado " "determinista." #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Returns (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "Devuelve el punto mas cercano a [code]to_position[/code] que reside dentro " "de un segmento entre dos puntos conectados.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1,2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Devuelve " "(0, 3)\n" "[/codeblock]\n" "El resultado esta dentro del segmento que van desde [code]y = 0[/code] a " "[code]y = 5[/code]. Es la posicion mas cercana en el segmento al punto dado." #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "Devuelve un array con los ID de los puntos que forman la ruta encontrada por " "AStar2D entre los puntos dados. El array es ordenado desde el punto inicial " "al punto final de la ruta.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0,0))\n" "astar.add_point(2, Vertor2(0, 1), 1) # Por defecto el peso es 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2,0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Devuelve [1, 2, 3]\n" "[/codeblock]\n" "Si tu cambias el peso del segundo punto a 3, entonces el resultado sera " "[code][1, 4, 3][/code], porque ahora aunque la distancia es mayor, cuesta " "menos ir a traves del punto 4 que des punto 2." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" "Devuelve la capacidad de la estructura que respalda los puntos, útil en " "conjunto con [method reserve_space]." #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un array con los ID de los puntos que forman la conexion con los " "puntos dados.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var vecinos = astar.get_point_connections(1) # Devuelve [2, 3]\n" "[/codeblock]" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns the number of points currently in the points pool." msgstr "Devuelve el numero de puntos actualmente en el grupo(pool) de puntos." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns an array of all point IDs." msgstr "Devuelve un array de todos los ID de los puntos." #: doc/classes/AStar2D.xml msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe; it can only be used from a " "single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " "access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." msgstr "" "Devuelve un array con los puntos que están en la ruta encontrada por AStar2D " "entre los puntos dados. El array se ordena desde el punto de inicio hasta el " "punto final de la ruta.\n" "Si no hay una ruta válida al destino, y [param allow_partial_path] es " "[code]true[/code], devuelve una ruta al punto más cercano al destino que se " "puede alcanzar.\n" "[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde " "un único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " "exclusivo a un hilo para evitar condiciones de carrera.\n" "Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " "[param to_id] está deshabilitado, la búsqueda puede tardar un tiempo " "inusualmente largo en finalizar." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "Returns the position of the point associated with the given [param id]." msgstr "Devuelve la posición del punto asociado con el [param id] dado." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml doc/classes/AStarGrid2D.xml msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "Devuelve la escala de peso del punto asociado con el [param id] dado." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Returns whether a point associated with the given [param id] exists." msgstr "Devuelve si existe un punto asociado con el [param id] dado." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" "Devuelve si un punto esta deshabilitado or no para el buscador de rutas. Por " "defecto, todos los puntos estan habilitados." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "Elimina el punto asociado con el [param id] dado del grupo de puntos." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid." msgstr "" "Reserva espacio internamente para [param num_nodes] puntos. Útil si vas a " "añadir un número grande conocido de puntos a la vez, como puntos en una " "cuadrícula." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" "Deshabilita o habilita el punto especificado para el buscador de rutas. Util " "para crear obstaculos temporales." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "Sets the [param position] for the point with the given [param id]." msgstr "Establece la [param position] para el punto con el [param id] dado." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point." msgstr "" "Establece el [param weight_scale] para el punto con el [param id] dado. El " "[param weight_scale] se multiplica por el resultado de [method " "_compute_cost] al determinar el coste total de viajar a través de un " "segmento desde un punto vecino a este punto." #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" "If [code]true[/code] enables the filtering of neighbors via [method " "_filter_neighbor]." msgstr "" "Si es [code]true[/code], habilita el filtrado de vecinos a través de [method " "_filter_neighbor]." #: doc/classes/AStar3D.xml msgid "" "An implementation of A* for finding the shortest path between two vertices " "on a connected graph in 3D space." msgstr "" "Una implementación de A* para encontrar el camino más corto entre dos " "vértices en un grafo conectado en un espacio 3D." #: doc/classes/AStar3D.xml msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " "performance and accuracy. Godot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " "path between two points with the [method are_points_connected] function, get " "a path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a " "script that extends [AStar3D] and override the methods [method " "_compute_cost] and [method _estimate_cost]. Both should take two point IDs " "and return the distance between the corresponding points.\n" "[b]Example:[/b] Use Manhattan distance instead of Euclidean distance:\n" "[codeblocks]\n" "[gdscript]\n" "class_name MyAStar3D\n" "extends AStar3D\n" "\n" "func _compute_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "\n" "func _estimate_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "\n" "[GlobalClass]\n" "public partial class MyAStar3D : AStar3D\n" "{\n" "\tpublic override float _ComputeCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "\n" "\tpublic override float _EstimateCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" "A* (A Star) es un algoritmo informático utilizado en la búsqueda de rutas y " "el recorrido de grafos, el proceso de trazar rutas cortas entre vértices " "(puntos), pasando por un conjunto dado de aristas (segmentos). Goza de un " "uso generalizado debido a su rendimiento y precisión. La implementación de " "A* de Godot utiliza puntos en el espacio 3D y distancias euclidianas por " "defecto.\n" "Debes añadir puntos manualmente con [method add_point] y crear segmentos " "manualmente con [method connect_points]. Una vez hecho, puedes comprobar si " "hay una ruta entre dos puntos con la función [method are_points_connected], " "obtener una ruta que contenga índices con [method get_id_path], o una que " "contenga coordenadas reales con [method get_point_path].\n" "También es posible utilizar distancias no euclidianas. Para ello, crea un " "script que extienda [AStar3D] y sobrescribe los métodos [method " "_compute_cost] y [method _estimate_cost]. Ambos deben tomar dos ID de puntos " "y devolver la distancia entre los puntos correspondientes.\n" "[b]Ejemplo:[/b] Usa la distancia Manhattan en lugar de la distancia " "euclidiana:\n" "[codeblocks]\n" "[gdscript]\n" "class_name MyAStar3D\n" "extends AStar3D\n" "\n" "func _compute_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "\n" "func _estimate_cost(u, v):\n" "\tvar u_pos = get_point_position(u)\n" "\tvar v_pos = get_point_position(v)\n" "\treturn abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " "v_pos.z)\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "\n" "[GlobalClass]\n" "public partial class MyAStar3D : AStar3D\n" "{\n" "\tpublic override float _ComputeCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "\n" "\tpublic override float _EstimateCost(long fromId, long toId)\n" "\t{\n" "\t\tVector3 fromPoint = GetPointPosition(fromId);\n" "\t\tVector3 toPoint = GetPointPosition(toId);\n" "\t\treturn Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " "toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] debería devolver un límite inferior de la distancia, " "es decir, [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Esto " "sirve como una pista para el algoritmo porque el [method _compute_cost] " "personalizado podría ser computacionalmente pesado. Si este no es el caso, " "haz que [method _estimate_cost] devuelva el mismo valor que [method " "_compute_cost] para proporcionar al algoritmo la información más precisa.\n" "Si se utilizan los métodos predeterminados [method _estimate_cost] y [method " "_compute_cost], o si el método [method _estimate_cost] proporcionado " "devuelve un límite inferior del costo, entonces las rutas devueltas por A* " "serán las rutas de menor costo. Aquí, el costo de una ruta es igual a la " "suma de los resultados de [method _compute_cost] de todos los segmentos en " "la ruta multiplicada por las [code]weight_scale[/code]s de los puntos " "finales de los segmentos respectivos. Si se utilizan los métodos " "predeterminados y las [code]weight_scale[/code]s de todos los puntos se " "establecen en [code]1.0[/code], entonces esto es igual a la suma de las " "distancias euclidianas de todos los segmentos en la ruta." #: doc/classes/AStar3D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "Se llama al calcular el coste entre dos puntos conectados.\n" "Ten en cuenta que esta función está oculta en la clase [AStar3D] " "predeterminada." #: doc/classes/AStar3D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "Se llama al estimar el coste entre un punto y el punto final del camino.\n" "Ten en cuenta que esta función está oculta en la clase [AStar3D] " "predeterminada." #: doc/classes/AStar3D.xml msgid "" "Called when neighboring point enters processing and if [member " "neighbor_filter_enabled] is [code]true[/code]. If [code]true[/code] is " "returned the point will not be processed.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "Se llama cuando un punto vecino entra en el procesamiento y si [member " "neighbor_filter_enabled] es [code]true[/code]. Si se devuelve [code]true[/" "code], el punto no se procesará.\n" "Ten en cuenta que esta función está oculta en la clase [AStar3D] " "predeterminada." #: doc/classes/AStar3D.xml msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "Añade un nuevo punto en la posición dada con el identificador dado. El " "[param id] debe ser 0 o mayor, y el [param weight_scale] debe ser 0.0 o " "mayor.\n" "El [param weight_scale] se multiplica por el resultado de [method " "_compute_cost] al determinar el coste total de viajar a través de un " "segmento desde un punto vecino a este punto. Por lo tanto, en igualdad de " "condiciones, el algoritmo prefiere los puntos con [param weight_scale]s más " "bajos para formar un camino.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Añade el punto (1, 0, 0) con " "weight_scale 4 e id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Añade el punto (1, 0, 0) con " "weight_scale 4 e id 1\n" "[/csharp]\n" "[/codeblocks]\n" "Si ya existe un punto para el [param id] dado, su posición y escala de peso " "se actualizan a los valores dados." #: doc/classes/AStar3D.xml msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "Devuelve si los dos puntos dados están directamente conectados por un " "segmento. Si [param bidirectional] es [code]false[/code], devuelve si el " "movimiento desde [param id] a [param to_id] es posible a través de este " "segmento." #: doc/classes/AStar3D.xml msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Crea un segmento entre los puntos dados. Si [param bidirectional] es " "[code]false[/code], solo el movimiento desde [param id] hasta [param to_id] " "está permitido, no en la dirección inversa.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AStar3D.xml msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Returns (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "Devuelve la posición más cercana a [param to_position] que reside dentro de " "un segmento entre dos puntos conectados.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Devuelve " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Devuelve (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "El resultado está en el segmento que va desde [code]y = 0[/code] hasta " "[code]y = 5[/code]. Es la posición más cercana en el segmento al punto dado." #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar3D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is disabled the search may take an unusually long time to finish.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "Devuelve un array con los ID de los puntos que forman el camino encontrado " "por AStar3D entre los puntos dados. El array está ordenado desde el punto de " "inicio hasta el punto final del camino.\n" "Si no hay un camino válido hacia el objetivo, y [param allow_partial_path] " "es [code]true[/code], devuelve un camino al punto más cercano al objetivo " "que se pueda alcanzar.\n" "[b]Nota:[/b] Cuando [param allow_partial_path] es [code]true[/code] y [param " "to_id] está deshabilitado, la búsqueda puede tardar mucho tiempo en " "terminar.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # El peso por defecto es 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "Si tu cambias el peso del segundo punto a 3, entonces el resultado será " "[code][1, 4, 3][/code] en su lugar, porque ahora, aunque la distancia sea " "mayor, es \"más fácil\" pasar por el punto 4 que por el punto 2." #: doc/classes/AStar3D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un array con los ID de los puntos que forman la conneccion con el " "punto dado.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var vecinos = astar.get_point_connections(1) # Devuelve [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "long[] vecinos = astar.GetPointConnections(1); // Devuelve [2, 3]\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe; it can only be used from a " "single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " "access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is disabled the search may take an unusually long time to " "finish." msgstr "" "Devuelve un array con los puntos que están en la ruta encontrada por AStar3D " "entre los puntos dados. El array se ordena desde el punto de inicio hasta el " "punto final de la ruta.\n" "Si no hay una ruta válida al destino, y [param allow_partial_path] es " "[code]true[/code], devuelve una ruta al punto más cercano al destino que se " "puede alcanzar.\n" "[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde " "un único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " "exclusivo a un hilo para evitar condiciones de carrera.\n" "Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " "[param to_id] está deshabilitado, la búsqueda puede tardar un tiempo " "inusualmente largo en finalizar." #: doc/classes/AStarGrid2D.xml msgid "" "An implementation of A* for finding the shortest path between two points on " "a partial 2D grid." msgstr "" "Una implementación de A* para encontrar el camino más corto entre dos puntos " "en una cuadrícula 2D parcial." #: doc/classes/AStarGrid2D.xml msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually " "create points and connect them together. This class also supports multiple " "types of heuristics, modes for diagonal movement, and a jumping mode to " "speed up calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints " "[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // Prints " "[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "Prints [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" " "with [method set_point_solid]." msgstr "" "[AStarGrid2D] es una variante de [AStar2D] que se especializa en cuadrículas " "2D parciales. Es más sencillo de usar porque no requiere que crees " "manualmente los puntos y los conectes. Esta clase también admite múltiples " "tipos de heurísticas, modos para el movimiento diagonal y un modo de salto " "para acelerar los cálculos.\n" "Para usar [AStarGrid2D], solo necesitas establecer la [member region] de la " "cuadrícula, opcionalmente establecer el [member cell_size] y luego llamar al " "método [method update]:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Imprime [(0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Imprime " "[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // Imprime " "[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "Imprime [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" "[/csharp]\n" "[/codeblocks]\n" "Para eliminar un punto de la cuadrícula de búsqueda de trayectos, debes " "establecerlo como \"sólido\" con [method set_point_solid]." #: doc/classes/AStarGrid2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "Llamado al calcular el coste entre dos puntos conectados.\n" "Ten en cuenta que esta función está oculta en la clase [AStarGrid2D] por " "defecto." #: doc/classes/AStarGrid2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "Llamado al estimar el coste entre un punto y el punto final del camino.\n" "Ten en cuenta que esta función está oculta en la clase [AStarGrid2D] por " "defecto." #: doc/classes/AStarGrid2D.xml msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "" "Limpia la cuadrícula y establece [member region] a [code]Rect2i(0, 0, 0, 0)[/" "code]." #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Rellena la [param region] dada en la cuadrícula con el valor especificado " "para la bandera de sólido.\n" "[b]Nota:[/b] No es necesario llamar a [method update] después de la llamada " "a esta función." #: doc/classes/AStarGrid2D.xml msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Rellena la [param region] dada en la cuadrícula con el valor especificado " "para la escala de peso.\n" "[b]Nota:[/b] No es necesario llamar a [method update] después de la llamada " "a esta función." #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " "to_id] is solid the search may take an unusually long time to finish." msgstr "" "Devuelve un array con los ID de los puntos que forman el camino encontrado " "por AStar2D entre los puntos dados. El array se ordena desde el punto de " "inicio hasta el punto final del trayecto.\n" "Si no hay un trayecto válido hacia el objetivo, y [param allow_partial_path] " "es [code]true[/code], devuelve un camino al punto más cercano al objetivo " "que se puede alcanzar.\n" "[b]Nota:[/b] Cuando [param allow_partial_path] es [code]true[/code] y [param " "to_id] es sólido, la búsqueda puede tardar un tiempo inusualmente largo en " "finalizar." #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array of dictionaries with point data ([code]id[/code]: " "[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " "[code]weight_scale[/code]: [float]) within a [param region]." msgstr "" "Devuelve un array de diccionarios con información de los puntos ([code]id[/" "code]: [Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: " "[bool], [code]weight_scale[/code]: [float]) dentro de una [param region]." #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that " "can be reached.\n" "[b]Note:[/b] This method is not thread-safe; it can only be used from a " "single [Thread] at a given time. Consider using [Mutex] to ensure exclusive " "access to one thread to avoid race conditions.\n" "Additionally, when [param allow_partial_path] is [code]true[/code] and " "[param to_id] is solid the search may take an unusually long time to finish." msgstr "" "Devuelve un array con los puntos que están en la ruta encontrada por " "[AStarGrid2D] entre los puntos dados. El array se ordena desde el punto de " "inicio hasta el punto final del camino.\n" "Si no hay un camino válido hacia el objetivo, y [param allow_partial_path] " "es [code]true[/code], devuelve un camino al punto más cercano al objetivo " "que se puede alcanzar.\n" "[b]Nota:[/b] Este método no es seguro para hilos; solo se puede usar desde " "un único [Thread] a la vez. Considera usar [Mutex] para asegurar el acceso " "exclusivo a un hilo para evitar condiciones de carrera.\n" "Adicionalmente, cuando [param allow_partial_path] es [code]true[/code] y " "[param to_id] es sólido, la búsqueda puede tardar un tiempo inusualmente " "largo en finalizar." #: doc/classes/AStarGrid2D.xml msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "" "Indica que los parámetros de la cuadrícula se han cambiado y que es " "necesario llamar a [method update]." #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" "Devuelve [code]true[/code] si [param x] e [param y] son coordenadas de " "cuadrícula válidas (id), es decir, si están dentro de [member region]. " "Equivalente a [code]region.has_point(Vector2i(x, y))[/code]." #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(id)[/code]." msgstr "" "Devuelve [code]true[/code] si el vector [param id] es una coordenada de " "cuadrícula válida, es decir, si está dentro de [member region]. Equivalente " "a [code]region.has_point(id)[/code]." #: doc/classes/AStarGrid2D.xml msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By " "default, all points are enabled." msgstr "" "Devuelve [code]true[/code] si un punto está deshabilitado para la búsqueda " "de trayectos. Por defecto, todos los puntos están habilitados." #: doc/classes/AStarGrid2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making " "an obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Deshabilita o habilita el punto especificado para la búsqueda de trayectos. " "Útil para crear un obstáculo. Por defecto, todos los puntos están " "habilitados.\n" "[b]Nota:[/b] No es necesario llamar a [method update] después de llamar a " "esta función." #: doc/classes/AStarGrid2D.xml msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Establece el [param weight_scale] para el punto con el [param id] dado. El " "[param weight_scale] se multiplica por el resultado de [method " "_compute_cost] al determinar el coste general de viajar a través de un " "segmento desde un punto vecino a este punto.\n" "[b]Nota:[/b] No es necesario llamar a [method update] después de llamar a " "esta función." #: doc/classes/AStarGrid2D.xml msgid "" "Updates the internal state of the grid according to the parameters to " "prepare it to search the path. Needs to be called if parameters like [member " "region], [member cell_size] or [member offset] are changed. [method " "is_dirty] will return [code]true[/code] if this is the case and this needs " "to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" "Actualiza el estado interno de la cuadrícula de acuerdo con los parámetros " "para prepararla para buscar la ruta. Necesita ser llamado si los parámetros " "como [member region], [member cell_size] o [member offset] cambian. [method " "is_dirty] devolverá [code]true[/code] si este es el caso y esto necesita ser " "llamado.\n" "[b]Nota:[/b] Todos los datos de los puntos (solidez y escala de peso) se " "borrarán." #: doc/classes/AStarGrid2D.xml msgid "" "The cell shape. Affects how the positions are placed in the grid. If " "changed, [method update] needs to be called before finding the next path." msgstr "" "La forma de la celda. Afecta a cómo se colocan las posiciones en la " "cuadrícula. Si se cambia, es necesario llamar a [method update] antes de " "encontrar el siguiente trayecto." #: doc/classes/AStarGrid2D.xml msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "El tamaño de la celda de punto que se aplicará para calcular la posición del " "punto resultante devuelta por [method get_point_path]. Si se cambia, es " "necesario llamar a [method update] antes de encontrar el siguiente trayecto." #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between two points if [method _compute_cost] was not overridden." msgstr "" "La [enum Heuristic] predeterminada que se utilizará para calcular el coste " "entre dos puntos si [method _compute_cost] no se ha sobreescrito." #: doc/classes/AStarGrid2D.xml msgid "" "The default [enum Heuristic] which will be used to calculate the cost " "between the point and the end point if [method _estimate_cost] was not " "overridden." msgstr "" "La [enum Heuristic] predeterminada que se utilizará para calcular el coste " "entre el punto y el punto final si [method _estimate_cost] no se ha " "sobreescrito." #: doc/classes/AStarGrid2D.xml msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "" "Un modo [enum DiagonalMode] específico que forzará a la ruta a evitar o " "aceptar las diagonales especificadas." #: doc/classes/AStarGrid2D.xml msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" "Activa o desactiva el salto para omitir los puntos intermedios y acelera el " "algoritmo de búsqueda.\n" "[b]Nota:[/b] Actualmente, activarlo desactiva la consideración del escalado " "de peso en la búsqueda de trayectos." #: doc/classes/AStarGrid2D.xml msgid "" "The offset of the grid which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "El desplazamiento de la cuadrícula que se aplicará para calcular la posición " "del punto resultante devuelta por [method get_point_path]. Si se cambia, es " "necesario llamar a [method update] antes de encontrar el siguiente trayecto." #: doc/classes/AStarGrid2D.xml msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "La región de celdas de la cuadrícula disponibles para la búsqueda de " "trayectos. Si se cambia, es necesario llamar a [method update] antes de " "encontrar el siguiente trayecto." #: doc/classes/AStarGrid2D.xml msgid "Use [member region] instead." msgstr "Utiliza [member region] en su lugar." #: doc/classes/AStarGrid2D.xml msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the " "next path." msgstr "" "El tamaño de la cuadrícula (número de celdas de tamaño [member cell_size] en " "cada eje). Si se cambia, es necesario llamar a [method update] antes de " "encontrar el siguiente trayecto." #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" "La [url=https://en.wikipedia.org/wiki/Euclidean_distance]heurística " "euclidiana[/url] que se utilizará para la búsqueda de trayectos utilizando " "la siguiente fórmula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Nota:[/b] Esta es también la heurística interna utilizada en [AStar3D] y " "[AStar2D] por defecto (con la inclusión de la posible coordenada del eje z)." #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" "La [url=https://en.wikipedia.org/wiki/Taxicab_geometry]heurística de " "Manhattan[/url] que se utilizará para la búsqueda de trayectos utilizando la " "siguiente fórmula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Nota:[/b] Esta heurística está pensada para ser utilizada con movimientos " "ortogonales de 4 lados, proporcionados estableciendo [member diagonal_mode] " "a [constant DIAGONAL_MODE_NEVER]." #: doc/classes/AStarGrid2D.xml #, fuzzy msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" "La heurística Octile que se utilizará para la búsqueda de trayectos " "utilizando la siguiente fórmula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" #: doc/classes/AStarGrid2D.xml msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" "La [url=https://en.wikipedia.org/wiki/Chebyshev_distance]heurística de " "Chebyshev[/url] que se utilizará para la búsqueda de trayectos utilizando la " "siguiente fórmula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum Heuristic] enum." msgstr "Representa el tamaño del enum [enum Heuristic]." #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "" "El algoritmo de búsqueda de caminos ignorará los vecinos sólidos alrededor " "de la celda objetivo y permitirá pasar usando diagonales." #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "" "El algoritmo de búsqueda de caminos ignorará todas las diagonales y el " "camino siempre será ortogonal." #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" "El algoritmo de búsqueda de caminos evitará el uso de diagonales si se han " "colocado al menos dos obstáculos alrededor de las celdas vecinas del " "segmento de ruta específico." #: doc/classes/AStarGrid2D.xml msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has " "been placed around the neighboring cells of the specific path segment." msgstr "" "El algoritmo de búsqueda de caminos evitará el uso de diagonales si se ha " "colocado algún obstáculo alrededor de las celdas vecinas del segmento de " "ruta específico." #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "Representa el tamaño del enum [enum DiagonalMode]." #: doc/classes/AStarGrid2D.xml msgid "Rectangular cell shape." msgstr "Forma de celda rectangular." #: doc/classes/AStarGrid2D.xml msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." msgstr "" "Forma de celda de diamante (para apariencia isométrica). Diseño de " "coordenadas de celda donde el eje horizontal va hacia arriba a la derecha, y " "el vertical hacia abajo a la derecha." #: doc/classes/AStarGrid2D.xml #, fuzzy msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." msgstr "" "Forma de celda de diamante (para apariencia isométrica). Diseño de " "coordenadas de celda donde el eje horizontal va hacia abajo a la derecha, y " "el vertical hacia abajo a la izquierda." #: doc/classes/AStarGrid2D.xml msgid "Represents the size of the [enum CellShape] enum." msgstr "Representa el tamaño del enum [enum CellShape]." #: doc/classes/AtlasTexture.xml msgid "A texture that crops out part of another Texture2D." msgstr "Una textura que recorta parte de otra Texture2D." #: doc/classes/AtlasTexture.xml msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and will " "not tile properly in nodes such as [TextureRect] or [Sprite2D]. To tile an " "[AtlasTexture], modify its [member region] instead." msgstr "" "Recurso [Texture2D] que dibuja solo una parte de su textura [member atlas], " "como se define en [member region]. También se puede establecer un [member " "margin] adicional, lo cual es útil para pequeños ajustes.\n" "Se pueden recortar varios recursos [AtlasTexture] del mismo [member atlas]. " "Empaquetar muchas texturas más pequeñas en una única textura grande ayuda a " "optimizar los costos de memoria de video y las llamadas de renderizado.\n" "[b]Nota:[/b] [AtlasTexture] no se puede usar en una [AnimatedTexture], y no " "se repetirá correctamente en nodos como [TextureRect] o [Sprite2D]. Para " "repetir una [AtlasTexture], modifica su [member region] en su lugar." #: doc/classes/AtlasTexture.xml msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" "La textura que contiene el atlas. Puede ser de cualquier tipo heredado de " "[Texture2D], incluyendo otra [AtlasTexture]." #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" "Si es [code]true[/code], el área fuera de la [member region] se recorta para " "evitar el sangrado de los píxeles de la textura circundante." #: doc/classes/AtlasTexture.xml msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" "El margen alrededor de la [member region]. Útil para pequeños ajustes. Si el " "[member Rect2.size] de esta propiedad (\"w\" y \"h\" en el editor) está " "establecido, la textura dibujada se redimensiona para que quepa dentro del " "margen." #: doc/classes/AtlasTexture.xml msgid "" "The region used to draw the [member atlas]. If either dimension of the " "region's size is [code]0[/code], the value from [member atlas] size will be " "used for that axis instead." msgstr "" "La región utilizada para dibujar el [member atlas]. Si alguna de las " "dimensiones del tamaño de la región es [code]0[/code], se utilizará el valor " "del tamaño de [member atlas] para ese eje en su lugar." #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "Almacena informacion sobre los buses de audio." #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "Almacena posicion, muteado, solo, bypass, efectos, posicion de efecto, " "volumen, y las conexiones entre buses. Véase [AudioServer] para su uso." #: doc/classes/AudioEffect.xml msgid "Base class for audio effect resources." msgstr "Clase base para recursos de efectos de audio." #: doc/classes/AudioEffect.xml msgid "" "The base [Resource] for every audio effect. In the editor, an audio effect " "can be added to the current bus layout through the Audio panel. At run-time, " "it is also possible to manipulate audio effects through [method " "AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], and " "[method AudioServer.get_bus_effect].\n" "When applied on a bus, an audio effect creates a corresponding " "[AudioEffectInstance]. The instance is directly responsible for manipulating " "the sound, based on the original audio effect's properties." msgstr "" "El [Resource] base para cada efecto de audio. En el editor, se puede añadir " "un efecto de audio al diseño de bus actual a través del panel de Audio. En " "tiempo de ejecución, también es posible manipular los efectos de audio a " "través de [method AudioServer.add_bus_effect], [method " "AudioServer.remove_bus_effect] y [method AudioServer.get_bus_effect].\n" "Cuando se aplica a un bus, un efecto de audio crea una [AudioEffectInstance] " "correspondiente. La instancia es directamente responsable de manipular el " "sonido, basándose en las propiedades del efecto de audio original." #: doc/classes/AudioEffect.xml doc/classes/AudioEffectAmplify.xml #: doc/classes/AudioEffectBandLimitFilter.xml #: doc/classes/AudioEffectBandPassFilter.xml doc/classes/AudioEffectCapture.xml #: doc/classes/AudioEffectChorus.xml doc/classes/AudioEffectCompressor.xml #: doc/classes/AudioEffectDelay.xml doc/classes/AudioEffectDistortion.xml #: doc/classes/AudioEffectEQ.xml doc/classes/AudioEffectEQ10.xml #: doc/classes/AudioEffectEQ21.xml doc/classes/AudioEffectEQ6.xml #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHardLimiter.xml #: doc/classes/AudioEffectHighPassFilter.xml #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectInstance.xml doc/classes/AudioEffectLimiter.xml #: doc/classes/AudioEffectLowPassFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml #: doc/classes/AudioEffectNotchFilter.xml doc/classes/AudioEffectPanner.xml #: doc/classes/AudioEffectPhaser.xml doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectReverb.xml doc/classes/AudioEffectStereoEnhance.xml #: doc/classes/AudioServer.xml msgid "Audio buses" msgstr "Buses de audio" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml #: doc/classes/AudioServer.xml doc/classes/AudioStream.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Microphone Record Demo" msgstr "Demo de Grabación de Audio con Micrófono" #: doc/classes/AudioEffect.xml msgid "" "Override this method to customize the [AudioEffectInstance] created when " "this effect is applied on a bus in the editor's Audio panel, or through " "[method AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" "\tvar effect = CustomAudioEffectInstance.new()\n" "\teffect.base = self\n" "\n" "\treturn effect\n" "[/codeblock]\n" "[b]Note:[/b] It is recommended to keep a reference to the original " "[AudioEffect] in the new instance. Depending on the implementation this " "allows the effect instance to listen for changes at run-time and be modified " "accordingly." msgstr "" "Sobrescribe este método para personalizar el [AudioEffectInstance] creado " "cuando este efecto se aplica en un bus en el panel de Audio del editor, o a " "través de [method AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" "\tvar effect = CustomAudioEffectInstance.new()\n" "\teffect.base = self\n" "\n" "\treturn effect\n" "[/codeblock]\n" "[b]Nota:[/b] Se recomienda mantener una referencia al [AudioEffect] original " "en la nueva instancia. Dependiendo de la implementación, esto permite que la " "instancia del efecto escuche los cambios en tiempo de ejecución y se " "modifique en consecuencia." #: doc/classes/AudioEffectAmplify.xml msgid "Adds an amplifying audio effect to an audio bus." msgstr "Agrega un efecto de amplificación de audio a un bus de audio." #: doc/classes/AudioEffectAmplify.xml msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Aumenta o reduce el volumen que se dirige a traves del bus de audio." #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" "Cantidad de amplificacion en decibelios. Valores positivos hacen el sonido " "mas fuerte, valores negativos mas debiles. Valores pueden alcanzar el rango " "de -80 a 24." #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "Cantidad de amplificación como un valor lineal.\n" "[b]Nota:[/b] Este miembro modifica [member volume_db] para conveniencia. El " "valor devuelto es equivalente al resultado de [method " "@GlobalScope.db_to_linear] en [member volume_db]. Establecer este miembro es " "equivalente a establecer [member volume_db] al resultado de [method " "@GlobalScope.linear_to_db] en un valor." #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." msgstr "Añade un filtro de limite de banda al bus de audio." #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" "Limits the frequencies in a range around the [member " "AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to " "pass." msgstr "" "Limita la frecuencia en un rango alrededor de [member " "AudioEffectFilter.cutoff_hz] y permite frecuencia fuera de este rango pasar." #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." msgstr "Añade un filtro de paso de banda al bus de audio." #: doc/classes/AudioEffectBandPassFilter.xml msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "Atenua las frecuencias dentro de un rango alrededor del [member " "AudioEffectFilter.cutoff_hz] y recorta la frecuencias fuera de esta banda." #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." msgstr "Captura el audio de un bus de audio en tiempo real." #: doc/classes/AudioEffectCapture.xml msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating-point " "PCM.\n" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" "AudioEffectCapture es un AudioEffect que copia todos los fotogramas de audio " "del bus de efectos de audio adjunto en su búfer de anillo interno.\n" "El código de la aplicación debe consumir estos fotogramas de audio de este " "búfer de anillo utilizando [method get_buffer] y procesarlos según sea " "necesario, por ejemplo, para capturar datos de un [AudioStreamMicrophone], " "implementar efectos definidos por la aplicación o para transmitir audio a " "través de la red. Al capturar datos de audio de un micrófono, el formato de " "las muestras será PCM estéreo de punto flotante de 32 bits.\n" "A diferencia de [AudioEffectRecord], este efecto solo devuelve las muestras " "de audio sin procesar en lugar de codificarlas en un [AudioStream]." #: doc/classes/AudioEffectCapture.xml msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "Devuelve [code]true[/code] si al menos [param frames] fotogramas de audio " "están disponibles para leer en el búfer de anillo interno." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Clears the internal ring buffer.\n" "[b]Note:[/b] Calling this during a capture can cause the loss of samples " "which causes popping in the playback." msgstr "" "Borra el búfer de anillo interno.\n" "[b]Nota:[/b] Llamar a esto durante una captura puede causar la pérdida de " "muestras, lo que provoca chasquidos en la reproducción." #: doc/classes/AudioEffectCapture.xml msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available.\n" "The samples are signed floating-point PCM between [code]-1[/code] and " "[code]1[/code]. You will have to scale them if you want to use them as 8 or " "16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" msgstr "" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the total size of the internal ring buffer in frames." msgstr "Devuelve el tamaño del archivo en bytes." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "Devuelve el número de subdirectorios en este directorio." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" "Devuelve el número de paquetes actualmente disponibles en el ring-buffer." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." msgstr "Devuelve el número de fotogramas de la animación." #: doc/classes/AudioEffectCapture.xml msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" "Longitud del búfer de anillo interno, en segundos. Establecer la longitud " "del búfer no tendrá efecto si ya ha sido inicializado." #: doc/classes/AudioEffectChorus.xml msgid "Adds a chorus audio effect." msgstr "Añade un efecto de audio de coro." #: doc/classes/AudioEffectChorus.xml msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" "Añade un efecto de audio de coro. El efecto aplica un filtro con voces para " "duplicar la fuente de audio y manipularlo a traves del filtro." #: doc/classes/AudioEffectChorus.xml msgid "The effect's raw signal." msgstr "La señal en bruto del efecto." #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "La frecuencia de corte de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "El retraso de la señal de voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "El filtro de profundidad de voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "El volumen de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "El nivel de distribucion de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "El ratio del filtro de voz." #: doc/classes/AudioEffectChorus.xml msgid "The number of voices in the effect." msgstr "El número de voces en el efecto." #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "La señal procesada del efecto." #: doc/classes/AudioEffectCompressor.xml msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" "Añade un efecto de audio de compresion al bus de audio.\n" "Reduces los sonidos que exceden un cierto umbral de sonido, suaviza la " "dinamica y aumenta el volumen total." #: doc/classes/AudioEffectCompressor.xml #, fuzzy msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectHardLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" "El compresor de rango dinamico disminuye el nivel de sonido cuando la " "amplitud se va por encima de cierto umbral en decibelios. Uno de los " "principales usos de un compresor es para incrementar el rango dinamico " "recortado tan poco como sea posible( cuando el sonido pasa los 0dB).\n" "El compresor tiene muchos usos en la mezcla:\n" "- En el bus Maestro comprime la salida completa (Aunque un " "[AudioEffectLimiter] es probablemente mejor).\n" "- En los canales de voces asegura que los sonidos estan balanceados lo " "maximo posible.\n" "-Encadenado. Esto puede reducir el nivel de sonido encadenado con otro bus " "de audio para la deteccion de umbral. Esta tecnica es comun en la mezcla de " "videojuegos del nivel de musica y SFX mientras que las voces son " "escuchadas.\n" "- Acentua transitorios usando un ataque amplio, haciendo los efectos mas " "contundentes." #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "Tiempo de reaccion del compreso cuando la señal excede el umbral, en " "microsegundos. El valor puede variar entre 20 y 2000." #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." msgstr "Ganancia aplicada a la señal de salida." #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "Balance entre la señal original y el efecto de señal. Valores pueden variar " "desde 0 (totalmente seco) a 1 (totalmente humedo)." #: doc/classes/AudioEffectCompressor.xml msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" "La cantidad de compresion aplicada al audio una ves pasa el nivel del " "umbral. A mas alto el ratio, mas compresion a las partes altas se hara. " "Valores se encuentran entre 1 y 48." #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" "Tiempo de retraso del compresor para parar de reducir la señal despues de " "que el nivel caiga por debajo del umbral, en milisegundos. El valor puede " "variar entre 20 y 2000." #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" "Reduce el nivel de sonido usando otro bus de audio para la deteccion del " "umbral." #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" "El nivel por encima por el cual la compresion es aplicada al audio. El valor " "puede variar entre -60 y 0." #: doc/classes/AudioEffectDelay.xml msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" "Añade un efecto de retraso al bus de audio. Reproduce la señal de entrada " "despues de un periodo de tiempo. \n" "Dos opciones de retardo y de retroalimentacion." #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" "Reproduce la señal de entrada después de un período de tiempo. La señal " "retardada puede ser reproducida varias veces para crear el sonido de un eco " "repetitivo y en decadencia. Los efectos de retardo van desde un sutil efecto " "de eco hasta una pronunciada mezcla de los sonidos anteriores con los nuevos " "sonidos." #: doc/classes/AudioEffectDelay.xml msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido original. A 0, sólo se emiten sonidos " "retrasados. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." msgstr "Si es [code]true[/code], la retroalimentación está activada." #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "Tiempo de retraso de la retroalimentación en milisegundos." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for feedback." msgstr "Nivel de sonido para retroalimentación." #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" "Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por " "debajo de este valor se filtran de la señal de origen." #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], the first tap will be enabled." msgstr "Si es [code]true[/code], se habilitará el primer toque." #: doc/classes/AudioEffectDelay.xml msgid "First tap delay time in milliseconds." msgstr "Tiempo de retardo del primer toque en milisegundos." #: doc/classes/AudioEffectDelay.xml #, fuzzy msgid "Sound level for the first tap." msgstr "Nivel de sonido para el primer eco." #: doc/classes/AudioEffectDelay.xml #, fuzzy msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" "Posición de panorama para el primer eco. El valor puede variar de -1 " "(totalmente a la izquierda) a 1 (totalmente a la derecha)." #: doc/classes/AudioEffectDelay.xml #, fuzzy msgid "If [code]true[/code], the second tap will be enabled." msgstr "Si [code]true[/code], el segundo eco estará habilitado." #: doc/classes/AudioEffectDelay.xml msgid "Second tap delay time in milliseconds." msgstr "Segundo tiempo de retardo de toque en milisegundos." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for the second tap." msgstr "Nivel de sonido para el segundo toque." #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" "Posición panorámica para el segundo toque. El valor puede variar entre -1 " "(totalmente a la izquierda) y 1 (totalmente a la derecha)." #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" "Añade un efecto de audio de distorsión a un bus de audio.\n" "Modifica el sonido para distorsionarlo." #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "Modifica el sonido y lo ensucia. Hay diferentes tipos disponibles: clip, " "tan, lo-fi (bit crushing), overdrive, o waveshape.\n" "Al distorsionar la forma de la onda, el contenido de la frecuencia cambia, " "lo que a menudo hace que el sonido sea \"crujiente\" o \"abrasivo\". Para " "los juegos, puede simular el sonido proveniente de algún dispositivo " "saturado o altavoz muy eficientemente." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "Poder de distorsión. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" "Filtro de paso alto, en Hz. Las frecuencias superiores a este valor no se " "verán afectadas por la distorsión. El valor puede variar entre 1 y " "20.000.Filtro de paso alto, en Hz. Las frecuencias superiores a este valor " "no se verán afectadas por la distorsión. El valor puede variar entre 1 y " "20.000." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." msgstr "Tipo de distorsión." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "" "Aumenta o disminuye el volumen después del efecto, en decibelios. El valor " "puede variar entre -80 y 24." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "" "Aumenta o disminuye el volumen antes del efecto, en decibelios. El valor " "puede variar entre -60 y 60." #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" "Efecto de distorsión digital que corta los picos en la parte superior e " "inferior de la forma de onda." #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" "Efecto de distorsión digital de baja resolución (reducción de la profundidad " "de bits). Se puede usar para emular el sonido de los primeros dispositivos " "de audio digital." #: doc/classes/AudioEffectDistortion.xml msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" "Emula la distorsión cálida producida por un transistor de efecto de campo, " "comúnmente utilizado en amplificadores de estado sólido para instrumentos " "musicales. La propiedad [member drive] no tiene efecto en este modo." #: doc/classes/AudioEffectDistortion.xml msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" "Las distorsiones Waveshaper son usadas principalmente por músicos " "electrónicos para lograr un sonido extra-abrasivo." #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" "Clase base para ecualizadores de audio. Te da control sobre las " "frecuencias.\n" "Úsalo para crear un ecualizador personalizado si [AudioEffectEQ6], " "[AudioEffectEQ10] o [AudioEffectEQ21] no se ajusta a tus necesidades." #: doc/classes/AudioEffectEQ.xml msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" "AudioEffectEQ te da control sobre las frecuencias. Utilízalo para compensar " "las deficiencias existentes en el audio. Los AudioEffectEQs son útiles en el " "bus maestro para dominar completamente una mezcla y darle más carácter. " "También son útiles cuando se ejecuta un juego en un dispositivo móvil, para " "ajustar la mezcla a ese tipo de altavoces (se puede añadir pero se desactiva " "cuando se conectan los auriculares)." #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "Devuelve la ganancia de la banda en el índice especificado, en dB." #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "Establece la ganancia de la banda en el índice especificado, en dB." #: doc/classes/AudioEffectEQ10.xml msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 10 bandas a un bus de audio. Te da " "control sobre las frecuencias de 31 Hz a 16000 Hz.\n" "Cada frecuencia puede ser modulada entre -60/+24 dB." #: doc/classes/AudioEffectEQ10.xml msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 31 Hz\n" "Banda 2: 62 Hz\n" "Banda 3: 125 Hz\n" "Banda 4: 250 Hz\n" "Banda 5: 500 Hz\n" "Banda 6: 1000 Hz\n" "Banda 7: 2000 Hz\n" "Banda 8: 4000 Hz\n" "Banda 9: 8000 Hz\n" "Banda 10: 16000 Hz\n" "Véase también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." #: doc/classes/AudioEffectEQ21.xml msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 21 bandas a un Audiobus. Te da " "control sobre las frecuencias de 22 Hz a 22000 Hz.\n" "Cada frecuencia puede ser modulada entre -60/+24 dB." #: doc/classes/AudioEffectEQ21.xml msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 22 Hz\n" "Banda 2: 32 Hz\n" "Banda 3: 44 Hz\n" "Banda 4: 63 Hz\n" "Banda 5: 90 Hz\n" "Banda 6: 125 Hz\n" "Banda 7: 175 Hz\n" "Banda 8: 250 Hz\n" "Banda 9: 350 Hz\n" "Banda 10: 500 Hz\n" "Banda 11: 700 Hz\n" "Banda 12: 1000 Hz\n" "Banda 13: 1400 Hz\n" "Banda 14: 2000 Hz\n" "Banda 15: 2800 Hz\n" "Banda 16: 4000 Hz\n" "Banda 17: 5600 Hz\n" "Banda 18: 8000 Hz\n" "Banda 19: 11000 Hz\n" "Banda 20: 16000 Hz\n" "Banda 21: 22000 Hz\n" "Véase también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." #: doc/classes/AudioEffectEQ6.xml msgid "" "Adds a 6-band equalizer audio effect to an audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un ecualizador de 6 bandas a un bus de audio. Permite controlar " "frecuencias de 32 Hz a 10000 Hz.\n" "Cada frecuencia se puede modular entre -60 y +24 dB." #: doc/classes/AudioEffectEQ6.xml msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 32 Hz\n" "Banda 2: 100 Hz\n" "Banda 3: 320 Hz\n" "Banda 4: 1000 Hz\n" "Banda 5: 3200 Hz\n" "Banda 6: 10000 Hz\n" "Véase también [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." msgstr "Añade un filtro al bus de audio." #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" "Permite que pasen otras frecuencias distintas a la de [member cutoff_hz]." #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "Frecuencia de umbral para el filtro, en Hz." #: doc/classes/AudioEffectFilter.xml msgid "" "Steepness of the cutoff curve in dB per octave, also known as the order of " "the filter. Higher orders have a more aggressive cutoff." msgstr "" "Inclinación de la curva de corte en dB por octava, también conocida como " "orden del filtro. Los órdenes más altos tienen un corte más agresivo." #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "Ganar cantidad de frecuencias después del filtro." #: doc/classes/AudioEffectFilter.xml msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" "Cantidad de aumento en el rango de frecuencia cerca de la frecuencia de " "corte." #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 6dB per octave." msgstr "Corte a 6dB por octava." #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 12dB per octave." msgstr "Corte a 12dB por octava." #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 18dB per octave." msgstr "Corte a 18dB por octava." #: doc/classes/AudioEffectFilter.xml msgid "Cutting off at 24dB per octave." msgstr "Corte a 24dB por octava." #: doc/classes/AudioEffectHardLimiter.xml msgid "Adds a hard limiter audio effect to an Audio bus." msgstr "Agrega un efecto de audio limitador duro a un bus de audio." #: doc/classes/AudioEffectHardLimiter.xml msgid "" "A limiter is an effect designed to disallow sound from going over a given dB " "threshold. Hard limiters predict volume peaks, and will smoothly apply gain " "reduction when a peak crosses the ceiling threshold to prevent clipping and " "distortion. It preserves the waveform and prevents it from crossing the " "ceiling threshold. Adding one in the Master bus is recommended as a safety " "measure to prevent sudden volume peaks from occurring, and to prevent " "distortion caused by clipping." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. This value can range from " "[code]-24.0[/code] to [code]0.0[/code].\n" "The default value of [code]-0.3[/code] prevents potential inter-sample peaks " "(ISP) from crossing over 0 dB, which can cause slight distortion on some " "older hardware." msgstr "" #: doc/classes/AudioEffectHardLimiter.xml msgid "Gain to apply before limiting, in decibels." msgstr "Ganancia a aplicar antes de limitar, en decibeles." #: doc/classes/AudioEffectHardLimiter.xml msgid "Time it takes in seconds for the gain reduction to fully release." msgstr "" "Tiempo en segundos que tarda la reducción de ganancia en liberarse por " "completo." #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the audio bus." msgstr "Agrega un filtro de paso alto al bus de audio." #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más altas." #: doc/classes/AudioEffectHighShelfFilter.xml #, fuzzy msgid "Adds a high-shelf filter to the audio bus." msgstr "Agrega un filtro de estante alto al bus de audio." #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Reduce todas las frecuencias por encima de [member " "AudioEffectFilter.cutoff_hz]." #: doc/classes/AudioEffectInstance.xml msgid "Manipulates the audio it receives for a given effect." msgstr "Manipula el audio que recibe para un efecto determinado." #: doc/classes/AudioEffectInstance.xml msgid "" "An audio effect instance manipulates the audio it receives for a given " "effect. This instance is automatically created by an [AudioEffect] when it " "is added to a bus, and should usually not be created directly. If necessary, " "it can be fetched at run-time with [method " "AudioServer.get_bus_effect_instance]." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "Called by the [AudioServer] to process this effect. When [method " "_process_silence] is not overridden or it returns [code]false[/code], this " "method is called only when the bus is active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. " "Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "Override this method to customize the processing behavior of this effect " "instance.\n" "Should return [code]true[/code] to force the [AudioServer] to always call " "[method _process], even if the bus has been muted or cannot otherwise be " "heard." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "Use [AudioEffectHardLimiter] instead." msgstr "Utiliza [AudioEffectHardLimiter] en su lugar." #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "Añade un efecto de audio limitador soft-clip a un bus de Audio." #: doc/classes/AudioEffectLimiter.xml msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" "Un limitador es similar a un compresor, pero es menos flexible y está " "diseñado para no permitir que el sonido supere un determinado umbral de dB. " "Siempre se recomienda añadir un limitador en el bus maestro para reducir los " "efectos del recorte.\n" "El soft clipping comienza a reducir los picos un poco por debajo del nivel " "de umbral y aumenta progresivamente su efecto a medida que el nivel de " "entrada aumenta de tal manera que el umbral nunca se supera." #: doc/classes/AudioEffectLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" "El valor máximo permitido de la forma de onda, en decibeles. El valor puede " "ir de -20 a -0,1." #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" "Aplica una ganancia a las ondas limitadas, en decibelios. El valor puede " "variar entre 0 y 6." #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" "Umbral a partir del cual el limitador comienza a estar activo, en " "decibelios. El valor puede ir de -30 a 0." #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the audio bus." msgstr "Agrega un filtro de paso bajo al bus de audio." #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "Corta las frecuencias más altas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más bajas." #: doc/classes/AudioEffectLowShelfFilter.xml #, fuzzy msgid "Adds a low-shelf filter to the audio bus." msgstr "Agrega un filtro de estante bajo al bus de audio." #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Reduce todas las frecuencias más bajas que [member " "AudioEffectFilter.cutoff_hz]." #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "Añade un filtro eliminador de banda al bus de Audio." #: doc/classes/AudioEffectNotchFilter.xml msgid "" "Attenuates frequencies in a narrow band around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range." msgstr "" "Atenúa las frecuencias en una banda estrecha alrededor del [member " "AudioEffectFilter.cutoff_hz] y corta las frecuencias fuera de este rango." #: doc/classes/AudioEffectPanner.xml #, fuzzy msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "" "Añade un efecto de audio de panorámica a un Audiobus. Las cacerolas suenan a " "la izquierda o a la derecha." #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" "Determina cuánta señal de audio se envía a los buses izquierdo y derecho." #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" "Posición de panoramica. El valor puede variar entre -1 (completamente a la " "izquierda) y 1 (completamente a la derecha)." #: doc/classes/AudioEffectPhaser.xml #, fuzzy msgid "" "Adds a phaser audio effect to an audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" "Añade un efecto de audio phaser a un bus de Audio.\n" "Combina la señal original con una copia que está ligeramente fuera de fase " "con la señal original." #: doc/classes/AudioEffectPhaser.xml msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" "Combina las señales de desplazamiento de fase con la señal original. El " "movimiento de las señales de desplazamiento de fase se controla mediante un " "oscilador de baja frecuencia." #: doc/classes/AudioEffectPhaser.xml #, fuzzy msgid "" "Determines how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from [code]0.1[/code] to [code]4.0[/code]." msgstr "" "Gobierna cuán altas son las frecuencias de los filtros de barrido. El valor " "bajo afectará principalmente a las frecuencias bajas. El valor alto puede " "barrer alto en el triple. El valor puede variar entre 0,1 y 4." #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" "El porcentaje de salida del sonido modificado. El valor puede variar entre " "0,1 y 0,9." #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Determina la máxima frecuencia afectada por las modulaciones del LFO, en Hz. " "El valor puede variar entre 10 y 10.000." #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Determina la frecuencia mínima afectada por las modulaciones del LFO, en Hz. " "El valor puede variar entre 10 y 10.000." #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" "Ajusta la tasa en Hz a la que el efecto barre hacia arriba y hacia abajo a " "través del rango de frecuencias." #: doc/classes/AudioEffectPitchShift.xml #, fuzzy msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "Añade un efecto de audio de cambio de tono a un bus de Audio.\n" "Sube o baja el tono del sonido original." #: doc/classes/AudioEffectPitchShift.xml msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" "Permite la modulación del tono independientemente del tempo. Todas las " "frecuencias pueden ser aumentadas/disminuidas con un efecto mínimo en los " "transitorios." #: doc/classes/AudioEffectPitchShift.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" "El tamaño del búfer [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url]. Los valores más altos " "suavizan el efecto sobre el tiempo, pero aumenta la latencia. El efecto de " "esta alta latencia es especialmente observada en sonidos que tienen cambios " "bruscos de amplitud." #: doc/classes/AudioEffectPitchShift.xml msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" "El factor de sobre muestreo a usar. Altos valores permiten obtener mejor " "calidad, pero aumenta la demanda de CPU y puede provocar fallas en el audio " "si el CPU no puede mantenerlo." #: doc/classes/AudioEffectPitchShift.xml msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" "Utiliza un búfer de 256 muestras para la transformación rápida de Fourier. " "La latencia es mínima, pero la estabilidad a lo largo del tiempo es menor." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" "Utiliza un búfer de 512 muestras para la transformación rápida de Fourier. " "Baja latencia, pero menos estable en el tiempo." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "Utiliza un búfer de 1024 muestras para la transformación rápida de Fourier. " "Esto supone un equilibrio entre latencia y estabilidad a lo largo del tiempo." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" "Utiliza un búfer de 2048 muestras para la transformación rápida de Fourier. " "Alta latencia, pero estable en el tiempo." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" "Utiliza un búfer de 4096 muestras para la transformación rápida de Fourier. " "La latencia es máxima, pero la estabilidad a lo largo del tiempo es máxima." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFTSize] enum." msgstr "Representa el tamaño del enum [enum FFTSize]." #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "Efecto de audio utilizado para grabar el sonido de un bus de audio." #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the " "given format (8-bit, 16-bit, or compressed) instead of giving access to the " "raw audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioEffectRecord.xml doc/classes/AudioStreamMicrophone.xml msgid "Recording with microphone" msgstr "Grabando con micrófono" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "Devuelve la muestra registrada." #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "Devuelve si la grabación está activa o no." #: doc/classes/AudioEffectRecord.xml msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "Si es [code]true[/code], el sonido será grabado. Ten en cuenta que al " "reiniciar la grabación se eliminará la muestra previamente grabada." #: doc/classes/AudioEffectRecord.xml msgid "Specifies the format in which the sample will be recorded." msgstr "Especifica el formato en que se grabará la muestra." #: doc/classes/AudioEffectReverb.xml msgid "Adds a reverberation audio effect to an Audio bus." msgstr "Agrega un efecto de audio de reverberación a un bus de audio." #: doc/classes/AudioEffectReverb.xml msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" "Simula el sonido de entornos acústicos como habitaciones, salas de " "conciertos, cavernas o espacios abiertos." #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" "Define cuán reflexivas son las paredes de la sala imaginaria. El valor puede " "variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido original. A 0, sólo se emite el sonido " "modificado. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" "El filtro de paso alto pasa señales con una frecuencia superior a una " "determinada frecuencia de corte y atenúa las señales con frecuencias " "inferiores a la frecuencia de corte. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" "El porcentaje de salida de la preretardo. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" "Tiempo entre la señal original y las primeras reflexiones de la señal de " "reverberación, en milisegundos." #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" "Dimensiones de la habitación simulada. Más grande significa más ecos. El " "valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" "Amplía o estrecha la imagen estéreo de la cola de reverberación. 1 significa " "que se ensancha completamente. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido modificado. A 0, sólo se emite el sonido " "original. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" "Efecto de audio que puede usarse para visualizaciones de audio en tiempo " "real." #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " "performs the actual analysis at runtime. An instance can be obtained with " "[method AudioServer.get_bus_effect_instance].\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml #: doc/classes/AudioServer.xml doc/classes/AudioStream.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/CanvasItem.xml msgid "Audio Spectrum Visualizer Demo" msgstr "Demo de Visualizador de Espectro de Audio" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" "La duración del búfer que se mantendrá (en segundos). Los valores más altos " "conservan los datos durante más tiempo, pero requieren más memoria." #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" "El tamaño del búfer de [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Transformada rápida de Fourier[/url]. Valores más " "altos suavizan el análisis del espectro a lo largo del tiempo, pero generan " "mayor latencia. Los efectos de esta mayor latencia son especialmente " "notables con cambios repentinos de amplitud." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Queryable instance of an [AudioEffectSpectrumAnalyzer]." msgstr "Instancia consultable de un [AudioEffectSpectrumAnalyzer]." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "" "The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to " "query the magnitude of a frequency range on its host bus.\n" "An instance of this class can be obtained with [method " "AudioServer.get_bus_effect_instance]." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "" "Returns the magnitude of the frequencies from [param from_hz] to [param " "to_hz] in linear energy as a Vector2. The [code]x[/code] component of the " "return value represents the left stereo channel, and [code]y[/code] " "represents the right channel.\n" "[param mode] determines how the frequency range will be processed." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the average value across the frequency range as magnitude." msgstr "Usa el valor promedio en todo el rango de frecuencia como magnitud." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value of the frequency range as magnitude." msgstr "Usa el valor máximo del rango de frecuencia como magnitud." #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "" "Un efecto de audio que se puede utilizar para ajustar la intensidad de la " "panorámica estéreo." #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Amplifies the difference between stereo channels, increasing or decreasing " "existing panning. A value of 0.0 will downmix stereo to mono. Does not " "affect a mono signal." msgstr "" "Amplifica la diferencia entre canales estéreo, aumentando o disminuyendo la " "panoramización existente. Un valor de 0.0 convierte de estéreo a mono. No " "afecta a la señal mono." #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Widens sound stage through phase shifting in conjunction with [member " "time_pullout_ms]. Just pans sound to the left channel if [member " "time_pullout_ms] is 0." msgstr "" "Amplía el escenario sonoro mediante el desplazamiento de fase junto con " "[member time_pullout_ms]. Simplemente desplaza el sonido hacia el canal " "izquierdo si [member time_pullout_ms] es 0." #: doc/classes/AudioEffectStereoEnhance.xml msgid "" "Widens sound stage through phase shifting in conjunction with [member " "surround]. Just delays the right channel if [member surround] is 0." msgstr "" "Amplía el escenario sonoro mediante el desplazamiento de fase junto con " "[member surround]. Solo retrasa el canal derecho si [member surround] es 0." #: doc/classes/AudioListener2D.xml doc/classes/AudioListener3D.xml msgid "Overrides the location sounds are heard from." msgstr "Sobrescribe los sonidos de localización que se escuchan." #: doc/classes/AudioListener2D.xml #, fuzzy msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one " "[AudioListener2D] can be current. Using [method make_current] will disable " "the previous [AudioListener2D].\n" "If there is no active [AudioListener2D] in the current [Viewport], center of " "the screen will be used as a hearing point for the audio. [AudioListener2D] " "needs to be inside [SceneTree] to function." msgstr "" "Una vez añadido al árbol de escenas y activado con [method make_current], " "este nodo sobrescribirá los sonidos de localización que se escuchen. Esto " "puede ser usado para escuchar desde una ubicación diferente a la [Camera].\n" "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía." #: doc/classes/AudioListener2D.xml msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "" "Desactiva [AudioListener2D]. Si no está configurado como actual, este método " "no tendrá efecto." #: doc/classes/AudioListener2D.xml msgid "" "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" "Devuelve [code]true[/code] si este [AudioListener2D] está actualmente activo." #: doc/classes/AudioListener2D.xml msgid "" "Makes the [AudioListener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [AudioListener2D], it will be " "disabled.\n" "This method will have no effect if the [AudioListener2D] is not added to " "[SceneTree]." msgstr "" "Activa [AudioListener2D], estableciéndolo como punto de escucha de los " "sonidos. Si ya hay otro [AudioListener2D] activo, se deshabilitará.\n" "Este método no tendrá efecto si [AudioListener2D] no se añade a [SceneTree]." #: doc/classes/AudioListener3D.xml #, fuzzy msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera3D]." msgstr "" "Una vez añadido al árbol de escenas y activado con [method make_current], " "este nodo sobrescribirá los sonidos de localización que se escuchen. Esto " "puede ser usado para escuchar desde una ubicación diferente a la [Camera].\n" "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía." #: doc/classes/AudioListener3D.xml msgid "Disables the listener to use the current camera's listener instead." msgstr "" "Desactiva la escucha para usar la escucha de la cámara actual en su lugar." #: doc/classes/AudioListener3D.xml #, fuzzy msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "Devuelve al listener la [Transform3D] de la global ortonormalizada." #: doc/classes/AudioListener3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one AudioListener3D marked as " "\"current\" in the scene tree, but only the one that was made current last " "will be used." msgstr "" "Devuelve [code]true[/code] si el listener se hizo actualmente usando [method " "make_current], [code]false[/code] en caso contrario.\n" "[b]Nota:[/b] Puede haber más de un Listener3D marcado como \"actual\" en el " "árbol de escenas, pero sólo se usará el que se hizo actual en último lugar." #: doc/classes/AudioListener3D.xml msgid "Enables the listener. This will override the current camera's listener." msgstr "Habilita el listener. Esto anulará el listener de la cámara actual." #: doc/classes/AudioListener3D.xml msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this listener will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods.\n" "[b]Note:[/b] The Doppler effect will only be heard on [AudioStreamPlayer3D]s " "if [member AudioStreamPlayer3D.doppler_tracking] is not set to [constant " "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED]." msgstr "" #: doc/classes/AudioListener3D.xml doc/classes/Camera3D.xml msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "Desactiva la simulación del [url=https://en.wikipedia.org/wiki/" "Doppler_effect]efecto Doppler[/url] (por defecto)." #: doc/classes/AudioListener3D.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this listener compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_process[/code]. Los cambios en la velocidad relativa de esta cámara " "comparada con esos objetos afectan a la forma en que se percibe el Audio " "(cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/AudioListener3D.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "listener compared to those objects affect how audio is perceived (changing " "the audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_physics_process[/code]. Los cambios en la velocidad relativa de esta " "cámara comparada con esos objetos afectan a la forma en que se percibe el " "Audio (cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/AudioSample.xml msgid "Base class for audio samples." msgstr "Clase base para muestras de audio." #: doc/classes/AudioSamplePlayback.xml msgid "Meta class for playing back audio samples." msgstr "Metaclase para reproducir muestras de audio." #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "Interfaz de servidor para acceso de audio de bajo nivel." #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" "[AudioServer] es una interfaz de servidor de bajo nivel para el acceso al " "audio. Se encarga de crear datos de muestra (audio reproducible) así como de " "su reproducción a través de una interfaz de voz." #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "Demo del Cambiador de Dispositivos de Audio" #: doc/classes/AudioServer.xml msgid "Adds a bus at [param at_position]." msgstr "Agrega un bus en [param at_position]." #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" "Agrega un efecto [AudioEffect] al bus [param bus_idx] en [param at_position]." #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles." #: doc/classes/AudioServer.xml msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "Devuelve el número de canales del bus en el índice [param bus_idx]." #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" "Devuelve el [AudioEffect] en la posición [param effect_idx] en el bus [param " "bus_idx]." #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "Devuelve el número de efectos en el bus en [param bus_idx]." #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" "Devuelve la [AudioEffectInstance] asignada al bus dado y los indices de " "efecto (y opcionalmente el canal)." #: doc/classes/AudioServer.xml msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" "Devuelve el índice del bus con el nombre [param bus_name]. Devuelve " "[code]-1[/code] si no existe ningún bus con el nombre especificado." #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "Devuelve el nombre del bus con el índice [param bus_idx]." #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "Devuelve el volumen máximo del altavoz izquierdo en el índice de bus [param " "bus_idx] y el índice de canal [param channel]." #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] " "and channel index [param channel]." msgstr "" "Devuelve el volumen máximo del altavoz derecho en el índice de bus [param " "bus_idx] y el índice de canal [param channel]." #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "" "Devuelve el nombre del bus al que envía el bus en el índice [param bus_idx]." #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "Devuelve el volumen del bus en el índice [param bus_idx] en dB." #: doc/classes/AudioServer.xml msgid "" "Returns the volume of the bus at index [param bus_idx] as a linear value.\n" "[b]Note:[/b] The returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on the result of [method get_bus_volume_db]." msgstr "" "Devuelve el volumen del bus en el índice [param bus_idx] como un valor " "lineal.\n" "[b]Nota:[/b] El valor devuelto es equivalente al resultado del método " "@GlobalScope.db_to_linear sobre el resultado del método get_bus_volume_db." #: doc/classes/AudioServer.xml msgid "" "Returns the name of the current audio driver. The default usually depends on " "the operating system, but may be overridden via the [code]--audio-driver[/" "code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " "line argument[/url]. [code]--headless[/code] also automatically sets the " "audio driver to [code]Dummy[/code]. See also [member ProjectSettings.audio/" "driver/driver]." msgstr "" "Devuelve el nombre del controlador de audio actual. El valor predeterminado " "suele depender del sistema operativo, pero puede sobrescribirse mediante el " "argumento de línea de comandos [code]--audio-driver[/code] [url=$DOCS_URL/" "tutorials/editor/command_line_tutorial.html][/url]. [code]--headless[/code] " "también establece automáticamente el controlador de audio como [code]Dummy[/" "code]. Véase también [member ProjectSettings.audio/driver/driver]." #: doc/classes/AudioServer.xml msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "Devuelve los nombres de todos los dispositivos de entrada de audio " "detectados en el sistema.\n" "[b]Nota:[/b] El valor de [member ProjectSettings.audio/driver/enable_input] " "debe ser [code]true[/code] para que la entrada de audio funcione. Consulta " "también la descripción de esta configuración para conocer las advertencias " "relacionadas con los permisos y la configuración de privacidad del sistema " "operativo." #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the input of the [AudioServer]." msgstr "Devuelve la frecuencia de muestreo en la entrada del [AudioServer]." #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Devuelve la frecuencia de muestreo a la salida del [AudioServer]." #: doc/classes/AudioServer.xml msgid "Returns the names of all audio output devices detected on the system." msgstr "" "Devuelve los nombres de todos los dispositivos de salida de audio detectados " "en el sistema." #: doc/classes/AudioServer.xml msgid "" "Returns the audio driver's effective output latency. This is based on " "[member ProjectSettings.audio/driver/output_latency], but the exact returned " "value will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" "Devuelve la latencia de salida efectiva del controlador de audio. Esto se " "basa en [member ProjectSettings.audio/driver/output_latency], pero el valor " "exacto devuelto varía según el sistema operativo y el controlador de audio.\n" "[b]Nota:[/b] Esto puede ser costoso; no se recomienda llamar al método " "[method get_output_latency] en cada fotograma." #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "Devuelve la configuración de los altavoces." #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "Devuelve el tiempo relativo desde que se produjo la última mezcla." #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "Devuelve el tiempo relativo hasta que se produce la siguiente mezcla." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "" "Si es [code]true[/code], el bus en el índice [param bus_idx] está omitiendo " "los efectos." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" "Si es [code]true[/code], se habilita el efecto en el índice [param " "effect_idx] en el bus en el índice [param bus_idx]." #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "" "Si es [code]true[/code], el bus en el índice [param bus_idx] se silencia." #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "" "Si es [code]true[/code], el bus en el índice [param bus_idx] está en modo " "solo." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the stream is registered as a sample. The engine will " "not have to register it before playing the sample.\n" "If [code]false[/code], the stream will have to be registered before playing " "it. To prevent lag spikes, register the stream as sample with [method " "register_stream_as_sample]." msgstr "" "Si es [code]true[/code], la transmisión se registra como muestra. El motor " "no tendrá que registrarla antes de reproducirla.\n" "Si es [code]false[/code], la transmisión deberá registrarse antes de " "reproducirla. Para evitar picos de retardo, registra la transmisión como " "muestra con [method register_stream_as_sample]." #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "Bloquea el bucle principal del controlador de audio.\n" "[b]Nota:[/b] Recuerda desbloquearlo después." #: doc/classes/AudioServer.xml msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "Mueve el bus del índice [param index] al índice [param to_index]." #: doc/classes/AudioServer.xml msgid "" "Forces the registration of a stream as a sample.\n" "[b]Note:[/b] Lag spikes may occur when calling this method, especially on " "single-threaded builds. It is suggested to call this method while loading " "assets, where the lag spike could be masked, instead of registering the " "sample right before it needs to be played." msgstr "" "Fuerza el registro de una secuencia como muestra.\n" "[b]Nota:[/b] Pueden producirse picos de retardo al llamar a este método, " "especialmente en compilaciones de un solo subproceso. Se recomienda llamar a " "este método durante la carga de recursos, donde el pico de retardo podría " "quedar oculto, en lugar de registrar la muestra justo antes de su " "reproducción." #: doc/classes/AudioServer.xml msgid "Removes the bus at index [param index]." msgstr "Elimina el bus en el índice [param index]." #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "" "Elimina el efecto en el índice [param effect_idx] del bus en el índice " "[param bus_idx]." #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "Sobrescribe el [AudioBusLayout] actualmente utilizado." #: doc/classes/AudioServer.xml msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "" "Establece el nombre del bus en el índice [param bus_idx] en [param name]." #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "" "Conecta la salida del bus en [param bus_idx] al bus llamado [param send]." #: doc/classes/AudioServer.xml msgid "" "Sets the volume in decibels of the bus at index [param bus_idx] to [param " "volume_db]." msgstr "" "Establece el volumen en decibeles del bus en el índice [param bus_idx] a " "[param volume_db]." #: doc/classes/AudioServer.xml msgid "" "Sets the volume as a linear value of the bus at index [param bus_idx] to " "[param volume_linear].\n" "[b]Note:[/b] Using this method is equivalent to calling [method " "set_bus_volume_db] with the result of [method @GlobalScope.linear_to_db] on " "a value." msgstr "" "Establece el volumen como un valor lineal del bus en el índice [param " "bus_idx] a [param volume_linear].\n" "[b]Nota:[/b] Usar este método equivale a llamar a [method set_bus_volume_db] " "con el resultado de [method @GlobalScope.linear_to_db] en un valor." #: doc/classes/AudioServer.xml msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will " "call [method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" "Si se establece como [code]true[/code], todas las instancias de " "[AudioStreamPlayback] llamarán a [method " "AudioStreamPlayback._tag_used_streams] en cada paso de la mezcla.\n" "[b]Nota:[/b] Esta opción está habilitada de forma predeterminada en el " "editor, ya que la utilizan los plugins del editor para las vistas previas de " "las transmisiones de audio." #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "Intercambia la posición de dos efectos en el bus [param bus_idx]." #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" "Desbloquea el bucle principal del controlador de audio. (Después de " "cerrarlo, siempre debes abrirlo.)" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "Número de buses de audio disponibles." #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-" "wide default audio output. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml #, fuzzy msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played at half its speed). See also [member " "Engine.time_scale] to affect the general simulation speed, which is " "independent from [member AudioServer.playback_speed_scale]." msgstr "" "Escala la velocidad a la que se reproduce el audio (es decir, si se ajusta a " "[code]0,5[/code] el audio se reproducirá el doble de rápido)." #: doc/classes/AudioServer.xml msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "Emitida cuando se agrega, elimina o mueve un bus de audio." #: doc/classes/AudioServer.xml msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" "Emitida cuando el bus de audio en [param bus_index] cambia de nombre de " "[param old_name] a [param new_name]." #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "Se detectaron dos o menos altavoces." #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 3.1 canales." #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 5.1 canales." #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 7.1 canales." #: doc/classes/AudioServer.xml msgid "" "The playback will be considered of the type declared at [member " "ProjectSettings.audio/general/default_playback_type]." msgstr "" "La reproducción se considerará del tipo declarado en [member " "ProjectSettings.audio/general/default_playback_type]." #: doc/classes/AudioServer.xml msgid "Force the playback to be considered as a stream." msgstr "Fuerza a que la reproducción se considere como una transmisión." #: doc/classes/AudioServer.xml msgid "" "Force the playback to be considered as a sample. This can provide lower " "latency and more stable playback (with less risk of audio crackling), at the " "cost of having less flexibility.\n" "[b]Note:[/b] Only currently supported on the web platform.\n" "[b]Note:[/b] [AudioEffect]s are not supported when playback is considered as " "a sample." msgstr "" "Fuerza a que la reproducción se considere una muestra. Esto puede " "proporcionar una latencia más baja y una reproducción más estable (con menor " "riesgo de crujidos de audio), a costa de una menor flexibilidad.\n" "[b]Nota:[/b] Actualmente solo es compatible con la plataforma web.\n" "[b]Nota:[/b] Los efectos de audio no son compatibles cuando la reproducción " "se considera una muestra." #: doc/classes/AudioServer.xml msgid "Represents the size of the [enum PlaybackType] enum." msgstr "Representa el tamaño del enum [enum PlaybackType]." #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "Clase base para las transmisiones de audio." #: doc/classes/AudioStream.xml msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via " "[AudioStreamOggVorbis]) file formats." msgstr "" "Clase base para transmisiones de audio. Las transmisiones de audio se " "utilizan para efectos de sonido y reproducción de música, y admiten los " "formatos de archivo WAV (mediante [AudioStreamWAV]) y Ogg (mediante " "[AudioStreamOggVorbis])." #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Audio streams" msgstr "Corriente de Audio" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Generator Demo" msgstr "Demo de Generador de Audio" #: doc/classes/AudioStream.xml msgid "Override this method to return the bar beats of this stream." msgstr "" "Sobrescribe este método para devolver los compases de esta transmisión." #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" "Método sobrescribible. Debe devolver el número total de pulsos de esta " "secuencia de audio. El motor lo utiliza para determinar la posición de cada " "pulso.\n" "Idealmente, el valor devuelto debería basarse en la frecuencia de muestreo " "de la secuencia (por ejemplo, [member AudioStreamWAV.mix_rate])." #: doc/classes/AudioStream.xml msgid "" "Overridable method. Should return the tempo of this audio stream, in beats " "per minute (BPM). Used by the engine to determine the position of every " "beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Return the controllable parameters of this stream. This array contains " "dictionaries with a property info description format (see [method " "Object.get_property_list]). Additionally, the default value for this " "parameter must be added tho each dictionary in \"default_value\" field." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "" "Sobrescribe este método para proporcionar el nombre que aparecerá en el menú " "de visibilidad del gizmo." #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the tags for this audio stream. Should " "return a [Dictionary] of strings with the tag as the key and its content as " "the value.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code]." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to return [code]true[/code] if this stream has a loop." msgstr "" "Sobrescribe este método para devolver [code]true[/code] si esta secuencia " "tiene un bucle." #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "instantiate_playback]. Should return a new [AudioStreamPlayback] created " "when the stream is played (such as by an [AudioStreamPlayer])." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " "supports one channel." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns if the current [AudioStream] can be used as a sample. Only static " "streams can be sampled." msgstr "" #: doc/classes/AudioStream.xml msgid "Generates an [AudioSample] based on the current stream." msgstr "Genera un [AudioSample] basado en la transmisión actual." #: doc/classes/AudioStream.xml msgid "" "Returns the length of the audio stream in seconds. If this stream is an " "[AudioStreamRandomizer], returns the length of the last played stream. If " "this stream has an indefinite length (such as for [AudioStreamGenerator] and " "[AudioStreamMicrophone]), returns [code]0.0[/code]." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] " "but call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns [code]true[/code] if the stream is a collection of other streams, " "[code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si la transmisión es una colección de otras " "transmisiones, [code]false[/code] en caso contrario." #: doc/classes/AudioStream.xml msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two " "or more channels ([i]polyphony[/i])." msgstr "" #: doc/classes/AudioStream.xml msgid "Signal to be emitted to notify when the parameter list changed." msgstr "" "Señal a emitir para notificar cuando se modifica la lista de parámetros." #: doc/classes/AudioStreamGenerator.xml msgid "An audio stream with utilities for procedural sound generation." msgstr "" "Una transmisión de audio con utilidades para la generación de sonido " "procedimental." #: doc/classes/AudioStreamGenerator.xml msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "var phase = 0.0\n" "\n" "func _ready():\n" "\t$AudioStreamPlayer.play()\n" "\tplayback = $AudioStreamPlayer.get_stream_playback()\n" "\tfill_buffer()\n" "\n" "func fill_buffer():\n" "\tvar increment = pulse_hz / sample_hz\n" "\tvar frames_available = playback.get_frames_available()\n" "\n" "\tfor i in range(frames_available):\n" "\t\tplayback.push_frame(Vector2.ONE * sin(phase * TAU))\n" "\t\tphase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "private double phase = 0.0;\n" "\n" "public override void _Ready()\n" "{\n" "\tif (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" "\t{\n" "\t\t_sampleHz = generator.MixRate;\n" "\t\tPlayer.Play();\n" "\t\t_playback = (AudioStreamGeneratorPlayback)Player.GetStreamPlayback();\n" "\t\tFillBuffer();\n" "\t}\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" "\tfloat increment = _pulseHz / _sampleHz;\n" "\tint framesAvailable = _playback.GetFramesAvailable();\n" "\n" "\tfor (int i = 0; i < framesAvailable; i++)\n" "\t{\n" "\t\t_playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf.Tau));\n" "\t\tphase = Mathf.PosMod(phase + increment, 1.0);\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" "La duración del búfer a generar (en segundos). Valores más bajos resultan en " "menor latencia, pero requieren que el script genere los datos de audio más " "rápido, lo que aumenta el uso de la CPU y el riesgo de interrupciones en el " "audio (cracking) si la CPU no puede mantener el ritmo." #: doc/classes/AudioStreamGenerator.xml msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are generating lower-pitched sounds such as voices, lower sample rates such " "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality.\n" "[b]Note:[/b] [AudioStreamGenerator] is not automatically resampling input " "data, to produce expected result [member mix_rate_mode] should match the " "sampling rate of input data.\n" "[b]Note:[/b] If you are using [AudioEffectCapture] as the source of your " "data, set [member mix_rate_mode] to [constant MIX_RATE_INPUT] or [constant " "MIX_RATE_OUTPUT] to automatically match current [AudioServer] mixing rate." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "Mixing rate mode. If set to [constant MIX_RATE_CUSTOM], [member mix_rate] is " "used, otherwise current [AudioServer] mixing rate is used." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Current [AudioServer] output mixing rate." msgstr "Frecuencia de mezcla de salida actual de [AudioServer]." #: doc/classes/AudioStreamGenerator.xml msgid "Current [AudioServer] input mixing rate." msgstr "Frecuencia de mezcla de entrada actual de [AudioServer]." #: doc/classes/AudioStreamGenerator.xml msgid "Custom mixing rate, specified by [member mix_rate]." msgstr "Tasa de mezcla personalizada, especificada por [member mix_rate]." #: doc/classes/AudioStreamGenerator.xml msgid "Maximum value for the mixing rate mode enum." msgstr "Valor máximo para la enumeración del modo de velocidad de mezcla." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Reproduce audio generado mediante [AudioStreamGenerator]." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" "Esta clase está destinada a ser utilizada con [AudioStreamGenerator] para " "reproducir el audio generado en tiempo real." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 obtendrá nuevas funciones de audio" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si se puede enviar un búfer del tamaño [param " "amount] al búfer de datos de muestra de audio sin desbordarlo, [code]false[/" "code] en caso contrario." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Clears the audio sample data buffer." msgstr "Borra el búfer de datos de muestra de audio." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" "Devuelve el número de fotogramas que se pueden enviar al búfer de datos de " "muestra de audio sin desbordarlo. Si el resultado es [code]0[/code], el " "búfer está lleno." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" "Devuelve el número de veces que se omitió la reproducción debido a una " "insuficiencia de búfer en los datos de muestra de audio. Este valor se " "restablece al inicio de la reproducción." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" "Envía varias tramas de datos de audio al búfer. Esto suele ser más eficiente " "que [method push_frame] en C# y lenguajes compilados mediante GDExtension, " "pero [method push_buffer] puede ser [i]menos[/i] eficiente en GDScript." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in " "GDScript." msgstr "" "Envía una sola trama de datos de audio al búfer. Esto suele ser menos " "eficiente que [method push_buffer] en C# y lenguajes compilados mediante " "GDExtension, pero [method push_frame] puede ser [i]más[/i] eficiente en " "GDScript." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Audio stream that can playback music interactively, combining clips and a " "transition table." msgstr "" "Transmisión de audio que puede reproducir música de forma interactiva, " "combinando clips y una tabla de transición." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "This is an audio stream that can playback music interactively, combining " "clips and a transition table. Clips must be added first, and then the " "transition rules via the [method add_transition]. Additionally, this stream " "exports a property parameter to control the playback via " "[AudioStreamPlayer], [AudioStreamPlayer2D], or [AudioStreamPlayer3D].\n" "The way this is used is by filling a number of clips, then configuring the " "transition table. From there, clips are selected for playback and the music " "will smoothly go from the current to the new one while using the " "corresponding transition rule defined in the transition table." msgstr "" "Este flujo de audio permite reproducir música interactivamente, combinando " "clips y una tabla de transiciones. Primero se deben agregar los clips y, a " "continuación, las reglas de transición mediante el método [method " "add_transition]. Además, este flujo exporta un parámetro de propiedad para " "controlar la reproducción mediante [AudioStreamPlayer], " "[AudioStreamPlayer2D] o [AudioStreamPlayer3D].\n" "Para ello, se completan varios clips y luego se configura la tabla de " "transiciones. A partir de ahí, se seleccionan los clips para su reproducción " "y la música se reproduce fluidamente del actual al nuevo, utilizando la " "regla de transición correspondiente definida en la tabla." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Add a transition between two clips. Provide the indices of the source and " "destination clips, or use the [constant CLIP_ANY] constant to indicate that " "transition happens to/from any clip to this one.\n" "* [param from_time] indicates the moment in the current clip the transition " "will begin after triggered.\n" "* [param to_time] indicates the time in the next clip that the playback will " "start from.\n" "* [param fade_mode] indicates how the fade will happen between clips. If " "unsure, just use [constant FADE_AUTOMATIC] which uses the most common type " "of fade for each situation.\n" "* [param fade_beats] indicates how many beats the fade will take. Using " "decimals is allowed.\n" "* [param use_filler_clip] indicates that there will be a filler clip used " "between the source and destination clips.\n" "* [param filler_clip] the index of the filler clip.\n" "* If [param hold_previous] is used, then this clip will be remembered. This " "can be used together with [constant AUTO_ADVANCE_RETURN_TO_HOLD] to return " "to this clip after another is done playing." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Erase a transition by providing [param from_clip] and [param to_clip] clip " "indices. [constant CLIP_ANY] can be used for either argument or both." msgstr "" "Borra una transición proporcionando los índices de clip [param from_clip] y " "[param to_clip]. [constant CLIP_ANY] se puede utilizar para cualquiera de " "los argumentos o para ambos." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a clip has auto-advance enabled. See [method " "set_clip_auto_advance]." msgstr "" "Indica si un clip tiene habilitado el avance automático. Véase [method " "set_clip_auto_advance]." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the clip towards which the clip referenced by [param clip_index] will " "auto-advance to." msgstr "" "Devuelve el clip hacia el cual avanzará automáticamente el clip referenciado " "por [param clip_index]." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the name of a clip." msgstr "Devuelve el nombre de un clip." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the [AudioStream] associated with a clip." msgstr "Devuelve el [AudioStream] asociado con un clip." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "" "Return the time (in beats) for a transition (see [method add_transition])." msgstr "" "Devuelve el tiempo (en tiempos) para una transición (véase [method " "add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the mode for a transition (see [method add_transition])." msgstr "Devuelve el modo de una transición (véase [method add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the filler clip for a transition (see [method add_transition])." msgstr "" "Devuelve el clip de relleno para una transición (véase [method " "add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the source time position for a transition (see [method " "add_transition])." msgstr "" "Devuelve la posición temporal de origen para una transición (véase [method " "add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Return the list of transitions (from, to interleaved)." msgstr "Devuelve la lista de transiciones (desde, hasta intercaladas)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return the destination time position for a transition (see [method " "add_transition])." msgstr "" "Devuelve la posición temporal de destino para una transición (véase [method " "add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Returns [code]true[/code] if a given transition exists (was added via " "[method add_transition])." msgstr "" "Devuelve [code]true[/code] si existe una transición determinada (se agregó " "mediante [method add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a transition uses the [i]hold previous[/i] functionality (see " "[method add_transition])." msgstr "" "Devuelve si una transición utiliza la funcionalidad [i]mantener anterior[/i] " "(véase [method add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Return whether a transition uses the [i]filler clip[/i] functionality (see " "[method add_transition])." msgstr "" "Devuelve si una transición utiliza la funcionalidad [i]clip de relleno[/i] " "(véase [method add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Set whether a clip will auto-advance by changing the auto-advance mode." msgstr "" "Establecer si un clip avanzará automáticamente cambiando el modo de avance " "automático." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Set the index of the next clip towards which this clip will auto advance to " "when finished. If the clip being played loops, then auto-advance will be " "ignored." msgstr "" "Establecer el índice del siguiente clip al que este avanzará automáticamente " "al finalizar. Si el clip se reproduce en bucle, se ignorará el avance " "automático." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Set the name of the current clip (for easier identification)." msgstr "" "Establecer el nombre del clip actual (para una identificación más fácil)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Set the [AudioStream] associated with the current clip." msgstr "Establecer el [AudioStream] asociado con el clip actual." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Amount of clips contained in this interactive player." msgstr "Cantidad de clips contenidos en este reproductor interactivo." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Index of the initial clip, which will be played first when this stream is " "played." msgstr "" "Índice del clip inicial, que se reproducirá primero cuando se reproduzca " "esta transmisión." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Start transition as soon as possible, don't wait for any specific time " "position." msgstr "" "Comenzar la transición lo antes posible, sin esperar ninguna posición " "temporal específica." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "Transition when the clip playback position reaches the next beat." msgstr "" "Transición cuando la posición de reproducción del clip alcanza el siguiente " "tiempo." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition when the clip playback position reaches the next bar." msgstr "" "Transición cuando la posición de reproducción del clip llega a la siguiente " "barra." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition when the current clip finished playing." msgstr "Transición cuando el clip actual terminó de reproducirse." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Transition to the same position in the destination clip. This is useful when " "both clips have exactly the same length and the music should fade between " "them." msgstr "" "Transición a la misma posición en el clip de destino. Esto es útil cuando " "ambos clips tienen la misma duración y la música debe fundirse entre ellos." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Transition to the start of the destination clip." msgstr "Transición al inicio del clip de destino." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Do not use fade for the transition. This is useful when transitioning from a " "clip-end to clip-beginning, and each clip has their begin/end." msgstr "" "No usar el desvanecimiento para la transición. Esto es útil al pasar del " "final de un clip al principio, y cada clip tiene su inicio/fin." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Use a fade-in in the next clip, let the current clip finish." msgstr "" "Utilizar un fundido de entrada en el siguiente clip y dejar que el clip " "actual termine." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Use a fade-out in the current clip, the next clip will start by itself." msgstr "" "Usar un desvanecimiento en el clip actual, el siguiente clip comenzará solo." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml #, fuzzy msgid "Use a cross-fade between clips." msgstr "El espacio vertical entre las líneas." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Use automatic fade logic depending on the transition from/to. It is " "recommended to use this by default." msgstr "" "Utilizar la lógica de desvanecimiento automático según la transición de/a. " "Se recomienda usar esta opción por defecto." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Disable auto-advance (default)." msgstr "Deshabilitar el avance automático (predeterminado)." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "Enable auto-advance, a clip must be specified." msgstr "Habilitar el avance automático, se debe especificar un clip." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "Enable auto-advance, but instead of specifying a clip, the playback will " "return to hold (see [method add_transition])." msgstr "" "Habilitar el avance automático, pero en lugar de especificar un clip, la " "reproducción volverá al modo de espera (véase [method add_transition])." #: modules/interactive_music/doc_classes/AudioStreamInteractive.xml msgid "" "This constant describes that any clip is valid for a specific transition as " "either source or destination." msgstr "" "Esta constante describe que cualquier clip es válido para una transición " "específica como origen o destino." #: doc/classes/AudioStreamMicrophone.xml msgid "Plays real-time audio input data." msgstr "Reproduce datos de entrada de audio en tiempo real." #: doc/classes/AudioStreamMicrophone.xml msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "Audio Mic Record Demo" msgstr "Demo de Grabación de Micrófono de Audio" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "Driver de transmisión de audio MP3." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #, fuzzy msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file " "at run-time.\n" "[b]Note:[/b] This class can optionally support legacy MP1 and MP2 formats, " "provided that the engine is compiled with the " "[code]minimp3_extra_formats=yes[/code] SCons option. These extra formats are " "not enabled by default." msgstr "" "Controlador de flujo de audio MP3. Véase [datos del miembro] si deseas " "cargar un archivo MP3 en tiempo de ejecución.\n" "[b]Nota:[/b] Esta clase puede admitir opcionalmente los formatos MP1 y MP2 " "heredados, siempre que el motor esté compilado con la opción " "[code]minimp3_extra_formats=yes[/code] SCons. Estos formatos adicionales no " "están habilitados por defecto." #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Creates a new [AudioStreamMP3] instance from the given buffer. The buffer " "must contain MP3 data." msgstr "" "Crea una nueva instancia de [AudioStreamMP3] a partir del búfer " "especificado. El búfer debe contener datos MP3." #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Creates a new [AudioStreamMP3] instance from the given file path. The file " "must be in MP3 format." msgstr "" "Crea una nueva instancia de [AudioStreamMP3] a partir de la ruta de archivo " "indicada. El archivo debe estar en formato MP3." #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " "snippet below. Keep in mind that this snippet loads the whole file into " "memory and may not be ideal for huge files (hundreds of megabytes or more).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" "\tvar file = FileAccess.open(path, FileAccess.READ)\n" "\tvar sound = AudioStreamMP3.new()\n" "\tsound.data = file.get_buffer(file.get_length())\n" "\treturn sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" "\tusing var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" "\tvar sound = new AudioStreamMP3();\n" "\tsound.Data = file.GetBuffer(file.GetLength());\n" "\treturn sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "Si es [code]true[/code], el stream se repite automáticamente cuando llega al " "final." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "" "Tiempo en segundos en el que el stream comienza después de ser enlazada." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "A class representing an Ogg Vorbis audio stream." msgstr "Una clase que representa una secuencia de audio Ogg Vorbis." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing " "back Ogg Vorbis files, as well as managing looping and other playback " "properties. This class is part of the audio stream system, which also " "supports WAV files through the [AudioStreamWAV] class." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: doc/classes/AudioStreamWAV.xml doc/classes/FileAccess.xml #: doc/classes/FontFile.xml modules/gltf/doc_classes/GLTFAccessor.xml #: modules/gltf/doc_classes/GLTFAnimation.xml #: modules/gltf/doc_classes/GLTFBufferView.xml #: modules/gltf/doc_classes/GLTFCamera.xml #: modules/gltf/doc_classes/GLTFDocument.xml #: modules/gltf/doc_classes/GLTFDocumentExtension.xml #: modules/gltf/doc_classes/GLTFDocumentExtensionConvertImporterMesh.xml #: modules/gltf/doc_classes/GLTFLight.xml modules/gltf/doc_classes/GLTFMesh.xml #: modules/gltf/doc_classes/GLTFNode.xml #: modules/gltf/doc_classes/GLTFPhysicsBody.xml #: modules/gltf/doc_classes/GLTFPhysicsShape.xml #: modules/gltf/doc_classes/GLTFSkeleton.xml #: modules/gltf/doc_classes/GLTFSkin.xml #: modules/gltf/doc_classes/GLTFSpecGloss.xml #: modules/gltf/doc_classes/GLTFState.xml #: modules/gltf/doc_classes/GLTFTexture.xml #: modules/gltf/doc_classes/GLTFTextureSampler.xml doc/classes/Image.xml #: doc/classes/VideoStream.xml msgid "Runtime file loading and saving" msgstr "Carga y guardado de archivos en tiempo de ejecución" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given buffer. The " "buffer must contain Ogg Vorbis data." msgstr "" "Crea una nueva instancia de [AudioStreamOggVorbis] a partir del búfer " "especificado. El búfer debe contener datos Ogg Vorbis." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" "Creates a new [AudioStreamOggVorbis] instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" "Crea una nueva instancia de [AudioStreamOggVorbis] a partir de la ruta de " "archivo indicada. El archivo debe estar en formato Ogg Vorbis." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" "Si es [code]true[/code], el audio se reproducirá de nuevo desde [member " "loop_offset] especificado una vez finalizada la reproducción. Útil para " "sonidos ambientales y música de fondo." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "Contains the raw Ogg data for this stream." msgstr "Contiene los datos Ogg sin procesar para esta transmisión." #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "Contains user-defined tags if found in the Ogg Vorbis data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so " "make sure to account for the keys not always existing." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "Meta clase para reproducir el audio." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" "Puede reproducir, hacer un bucle, pausar un desplazamiento a través del " "audio. Véase [AudioStream] y [AudioStreamOGGVorbis] para su uso." #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return how many times this audio stream has " "looped. Most built-in playbacks always return [code]0[/code]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "Devuelve el valor actual de un parámetro de reproducción por nombre (véase " "[method AudioStream._get_parameter_list])." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Should return [code]true[/code] if this playback is " "active and playing its audio stream." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. " "Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when seeking this audio " "stream at the given [param position], such as by calling [method " "AudioStreamPlayer.seek]." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Set the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" "Sobrescribe este método para definir si el gizmo puede ser escondido o no. " "Devuelve [code]true[/code] si no está sobrescrito." #: doc/classes/AudioStreamPlayback.xml msgid "" "Overridable method. Called whenever the audio stream is mixed if the " "playback is active and [method " "AudioServer.set_enable_tagging_used_audio_streams] has been set to " "[code]true[/code]. Editor plugins may use this method to \"tag\" the current " "position along the audio stream and display it in a preview." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns the number of times the stream has looped." msgstr "Devuelve el número de líneas visibles." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns the current position in the stream, in seconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "" "Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] " "for playing back the audio sample of this stream." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer2D]." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Returns [code]true[/code] if the stream is playing." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/AudioStreamPlayback.xml msgid "" "Mixes up to [param frames] of audio from the stream from the current " "position, at a rate of [param rate_scale], advancing the stream.\n" "Returns a [PackedVector2Array] where each element holds the left and right " "channel volume levels of each frame.\n" "[b]Note:[/b] Can return fewer frames than requested, make sure to use the " "size of the return value." msgstr "" #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "Seeks the stream at the given [param time], in seconds." msgstr "Busca en el stream en el [param time] dado, en segundos." #: doc/classes/AudioStreamPlayback.xml #, fuzzy msgid "" "Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing " "back the audio sample of this stream." msgstr "" "Asocia [AudioSamplePlayback] a este [AudioStreamPlayback] para reproducir la " "muestra de audio de este stream." #: doc/classes/AudioStreamPlayback.xml msgid "Starts the stream from the given [param from_pos], in seconds." msgstr "Inicia la transmisión desde la [param from_pos] dada, en segundos." #: doc/classes/AudioStreamPlayback.xml msgid "Stops the stream." msgstr "Detiene la transmisión." #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Playback component of [AudioStreamInteractive]." msgstr "Componente de reproducción de [AudioStreamInteractive]." #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "" "Playback component of [AudioStreamInteractive]. Contains functions to change " "the currently played clip." msgstr "" "Componente de reproducción de [AudioStreamInteractive]. Contiene funciones " "para cambiar el clip que se está reproduciendo actualmente." #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "" "Return the index of the currently playing clip. You can use this to get the " "name of the currently playing clip with [method " "AudioStreamInteractive.get_clip_name].\n" "[b]Example:[/b] Get the currently playing clip name from inside an " "[AudioStreamPlayer] node.\n" "[codeblocks]\n" "[gdscript]\n" "var playing_clip_name = " "stream.get_clip_name(get_stream_playback().get_current_clip_index())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Switch to a clip (by index)." msgstr "Cambiar a un clip (por índice)." #: modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml msgid "Switch to a clip (by name)." msgstr "Cambiar a un clip (por nombre)." #: modules/interactive_music/doc_classes/AudioStreamPlaybackPlaylist.xml msgid "Playback class used for [AudioStreamPlaylist]." msgstr "Clase de reproducción utilizada para [AudioStreamPlaylist]." #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "Instancia de reproducción para [AudioStreamPolyphonic]." #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Playback instance for [AudioStreamPolyphonic]. After setting the " "[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], " "or [AudioStreamPlayer3D], the playback instance can be obtained by calling " "[method AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml #, fuzzy msgid "" "Returns [code]true[/code] if the stream associated with the given integer ID " "is still playing. Check [method play_stream] for information on when this ID " "becomes invalid." msgstr "Devuelve [code]true[/code] si la string termina con la string dada." #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Play an [AudioStream] at a given offset, volume, pitch scale, playback type, " "and bus. Playback starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "A node for audio playback." msgstr "Un nodo para la reproducción de audio." #: doc/classes/AudioStreamPlayer.xml msgid "" "The [AudioStreamPlayer] node plays an audio stream non-positionally. It is " "ideal for user interfaces, menus, or background music.\n" "To use this node, [member stream] needs to be set to a valid [AudioStream] " "resource. Playing more than one sound at the same time is also supported, " "see [member max_polyphony].\n" "If you need to play audio at a specific position, use [AudioStreamPlayer2D] " "or [AudioStreamPlayer3D] instead." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the position in the [AudioStream] of the latest sound, in seconds. " "Returns [code]0.0[/code] if no sounds are playing.\n" "[b]Note:[/b] The position is not always accurate, as the [AudioServer] does " "not mix audio every processed frame. To get more accurate results, add " "[method AudioServer.get_time_since_last_mix] to the returned position.\n" "[b]Note:[/b] This method always returns [code]0.0[/code] if the [member " "stream] is an [AudioStreamInteractive], since it can have multiple clips " "playing at once." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the latest [AudioStreamPlayback] of this node, usually the most " "recently created by [method play]. If no sounds are playing, this method " "fails and returns an empty playback." msgstr "" #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "" "Returns [code]true[/code] if any sound is active, even if [member " "stream_paused] is set to [code]true[/code]. See also [member playing] and " "[method get_stream_playback]." msgstr "" "Devuelve [code]true[/code] si el vector está normalizado, y false en caso " "contrario." #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "" "Plays a sound from the beginning, or the given [param from_position] in " "seconds." msgstr "Reproduce el audio del [code]from_position[/code] dado, en segundos." #: doc/classes/AudioStreamPlayer.xml msgid "" "Restarts all sounds to be played from the given [param to_position], in " "seconds. Does nothing if no sounds are playing." msgstr "" "Reinicia todos los sonidos que se reproducirán desde el [param to_position] " "indicado, en segundos. No hace nada si no se reproduce ningún sonido." #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "Stops all sounds from this node." msgstr "Quita todos los huesos de este [Polygon2D]." #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "" "If [code]true[/code], this node calls [method play] when entering the tree." msgstr "" "Si es [code]true[/code], Light2D sólo aparecerá cuando se edite la escena." #: doc/classes/AudioStreamPlayer.xml msgid "" "The target bus name. All sounds from this node will be playing on this bus.\n" "[b]Note:[/b] At runtime, if no bus with the given name exists, all sounds " "will fall back on [code]\"Master\"[/code]. See also [method " "AudioServer.get_bus_name]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The maximum number of sounds this node can play at the same time. Calling " "[method play] after this value is reached will cut off the oldest sounds." msgstr "" "El número máximo de sonidos que este nodo puede reproducir simultáneamente. " "Al llamar a [method play] después de alcanzar este valor, se eliminarán los " "sonidos más antiguos." #: doc/classes/AudioStreamPlayer.xml msgid "" "The mix target channels. Has no effect when two speakers or less are " "detected (see [enum AudioServer.SpeakerMode])." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio's pitch and tempo, as a multiplier of the [member stream]'s sample " "rate. A value of [code]2.0[/code] doubles the audio's pitch, while a value " "of [code]0.5[/code] halves the pitch." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The playback type of the stream player. If set other than to the default " "value, it will force that playback type." msgstr "" #: doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "" "If [code]true[/code], this node is playing sounds. Setting this property has " "the same effect as [method play] and [method stop]." msgstr "" "Si es [code]true[/code], el audio se reproduce cuando se añade al árbol de " "escenas." #: doc/classes/AudioStreamPlayer.xml msgid "" "The [AudioStream] resource to be played. Setting this property stops all " "currently playing sounds. If left empty, the [AudioStreamPlayer] does not " "work." msgstr "" "El recurso [AudioStream] que se reproducirá. Al configurar esta propiedad, " "se detendrán todos los sonidos que se estén reproduciendo. Si se deja vacía, " "[AudioStreamPlayer] no funcionará." #: doc/classes/AudioStreamPlayer.xml msgid "" "If [code]true[/code], the sounds are paused. Setting [member stream_paused] " "to [code]false[/code] resumes all sounds.\n" "[b]Note:[/b] This property is automatically changed when exiting or entering " "the tree, or this node is paused (see [member Node.process_mode])." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Volume of sound, in decibels. This is an offset of the [member stream]'s " "volume.\n" "[b]Note:[/b] To convert between decibel and linear energy (like most volume " "sliders do), use [member volume_linear], or [method " "@GlobalScope.db_to_linear] and [method @GlobalScope.linear_to_db]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Volume of sound, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "Volumen del sonido, como un valor lineal.\n" "[b]Nota:[/b] Este miembro modifica [member volume_db] por conveniencia. El " "valor devuelto es equivalente al resultado de [method " "@GlobalScope.db_to_linear] sobre [member volume_db]. Establecer este miembro " "es equivalente a establecer [member volume_db] al resultado de [method " "@GlobalScope.linear_to_db] sobre un valor." #: doc/classes/AudioStreamPlayer.xml msgid "" "Emitted when a sound finishes playing without interruptions. This signal is " "[i]not[/i] emitted when calling [method stop], or when exiting the tree " "while sounds are playing." msgstr "" "Emitida cuando un sonido termina de reproducirse sin interrupciones. Esta " "señal [i]no[/i] se emite al llamar a [method stop], o al salir del árbol " "mientras los sonidos se están reproduciendo." #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played only on the first channel. This is the default." msgstr "" "El audio se reproducirá solo en el primer canal. Este es el comportamiento " "predeterminado." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "El audio se reproducirá en todos los canales de sonido envolvente." #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" "El audio se reproducirá en el segundo canal, que suele ser el del centro." #: doc/classes/AudioStreamPlayer2D.xml msgid "Plays positional sound in 2D space." msgstr "Reproduce sonido posicional en el espacio 2D." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "Devuelve la posición en el [AudioStream]." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer2D]." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "" "Reproduce el audio desde la posición dada [code]de_posición[/code], en " "segundos." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "" "Establece la posición desde la que se reproducirá el audio, en segundos." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "Detiene el audio." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml #, fuzzy msgid "The volume is attenuated over distance with this as an exponent." msgstr "Amortigua el audio a distancia con esto como exponente." #: doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" "Si es [code]true[/code], el audio se reproduce cuando se añade al árbol de " "escenas." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "Distancia máxima desde la que se puede oír el audio." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" "El tono y el tempo del audio, como multiplicador de la tasa de muestreo de " "la muestra de audio." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], audio is playing or is queued to be played (see " "[method play])." msgstr "" "Si es [code]true[/code], el audio se reproduce cuando se añade al árbol de " "escenas." #: doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "El objeto [AudioStream] que se va a reproducir." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "Si es [code]true[/code], la reproducción se interrumpe. Puede reanudarla " "estableciendo [code]stream_paused[/code] como [code]false[/code]." #: doc/classes/AudioStreamPlayer2D.xml #, fuzzy msgid "Base volume before attenuation, in decibels." msgstr "Volumen de la base sin amortiguar." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Base volume before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "Emitida cuando el audio deja de reproducirse." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Plays positional sound in 3D space." msgstr "Reproduce el sonido 3D en el espacio 3D." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer3D]." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound " "above this frequency is attenuated more than a sound below this frequency. " "To disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Amount how much the filter affects the loudness, in decibels." msgstr "Cantidad que muestra cuánto afecta el filtro al volumen, en dB." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "Decide si el audio debe ser más silencioso con la distancia lineal, " "cuadrática, logarítmica, o no ser afectado por la distancia, desactivando " "efectivamente la atenuación." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "Si es [code]true[/code], el audio se reproduce cuando se añade al árbol de " "escenas." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides in which step the Doppler effect should be calculated.\n" "[b]Note:[/b] If [member doppler_tracking] is not [constant " "DOPPLER_TRACKING_DISABLED] but the current [Camera3D]/[AudioListener3D] has " "doppler tracking disabled, the Doppler effect will be heard but will not " "take the movement of the current listener into account. If accurate Doppler " "effect is desired, doppler tracking should be enabled on both the " "[AudioStreamPlayer3D] and the current [Camera3D]/[AudioListener3D]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches a listener unattenuated." msgstr "El ángulo en el que el audio llega a un oyente sin atenuarse." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "" "Si es [code]true[/code], el audio debe atenuarse según la dirección del " "sonido." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" "Factor de atenuación utilizado si el oyente está fuera de [member " "emission_angle_degrees] y [member emission_angle_enabled] está habilitado, " "en decibelios." #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "Establece el máximo absoluto del nivel de sonido, en decibelios." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member " "max_distance] works in tandem with [member unit_size]. However, unlike " "[member unit_size] whose behavior depends on the [member attenuation_model], " "[member max_distance] always works in a linear fashion. This can be used to " "prevent the [AudioStreamPlayer3D] from requiring audio mixing when the " "listener is far away, which saves CPU resources." msgstr "" "La distancia a partir de la cual el sonido ya no se puede escuchar en " "absoluto. Solo tiene efecto si se establece a un valor mayor que [code]0.0[/" "code]. [member max_distance] funciona en conjunto con [member unit_size]. " "Sin embargo, a diferencia de [member unit_size] cuyo comportamiento depende " "del [member attenuation_model], [member max_distance] siempre funciona de " "forma lineal. Esto se puede usar para evitar que el [AudioStreamPlayer3D] " "requiera mezcla de audio cuando el oyente está lejos, lo que ahorra recursos " "de la CPU." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] by this factor. If the " "product is [code]0.0[/code] then stereo panning is disabled and the volume " "is the same for all channels. If the product is [code]1.0[/code] then one of " "the channels will be muted when the sound is located exactly to the left (or " "right) of the listener.\n" "Two speaker stereo arrangements implement the [url=https://" "webaudio.github.io/web-audio-api/#stereopanner-algorithm]WebAudio standard " "for StereoPannerNode Panning[/url] where the volume is cosine of half the " "azimuth angle to the ear.\n" "For other speaker arrangements such as the 5.1 and 7.1 the SPCAP (Speaker-" "Placement Correction Amplitude) algorithm is implemented." msgstr "" "Escala la fuerza de paneo para este nodo multiplicando la base [member " "ProjectSettings.audio/general/3d_panning_strength] por este factor. Si el " "producto es [code]0.0[/code], entonces el paneo estéreo está desactivado y " "el volumen es el mismo para todos los canales. Si el producto es [code]1.0[/" "code], entonces uno de los canales se silenciará cuando el sonido se " "encuentre exactamente a la izquierda (o a la derecha) del oyente.\n" "Las disposiciones estéreo de dos altavoces implementan el [url=https://" "webaudio.github.io/web-audio-api/#stereopanner-algorithm]Estándar WebAudio " "para StereoPannerNode Panning[/url] donde el volumen es el coseno de la " "mitad del ángulo de acimut al oído.\n" "Para otras disposiciones de altavoces, como el 5.1 y el 7.1, se implementa " "el algoritmo SPCAP (Speaker-Placement Correction Amplitude)." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "The [AudioStream] resource to be played." msgstr "El objeto [AudioStream] que se va a reproducir." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" "El factor para el efecto de atenuación. Valores más altos hacen que el " "sonido sea escuchado a mayor distancia." #: doc/classes/AudioStreamPlayer3D.xml msgid "The base sound level before attenuation, in decibels." msgstr "El nivel de sonido base antes de la atenuación, en decibelios." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The base sound level before attenuation, as a linear value.\n" "[b]Note:[/b] This member modifies [member volume_db] for convenience. The " "returned value is equivalent to the result of [method " "@GlobalScope.db_to_linear] on [member volume_db]. Setting this member is " "equivalent to setting [member volume_db] to the result of [method " "@GlobalScope.linear_to_db] on a value." msgstr "" "El nivel de sonido base antes de la atenuación, como un valor lineal.\n" "[b]Nota:[/b] Este miembro modifica [member volume_db] para mayor comodidad. " "El valor devuelto es equivalente al resultado de [method " "@GlobalScope.db_to_linear] en [member volume_db]. Establecer este miembro es " "equivalente a establecer [member volume_db] al resultado de [method " "@GlobalScope.linear_to_db] en un valor." #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to linear distance." msgstr "Atenuación de la sonoridad según la distancia lineal." #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to squared distance." msgstr "Atenuación de la sonoridad según la distancia al cuadrado." #: doc/classes/AudioStreamPlayer3D.xml msgid "Attenuation of loudness according to logarithmic distance." msgstr "Atenuación de la sonoridad según la distancia logarítmica." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "No attenuation of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" "Sin atenuación de la sonoridad según la distancia. El sonido seguirá " "oyéndose posicionalmente, a diferencia de un [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] se puede combinar con un valor de [member " "max_distance] mayor que [code]0.0[/code] para lograr una atenuación lineal " "sujeta a una esfera de un tamaño definido." #: doc/classes/AudioStreamPlayer3D.xml msgid "Disables doppler tracking." msgstr "Desactiva el rastreo doppler." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "Ejecuta el seguimiento Doppler durante los fotogramas del proceso (véase " "[constant Node.NOTIFICATION_INTERNAL_PROCESS])." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "Ejecuta el seguimiento Doppler durante los fotogramas de la física (véase " "[constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml #, fuzzy msgid "" "[AudioStream] that includes sub-streams and plays them back like a playlist." msgstr "" "[AudioStream] que incluye sub-streams y los reproduce como una lista de " "reproducción." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "Returns the BPM of the playlist, which can vary depending on the clip being " "played." msgstr "" "Devuelve el BPM de la lista de reproducción, que puede variar dependiendo " "del clip que se esté reproduciendo." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Returns the stream at playback position index." msgstr "Devuelve la transmisión en el índice de la posición de reproducción." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Sets the stream at playback position index." msgstr "Establece la transmisión en el índice de la posición de reproducción." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "Fade time used when a stream ends, when going to the next one. Streams are " "expected to have an extra bit of audio after the end to help with fading." msgstr "" "Tiempo de fundido usado cuando una transmisión termina, al pasar al " "siguiente. Se espera que las transmisiones tengan un poco de audio extra " "después del final para ayudar con el fundido." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "If [code]true[/code], the playlist will loop, otherwise the playlist will " "end when the last stream is finished." msgstr "" "Si es [code]true[/code], la lista de reproducción se repetirá en bucle. De " "lo contrario, la lista de reproducción terminará cuando finalice el último " "stream." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "" "If [code]true[/code], the playlist will shuffle each time playback starts " "and each time it loops." msgstr "" "Si es [code]true[/code], la lista de reproducción se barajará cada vez que " "comience la reproducción y cada vez que se repita." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Amount of streams in the playlist." msgstr "Cantidad de transmisiones en la lista de reproducción." #: modules/interactive_music/doc_classes/AudioStreamPlaylist.xml msgid "Maximum amount of streams supported in the playlist." msgstr "" "Cantidad máxima de transmisiones soportados en la lista de reproducción." #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" "AudioStream que permite al usuario reproducir streams personalizados en " "cualquier momento desde el código, simultáneamente usando un único " "reproductor." #: doc/classes/AudioStreamPolyphonic.xml msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance " "set inside the player, which can be obtained via [method " "AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] or [method " "AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the playback " "instance is only valid after the [code]stream[/code] property is set as an " "[AudioStreamPolyphonic] in those players." msgstr "" "Un AudioStream que permite al usuario reproducir streams personalizados en " "cualquier momento desde el código, de forma simultánea y usando un único " "reproductor.\n" "El control de la reproducción se realiza a través de la instancia " "[AudioStreamPlaybackPolyphonic] establecida dentro del reproductor, la cual " "se puede obtener mediante los métodos [method " "AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_playback] o [method " "AudioStreamPlayer3D.get_stream_playback]. La obtención de la instancia de " "reproducción solo es válida después de que la propiedad [code]stream[/code] " "se haya establecido como un [AudioStreamPolyphonic] en dichos reproductores." #: doc/classes/AudioStreamPolyphonic.xml msgid "Maximum amount of simultaneous streams that can be played." msgstr "Cantidad máxima de transmisiones simultáneas que se pueden reproducir." #: doc/classes/AudioStreamRandomizer.xml msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "" "Envuelve un grupo de transmisiones de audio con cambio de tono y volumen." #: doc/classes/AudioStreamRandomizer.xml msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, " "and applies random pitch shifting and volume shifting during playback." msgstr "" "Elige un AudioStream aleatorio del grupo, dependiendo del modo de " "reproducción, y aplica cambios aleatorios de tono y volumen durante la " "reproducción." #: doc/classes/AudioStreamRandomizer.xml msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "" "Inserta una transmisión en el índice especificado. Si el índice es menor que " "cero, la inserción se produce al final del grupo subyacente." #: doc/classes/AudioStreamRandomizer.xml msgid "Returns the stream at the specified index." msgstr "Devuelve la transmisión en el índice especificado." #: doc/classes/AudioStreamRandomizer.xml msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "" "Devuelve el peso de probabilidad asociado con la transmisión en el índice " "dado." #: doc/classes/AudioStreamRandomizer.xml msgid "Move a stream from one index to another." msgstr "Mueve una transmisión de un índice a otro." #: doc/classes/AudioStreamRandomizer.xml msgid "Remove the stream at the specified index." msgstr "Elimina la transmisión en el índice especificado." #: doc/classes/AudioStreamRandomizer.xml msgid "Set the AudioStream at the specified index." msgstr "Establece el AudioStream en el índice especificado." #: doc/classes/AudioStreamRandomizer.xml #, fuzzy msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" "Establece el peso de probabilidad del stream en el índice especificado. " "Cuanto mayor\n" "sea este valor, más probable es que el randomizer elija este stream durante " "los modos de\n" "reproducción aleatoria." #: doc/classes/AudioStreamRandomizer.xml msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "" "Controla cómo este AudioStreamRandomizer elige qué AudioStream reproducir a " "continuación." #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "" "La intensidad de la variación de tono aleatoria. Un valor de 1 significa que " "no hay variación." #: doc/classes/AudioStreamRandomizer.xml msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "" "La intensidad de la variación de volumen aleatoria. Un valor de 0 significa " "que no hay variación." #: doc/classes/AudioStreamRandomizer.xml #, fuzzy msgid "The number of streams in the stream pool." msgstr "El número de pasos en la secuencia." #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "" "Stream that can be fitted with sub-streams, which will be played in-sync." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "" "This is a stream that can be fitted with sub-streams, which will be played " "in-sync. The streams begin at exactly the same time when play is pressed, " "and will end when the last of them ends. If one of the sub-streams loops, " "then playback will continue." msgstr "" #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Get one of the synchronized streams, by index." msgstr "Obtener una de las transmisiones sincronizadas, por índice." #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml msgid "Get the volume of one of the synchronized streams, by index." msgstr "" "Obtener el volumen de una de las transmisiones sincronizadas, por índice." #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml #, fuzzy msgid "Set one of the synchronized streams, by index." msgstr "Devuelve el nombre de la blendshape de este indice." #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml #, fuzzy msgid "Set the volume of one of the synchronized streams, by index." msgstr "Establece el valor del parámetro especificado." #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml #, fuzzy msgid "Set the total amount of streams that will be played back synchronized." msgstr "" "Establece la posición desde la que se reproducirá el audio, en segundos." #: modules/interactive_music/doc_classes/AudioStreamSynchronized.xml #, fuzzy msgid "Maximum amount of streams that can be synchronized." msgstr "" "Número máximo de niveles de brillo que se pueden utilizar con el efecto de " "post-procesado de brillo." #: doc/classes/AudioStreamWAV.xml msgid "Stores audio data loaded from WAV files." msgstr "Almacena datos de audio cargados desde archivos WAV." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "AudioStreamSample almacena muestras de sonido cargadas desde archivos WAV. " "Para reproducir el sonido almacenado, utiliza un [AudioStreamPlayer] (para " "audio no posicional) o [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (para " "audio posicional). El sonido se puede reproducir en bucle.\n" "Esta clase también puede ser usada para almacenar datos de audio PCM " "generados dinámicamente." #: doc/classes/AudioStreamWAV.xml msgid "" "Creates a new [AudioStreamWAV] instance from the given buffer. The buffer " "must contain WAV data.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV]. The usage of [param options] is identical to [method " "AudioStreamWAV.load_from_file]." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Creates a new [AudioStreamWAV] instance from the given file path. The file " "must be in WAV format.\n" "The keys and values of [param options] match the properties of " "[ResourceImporterWAV].\n" "[b]Example:[/b] Load the first file dropped as a WAV and play it:\n" "[codeblock]\n" "@onready var audio_player = $AudioStreamPlayer\n" "\n" "func _ready():\n" "\tget_window().files_dropped.connect(_on_files_dropped)\n" "\n" "func _on_files_dropped(files):\n" "\tif files[0].get_extension() == \"wav\":\n" "\t\taudio_player.stream = AudioStreamWAV.load_from_file(files[0], {\n" "\t\t\t\t\"force/max_rate\": true,\n" "\t\t\t\t\"force/max_rate_hz\": 11025\n" "\t\t\t})\n" "\t\taudio_player.play()\n" "[/codeblock]" msgstr "" #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM or Quite OK Audio formats can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" "Guarda el AudioStreamSample como un archivo WAV en [code]path[/code]. Las " "muestras con formato IMA ADPCM no pueden ser guardadas.\n" "[b]Nota:[/b] Una extensión [code].wav[/code] se añade automáticamente a " "[code]path[/code] si falta." #: doc/classes/AudioStreamWAV.xml msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this " "property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, " "subtract 128 from each byte.\n" "[b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this " "property expects data from a full QOA file." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio format." msgstr "Formato de audio." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "" "The loop start point (in number of samples, relative to the beginning of the " "stream)." msgstr "" "El punto de inicio del bucle (en número de muestras, en relación con el " "inicio de la muestra). Esta información se importará automáticamente desde " "el archivo WAV si está presente." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "" "The loop end point (in number of samples, relative to the beginning of the " "stream)." msgstr "" "El punto final del bucle (en número de muestras, relativo al comienzo de la " "muestra). Esta información se importará automáticamente desde el archivo WAV " "si está presente." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "The loop mode." msgstr "La altura del cilindro." #: doc/classes/AudioStreamWAV.xml msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "La frecuencia de muestreo para mezclar este audio. Valores más altos " "requieren más espacio de almacenamiento, pero ofrecen mejor calidad.\n" "En juegos, las frecuencias de muestreo comunes son [code]11025[/code], " "[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/" "code] y [code]48000[/code].\n" "Según el [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]teorema de muestreo de Nyquist-" "Shannon[/url], no hay diferencia de calidad perceptible para el oído humano " "al superar los 40,000 Hz (ya que la mayoría de los humanos solo pueden oír " "hasta ~20,000 Hz, a menudo menos). Si estás usando sonidos de tono más bajo, " "como voces, frecuencias de muestreo más bajas como [code]32000[/code] o " "[code]22050[/code] pueden ser utilizables sin pérdida de calidad." #: doc/classes/AudioStreamWAV.xml msgid "If [code]true[/code], audio is stereo." msgstr "Si es [code]true[/code], el audio es estéreo." #: doc/classes/AudioStreamWAV.xml msgid "" "Contains user-defined tags if found in the WAV data.\n" "Commonly used tags include [code]title[/code], [code]artist[/code], " "[code]album[/code], [code]tracknumber[/code], and [code]date[/code] " "([code]date[/code] does not have a standard date format).\n" "[b]Note:[/b] No tag is [i]guaranteed[/i] to be present in every file, so " "make sure to account for the keys not always existing.\n" "[b]Note:[/b] Only WAV files using a [code]LIST[/code] chunk with an " "identifier of [code]INFO[/code] to encode the tags are currently supported." msgstr "" #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "8-bit PCM audio codec." msgstr "Códec de audio de 8 bits." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "16-bit PCM audio codec." msgstr "Códec de audio de 16 bits." #: doc/classes/AudioStreamWAV.xml #, fuzzy msgid "Audio is lossily compressed as IMA ADPCM." msgstr "El audio se comprime usando IMA ADPCM." #: doc/classes/AudioStreamWAV.xml msgid "" "Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/" "url]." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "Audio does not loop." msgstr "El audio no se reproduce en bucle." #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose sólo hacia adelante." #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose hacia adelante y hacia atrás." #: doc/classes/AudioStreamWAV.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose sólo hacia atrás." #: doc/classes/BackBufferCopy.xml msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "" #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" "Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La " "región definida en el nodo BackBufferCopy se almacena en un búfer con el " "contenido de la pantalla que cubre, o la pantalla entera según el modo de " "copia establecido. Usa la función [code]texture(SCREEN_TEXTURE, ...)[/code] " "en tus shader scripts para acceder al buffer.\n" "[b]Nota:[/b] Como este nodo hereda de [Nodo2D] (y no de [Control]), los " "anclajes y márgenes no se aplicarán a los nodos derivados de [Control]. Esto " "puede ser problemático al redimensionar la ventana. Para evitar esto, " "agregue los nodos derivados de [Control] como [i]hermanos[/i] al nodo " "BackBufferCopy en lugar de agregarlos como hijos." #: doc/classes/BackBufferCopy.xml msgid "Screen-reading shaders" msgstr "Shaders de lectura de pantalla" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode." msgstr "Modo de búfer." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es " "[constant COPY_MODE_RECT]." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo " "BackBufferCopy utilizará directamente la parte de la pantalla que cubre." #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers a rectangular region." msgstr "[BackBufferCopy] almacena una región rectangular." #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers the entire screen." msgstr "[BackBufferCopy] almacena toda la pantalla." #: doc/classes/BaseButton.xml msgid "Abstract base class for GUI buttons." msgstr "Clase base abstracta para botones GUI." #: doc/classes/BaseButton.xml msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "" "[BaseButton] es una clase base abstracta para botones de interfaz gráfica. " "No muestra nada por sí sola." #: doc/classes/BaseButton.xml msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "Se llama cuando se presiona el botón. Si necesitas saber el estado de " "pulsación del botón (y [member toggle_mode] está activo), utiliza en su " "lugar el [method _toggled]." #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" "Se llama cuando se cambia el estado del botón(Activado/Desactivado) (sólo si " "[member toggle_mode] está activo)." #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "Devuelve el estado visual utilizado para dibujar el botón. Esto es útil " "principalmente cuando implementas tu propio código de dibujo, ya sea " "anulando _draw() o conectando la señal de \"dibujo\". El estado visual del " "botón está definido por el enum [enum DrawMode]." #: doc/classes/BaseButton.xml msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha " "dejado todavía." #: doc/classes/BaseButton.xml msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" #: doc/classes/BaseButton.xml msgid "Determines when the button is considered clicked." msgstr "Determina cuándo se considera que se hizo clic en el botón." #: doc/classes/BaseButton.xml #, fuzzy msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "[ButtonGroup] asociado al botón." #: doc/classes/BaseButton.xml msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" "Máscara binaria para elegir a qué botones del ratón responderá este botón.\n" "Para permitir clics izquierdo y derecho, utiliza " "[code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Changing the value of [member button_pressed] will result in " "[signal toggled] to be emitted. If you want to change the pressed state " "without emitting that signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml #, fuzzy msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled.\n" "[b]Note:[/b] If the button is disabled while held down, [signal button_up] " "will be emitted." msgstr "" "Si es [code]true[/code], el botón está en estado de desactivación y no se " "puede hacer clic o alternar el estado." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" "Si es [code]true[/code], el botón permanecee pulsado cuando el cursor se " "mueve fuera mientras se presiona.\n" "[b]Nota:[/b] Esta propiedad solo afecta la apariencia visual del botón. Se " "emitirán señales en el mismo momento sin tener en cuenta el valor de esta " "propiedad." #: doc/classes/BaseButton.xml msgid "[Shortcut] associated to the button." msgstr "[Shortcut] asociado al botón." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip.\n" "[b]Note:[/b] This property does nothing when the tooltip control is " "customized using [method Control._make_custom_tooltip]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" "Si es [code]true[/code], el botón está en modo de conmutación. Hace que el " "botón cambie de estado entre presionado y no presionado cada vez que se hace " "clic en su área." #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." msgstr "Emitida cuando el botón comienza a ser presionado." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "Emitida cuando el botón deja de ser presionado." #: doc/classes/BaseButton.xml msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "Emitida cuando el botón se conmuta o se presiona. Esto está en [signal " "button_down] si el [member action_mode] es [constant " "ACTION_MODE_BUTTON_PRESS] y en [signal button_up] en caso contrario.\n" "Si necesitas saber el estado de pulsación del botón (y [member toggle_mode] " "está activo), utiliza [signal toggled] en su lugar." #: doc/classes/BaseButton.xml #, fuzzy msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" "Emitida cuando el botón acaba de conmutar entre los estados de pulsado y " "normal (sólo si [member toggle_mode] está activo). El nuevo estado está " "contenido en el argumento [code]button_pressed[/code]." #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" "El estado normal (es decir, no presionado, no encima del botón, no activado " "y activado) de los botones." #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "El estado de los botones se presiona." #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "El estado de los botones que tienen el cursor encima." #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "El estado de los botones está desactivado." #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "El estado de los botones cuyo cursor esta encima y se presiona." #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "Requiere sólo una pulsación para considerar el botón pulsado." #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" "Requiere de una pulsación y una posterior liberación antes de considerar el " "botón pulsado." #: doc/classes/BaseMaterial3D.xml msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "" "Clase base abstracta para definir las propiedades de renderizado 3D de " "mallas." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "This class serves as a default material with a wide variety of rendering " "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" "Esto proporciona un material por defecto con una amplia variedad de " "características y propiedades de renderizado sin necesidad de escribir " "codigo shader. Véase el siguiente tutorial para obtener más detalles." #: doc/classes/BaseMaterial3D.xml doc/classes/ORMMaterial3D.xml #: doc/classes/StandardMaterial3D.xml msgid "Standard Material 3D and ORM Material 3D" msgstr "Material 3D estándar y Material 3D ORM" #: doc/classes/BaseMaterial3D.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Devuelve [code]true[/code], si el [enum Feature] especificado está activado." #: doc/classes/BaseMaterial3D.xml msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "Devuelve [code]true[/code] si la bandera especificada está habilitada." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "Devuelve la [Texture] asociada a la [enum TextureParam] especificada." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "Si es [code]true[/code], habilita la [enum Feature] especificada. Muchas de " "las características que están disponibles en [SpatialMaterial] deben ser " "habilitadas antes de su uso. De esta manera, el costo de usar la " "característica sólo se incurre cuando se especifica. Las características " "también pueden ser habilitadas estableciendo el miembro correspondiente en " "[code]true[/code]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]." msgstr "" "Si es [code]true[/code], habilita la [enum Feature] especificada. Muchas de " "las características que están disponibles en [SpatialMaterial] deben ser " "habilitadas antes de su uso. De esta manera, el costo de usar la " "característica sólo se incurre cuando se especifica. Las características " "también pueden ser habilitadas estableciendo el miembro correspondiente en " "[code]true[/code]." #: doc/classes/BaseMaterial3D.xml msgid "Sets the texture for the slot specified by [param param]." msgstr "Establece la textura para la ranura especificada por [param param]." #: doc/classes/BaseMaterial3D.xml msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" "Color base del material.\n" "[b]Nota:[/b] Si [member detail_enabled] es [code]true[/code] y se especifica " "una textura [member detail_albedo], [member albedo_color] [i]no[/i] modulará " "la textura de detalle. Esto se puede usar para colorear áreas parciales de " "un material sin especificar una textura de albedo y usando una textura " "[member detail_albedo] transparente." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" "La textura se multiplica por [member albedo_color]. Se utiliza para la " "textura básica de los objetos." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] " "from sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF " "parameters." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "Umbral en el que el alpha scissor descartará los valores." #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "The type of alpha antialiasing to apply." msgstr "El tipo de antialiasing alfa que se aplicará." #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "Bloquea el valor entre [code]0.0[/code] y [code]1.0[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminum and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering, which can be enabled by setting [member texture_filter] " "to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" "Si es [code]true[/code], se activa la oclusión ambiental. La oclusión " "ambiental oscurece las áreas basadas en el [member ao_texture]." #: doc/classes/BaseMaterial3D.xml msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" "La cantidad que la oclusión ambiental afecta a la iluminación de las luces. " "Si [code]0[/code], la oclusión ambiental sólo afecta a la luz ambiental. Si " "[code]1[/code], la oclusión ambiental afecta a las luces tanto como a la luz " "ambiental. Esto puede utilizarse para influir en la intensidad del efecto de " "la oclusión ambiental, pero normalmente tiene un aspecto poco realista." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "Si es [code]true[/code], usa las coordenadas [code]UV2[/code] para mirar " "hacia arriba desde el [member ao_texture]." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" "Textura que define la cantidad de oclusión ambiental para un punto " "determinado del objeto." #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Especifica el canal del [member ao_texture] en el que se almacena la " "información de oclusión ambiental. Esto es útil cuando se almacena la " "información de múltiples efectos en una sola textura. Por ejemplo, si " "almacena metálico en el canal rojo, rugosidad en el azul y oclusión " "ambiental en el verde podría reducir el número de texturas que utiliza." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "" "El color usado por el efecto de luz de fondo. Representa la luz que pasa a " "través de un objeto." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" "Si es [code]true[/code], se habilita la transparencia en el cuerpo. Véase " "también [member blend_mode]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "" "Textura utilizada para controlar el efecto de luz de fondo por píxel. " "Añadido a [member backlight]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], the bent normal map is enabled. This allows for more " "accurate indirect lighting and specular occlusion." msgstr "Si es [code]true[/code], se habilita el mapeado normal." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture that specifies the average direction of incoming ambient light at a " "given pixel. The [member bent_normal_texture] only uses the red and green " "channels; the blue and alpha channels are ignored. The normal read from " "[member bent_normal_texture] is oriented around the surface normal provided " "by the [Mesh].\n" "[b]Note:[/b] A bent normal map is different from a regular normal map. When " "baking a bent normal map make sure to use [b]a cosine distribution[/b] for " "the bent normal map to work correctly.\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the shading produced by the bent normal map will not " "look correct. If creating geometry with [SurfaceTool], you can use [method " "SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to " "automatically generate normals and tangents respectively.\n" "[b]Note:[/b] Godot expects the bent normal map to use X+, Y+, and Z+ " "coordinates. See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "Textura utilizada para especificar la normal en un pixel determinado. La " "[code]normal_texture[/code] sólo utiliza los canales rojo y verde. El normal " "leído de [code]normal_texture[/code] se orienta alrededor del normal de la " "superficie proporcionado por la [Mesh].\n" "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas " "X+, Y-, y Z+. Véase [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" "Si es [code]true[/code], el shader mantendrá la escala establecida para la " "malla. De lo contrario, la escala se perderá cuando se haga billboarding. " "Sólo se aplica cuando [member billboard_mode] es [constant " "BILLBOARD_ENABLED]." #: doc/classes/BaseMaterial3D.xml msgid "" "Controls how the object faces the camera.\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline." msgstr "" "El modo de mezcla del material.\n" "[b]Nota:[/b] Los valores distintos a [code]Mix[/code] obligan al objeto a " "entrar en el pipeline transparente. Véase [enum BlendMode]." #: doc/classes/BaseMaterial3D.xml msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" "Establece la fuerza del efecto del barniz. Ajustar a [code]0[/code] se ve " "igual que desactivar el efecto de barniz." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "Si es [code]true[/code], se habilita el renderizado de barniz. Añade un pase " "transparente secundario al cálculo de iluminación, lo que resulta en una " "mancha especular añadida. Esto hace que los materiales aparezcan como si " "tuvieran una capa transparente sobre ellos que puede ser brillante o rugosa." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "rougher clearcoat while a lower value results in a smoother clearcoat." msgstr "" "Establece la rugosidad del paso del barniz. Un valor más alto resulta en un " "barniz más suave mientras que un valor más bajo resulta en un barniz más " "áspero." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" "Textura que define la fuerza del efecto del barniz y el brillo del barniz. " "La fuerza se especifica en el canal rojo mientras que el brillo se " "especifica en el canal verde." #: doc/classes/BaseMaterial3D.xml msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines when depth rendering takes place. See also [member transparency]." msgstr "" "Determina cuándo el renderizado de profundidad se lleva a cabo. Véase " "también [member transparency]." #: doc/classes/BaseMaterial3D.xml msgid "May be affected by future rendering pipeline changes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Determines which comparison operator is used when testing depth. See [enum " "DepthTest].\n" "[b]Note:[/b] Changing [member depth_test] to a non-default value only has a " "visible effect when used on a transparent material, or a material that has " "[member depth_draw_mode] set to [constant DEPTH_DRAW_DISABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]." msgstr "" "Especifica cómo el [member detail_albedo] debe mezclarse con el " "[code]ALBEDO[/code] actual." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add " "variation to objects, or to blend between two different albedo/normal " "textures." msgstr "" "Si es [code]true[/code], permite la superposición de detalles. El detalle es " "una segunda textura que se mezcla sobre la superficie del objeto basada en " "[member detail_mask]. Esto puede ser usado para añadir variación a los " "objetos, o para mezclar entre dos diferentes texturas de albedo/normal." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" "La textura usada para especificar cómo las texturas de detalle se mezclan " "con las texturas de base." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the " "blue and alpha channels are ignored. The normal read from [member " "detail_normal] is oriented around the surface normal provided by the " "[Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "Textura que especifica la normalidad por píxel de la superposición de " "detalles.\n" "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas " "X+, Y-, y Z+. Véase [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer." msgstr "" "Especifica si se utiliza [code]UV[/code] o [code]UV2[/code] para la capa de " "detalle." #: doc/classes/BaseMaterial3D.xml msgid "The algorithm used for diffuse light scattering." msgstr "El algoritmo utilizado para la dispersión de luz difusa." #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "Si es [code]true[/code], el objeto no recibe luz ambiental." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" "Si es [code]true[/code], el objeto no recibe ninguna sombra que de otra " "manera sería arrojada sobre él." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], disables specular occlusion even if [member " "ProjectSettings.rendering/reflections/specular_occlusion/enabled] is " "[code]false[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" "Especifica el tipo de desvanecimiento a utilizar. Puede ser cualquiera de " "los [enum DistanceFadeMode]s." #: doc/classes/BaseMaterial3D.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "El color de la luz emitida. Véase [member emission_enabled]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" "Si es [code]true[/code], el cuerpo emite luz. Emitir luz hace que el objeto " "parezca más brillante. El objeto también puede emitir luz sobre otros " "objetos si se utiliza un [GIProbe] y este objeto se utiliza en el mapa de " "iluminacion cocinada." #: doc/classes/BaseMaterial3D.xml msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "El multiplicador de la luz emitida. Véase [member emission_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "" "Luminance of emitted light, measured in nits (candela per square meter). " "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to " "an indoor lightbulb." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "Utiliza [code]UV2[/code] para leer de la [member emission_texture]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply." msgstr "" "Establece cómo interactúa [member emission] con [member emission_texture]. " "Puede sumar o multiplicar. Véase [enum EmissionOperator] para las opciones." #: doc/classes/BaseMaterial3D.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" "Textura que especifica cuánta superficie emite luz en un punto determinado." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance. The object's size on screen is the same as if the camera was " "[code]1.0[/code] units away from the object's origin, regardless of the " "actual distance from the camera. The [Camera3D]'s field of view (or [member " "Camera3D.size] when in orthogonal/frustum mode) still affects the size the " "object is drawn at." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Overrides the [Camera3D]'s field of view angle (in degrees).\n" "[b]Note:[/b] This behaves as if the field of view is set on a [Camera3D] " "with [member Camera3D.keep_aspect] set to [constant Camera3D.KEEP_HEIGHT]. " "Additionally, it may not look correct on a non-perspective camera where the " "field of view setting is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=http://" "wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in " "the 3D authoring software. In this case, grow will be able to join every " "outline together, just like in the original mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "Crecen los vértices de los objetos en la dirección de sus normales." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored " "if [member uv1_triplanar] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting " "the height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" "Si es [code]true[/code], invierte los vectores binormales de la malla al " "interpretar el mapa de altura. Si el efecto del mapa de altura se ve raro " "cuando la cámara se mueve (incluso con una [member heightmap_scale] " "razonable), intenta establecer esto a [code]true[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves " "(even with a reasonable [member heightmap_scale]), try setting this to " "[code]true[/code]." msgstr "" "Si es [code]true[/code], invierte los vectores tangentes de la malla al " "interpretar el mapa de altura. Si el efecto del mapa de altura se ve raro " "cuando la cámara se mueve (incluso con una [member heightmap_scale] " "razonable), intenta establecer esto a [code]true[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert " "the depth map in Godot 3.x, in which case [member heightmap_flip_texture] " "should remain [code]false[/code]." msgstr "" "Si es [code]true[/code], interpreta la textura del mapa de altura como un " "mapa de profundidad, donde los valores más brillantes parecen estar \"más " "bajos\" en altitud en comparación con los valores más oscuros.\n" "Esto se puede habilitar para la compatibilidad con algunos materiales " "creados para Godot 3.x. Esto no es necesario si la opción de importación " "Invertir se usó para invertir el mapa de profundidad en Godot 3.x, en cuyo " "caso [member heightmap_flip_texture] debería permanecer en [code]false[/" "code]." #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "El número de capas que se utilizarán para el mapeo de oclusión de paralaje " "cuando la cámara esté cerca del material. Los valores más altos resultan en " "un efecto de profundidad más convincente, especialmente en los materiales " "que tienen cambios de altura pronunciados. Los valores más altos tienen un " "coste significativo en la GPU, por lo que solo debe aumentarse en los " "materiales donde produce una diferencia visual significativa.\n" "[b]Nota:[/b] Solo es efectivo si [member heightmap_deep_parallax] es " "[code]true[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "The number of layers to use for parallax occlusion mapping when the camera " "is far away from the material. Higher values result in a more convincing " "depth effect, especially in materials that have steep height changes. Higher " "values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "El número de capas que se utilizarán para el mapeo de oclusión de paralaje " "cuando la cámara esté lejos del material. Los valores más altos resultan en " "un efecto de profundidad más convincente, especialmente en los materiales " "que tienen cambios de altura pronunciados. Los valores más altos tienen un " "coste significativo en la GPU, por lo que solo debe aumentarse en los " "materiales donde produce una diferencia visual significativa.\n" "[b]Nota:[/b] Solo es efectivo si [member heightmap_deep_parallax] es " "[code]true[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this " "value, try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/" "url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture " "only uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" "Un valor alto hace que el material parezca más como un metal. Los no " "metálicos usan su albedo como color difuso y añaden difusión a la reflexión " "especular. Con los no metálicos, la reflexión aparece sobre el color del " "albedo. Los metales usan su albedo como multiplicador de la reflexión " "especular y ponen el color difuso en negro, lo que resulta en una reflexión " "teñida. Los materiales funcionan mejor cuando son totalmente metálicos o " "totalmente no metálicos, los valores entre [code]0[/code] y [code]1[/code] " "sólo deben utilizarse para la mezcla entre secciones metálicas y no " "metálicas. Para alterar la cantidad de reflexión utiliza [member roughness]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" "Establece el tamaño del lóbulo especular. El lóbulo especular es el punto " "brillante que se refleja en las fuentes de luz.\n" "[b]Nota:[/b] a diferencia de [member metallic], este no es un conservador de " "energía, por lo que debe dejarse en [code]0.5[/code] en la mayoría de los " "casos. Véase también [member roughness]." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" "Textura utilizada para especificar el metal de un objeto. Se multiplica por " "[member metallic]." #: doc/classes/BaseMaterial3D.xml msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " "podrías reducir el número de texturas que utilizas." #: doc/classes/BaseMaterial3D.xml msgid "The width of the shape outline." msgstr "El ancho del contorno de la forma." #: doc/classes/BaseMaterial3D.xml msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" "Si es [code]true[/code], la prueba de profundidad está desactivada y el " "objeto se dibujará en orden de renderizado." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "Si es [code]true[/code], se habilita el mapeado normal." #: doc/classes/BaseMaterial3D.xml msgid "The strength of the normal map's effect." msgstr "La fuerza del efecto del mapa normal." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method " "SurfaceTool.generate_tangents] to automatically generate normals and " "tangents respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" "Textura utilizada para especificar la normal en un pixel determinado. La " "[code]normal_texture[/code] sólo utiliza los canales rojo y verde. El normal " "leído de [code]normal_texture[/code] se orienta alrededor del normal de la " "superficie proporcionado por la [Mesh].\n" "[b]Nota:[/b] Godot espera que el mapa de normales utiliza las coordenadas " "X+, Y-, y Z+. Véase [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/BaseMaterial3D.xml msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is " "stored in the blue channel. The alpha channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "El número de fotogramas horizontales en la hoja de sprites de partículas. " "Sólo se habilita cuando se usa la constante [BILLBOARD_PARTICLES]. Véase " "[member billboard_mode]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "Si es [code]true[/code], las animaciones de las partículas se hacen en " "bucle. Sólo se activa cuando se usa [constant BILLBOARD_PARTICLES]. Véase " "[member billboard_mode]." #: doc/classes/BaseMaterial3D.xml msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "Número de fotogramas verticales en la hoja de sprites de partículas. Solo se " "habilita al usar [constant BILLBOARD_PARTICLES]. Véase [member " "billboard_mode]." #: doc/classes/BaseMaterial3D.xml msgid "The point size in pixels. See [member use_point_size]." msgstr "Tamaño en píxeles. Véase [member use_point_size]." #: doc/classes/BaseMaterial3D.xml msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" "Distancia a la que se produce el efecto de desvanecimiento. Cuanto mayor es " "la distancia, más tiempo tarda un objeto en desvanecerse." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" "Si es [code]true[/code], se activa el efecto de desvanecimiento por " "proximidad. El efecto de desvanecimiento por proximidad se desvanece cada " "píxel basado en su distancia a otro objeto." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts " "transparency based on light from behind the object.\n" "[b]Note:[/b] Refraction is implemented using the screen texture. Only opaque " "materials will appear in the refraction, since transparent materials do not " "appear in the screen texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The strength of the refraction effect." msgstr "La fuerza del efecto de refracción." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" "Textura que controla la fuerza de la refracción por píxel. Multiplicado por " "[member refraction_scale]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " "podrías reducir el número de texturas que utilizas." #: doc/classes/BaseMaterial3D.xml msgid "Sets the strength of the rim lighting effect." msgstr "Establece la fuerza del efecto de iluminación del borde." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "Si es [code]true[/code], el efecto de borde está activado. La iluminación de " "los bordes aumenta el brillo en los ángulos de visión de un objeto." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" "La textura utilizada para establecer la fuerza del efecto de iluminación del " "borde por píxel. Multiplicado por el [member rim]." #: doc/classes/BaseMaterial3D.xml msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" "La cantidad de luz de mezclia y el color del albedo cuando se renderiza el " "efecto de borde. Si se utiliza [code]0[/code] el color de la luz, mientras " "que [code]1[/code] significa que se utiliza el color del albedo. Un valor " "intermedio generalmente funciona mejor." #: doc/classes/BaseMaterial3D.xml msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" "Reflexión de la superficie. Un valor de [code]0[/code] representa un espejo " "perfecto mientras que un valor de [code]1[/code] difumina completamente el " "reflejo. Véase también [member metallic]." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" "La textura utilizada para controlar la rugosidad por píxel. Multiplicado por " "[member roughness]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " "podrías reducir el número de texturas que utilizas." #: doc/classes/BaseMaterial3D.xml msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile " "applications, however it looks considerably worse than per-pixel. Unshaded " "rendering is the fastest, but disables all interactions with lights." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" "Si es [code]true[/code], habilita el modo de representación \"sombra a " "opacidad\" en el que la iluminación modifica el alfa de modo que las áreas " "sombreadas son opacas y las áreas no sombreadas son transparentes. Es útil " "para superponer sombras en una cámara de alimentación en AR." #: doc/classes/BaseMaterial3D.xml msgid "" "The method for rendering the specular blob.\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "The primary color of the stencil effect." msgstr "El color del texto del título." #: doc/classes/BaseMaterial3D.xml msgid "" "The comparison operator to use for stencil masking operations. See [enum " "StencilCompare]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The flags dictating how the stencil operation behaves. See [enum " "StencilFlags]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The stencil effect mode. See [enum StencilMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The outline thickness for [constant STENCIL_MODE_OUTLINE]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "The stencil reference value (0-255). Typically a power of 2." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality].\n" "[b]Note:[/b] Subsurface scattering is not supported on viewports that have a " "transparent background (where [member Viewport.transparent_bg] is " "[code]true[/code])." msgstr "" "Si es [code]true[/code], se activa la dispersión subterránea. Emula la luz " "que penetra en la superficie de un objeto, se dispersa y luego emerge." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin, such as boosting the " "intensity of the red channel in subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" "La fuerza del efecto de dispersión subsuperficial. La profundidad del efecto " "también está controlada por [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], que se establece " "globalmente." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "La textura utilizada para controlar la fuerza del subsurface scattering. Se " "almacena en el canal rojo de la textura. Multiplicado por [member " "subsurf_scatter_strength]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "The intensity of the subsurface scattering transmittance effect." msgstr "" "La intensidad del efecto de transmitancia de dispersión subsuperficial." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "El color para multiplicar el efecto de transmitancia de la dispersión " "subsuperficial. Se ignora si [member subsurf_scatter_skin_mode] es " "[code]true[/code]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "The depth of the subsurface scattering transmittance effect." msgstr "" "La profundidad del efecto de transmitancia de dispersión subsuperficial." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" "Si es [code]true[/code], activa la transmitancia de dispersión " "subsuperficial. Solo es efectivo si [member subsurf_scatter_enabled] es " "[code]true[/code]. Véase también [member backlight_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "" "The texture to use for multiplying the intensity of the subsurface " "scattering transmittance intensity. See also [member " "subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is " "[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Filter flags for the texture.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " "ensure the heightmap effect looks as intended. If you need sharper height " "transitions between pixels, resize the heightmap texture in an image editor " "with nearest-neighbor filtering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], the texture repeats when exceeding the texture's size. " "See [constant FLAG_USE_TEXTURE_REPEAT]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material's transparency mode. Some transparency modes will disable " "shadow casting. Any transparency mode other than [constant " "TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque " "rendering. See also [member blend_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code] use [member fov_override] to override the [Camera3D]'s " "field of view angle." msgstr "" "Si es [code]true[/code], [member value] puede ser menor que [member " "min_value]." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member point_size]." msgstr "" "Si es [code]true[/code], el tamaño del punto de renderizado puede ser " "cambiado.\n" "[b]Nota:[/b] esto sólo es efectivo para los objetos cuya geometría se basa " "en puntos en vez de en triángulos. Véase también [member point_size]." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code] use [member z_clip_scale] to scale the object being " "rendered towards the camera to avoid clipping into things like walls." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be " "added to [code]UV[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv1_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" "Cuánto desplazar las coordenadas [code]UV[/code]. Esta cantidad se añadirá a " "[code]UV[/code] en la función de vértice. Esto puede ser usado para " "desplazar una textura." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" "Cuánto escalar las coordenadas [code]UV[/code]. Esto se multiplica por " "[code]UV[/code] en la función de vértice." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "Si es [code]true[/code], en lugar de usar [code]UV[/code] las texturas " "usarán una búsqueda de texturas triplanares para determinar cómo aplicarlas. " "Triplanar usa la orientación de la superficie del objeto para mezclar entre " "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " "características naturales para obtener una mezcla realista de los " "materiales. Debido a que la textura triplanar requiere muchas más lecturas " "de textura por píxel, es mucho más lenta que la textura UV normal. Además, " "debido a que está mezclando la textura entre los tres ejes, es inadecuado " "cuando se trata de lograr una textura nítida." #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" "Si es [code]true[/code], el mapeado triplanar para [code]UV[/code] se " "calcula en el espacio del mundo en lugar de en el espacio local de los " "objetos. Véase también [member uv1_triplanar]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" "Cuánto desplazar las coordenadas [code]UV2[/code]. Esta cantidad se añadirá " "a [code]UV2[/code] en la función de vértice. Esto puede ser usado para " "compensar una textura." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when " "[member uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" "Cuánto escalar las coordenadas de [code]UV2[/code]. Esto se multiplica por " "[code]UV2[/code] en la función de vértice." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "Si es [code]true[/code], en lugar de usar [code]UV2[/code] las texturas " "usarán una búsqueda de texturas triplanares para determinar cómo aplicarlas. " "Triplanar usa la orientación de la superficie del objeto para mezclar entre " "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " "características naturales para obtener una mezcla realista de los " "materiales. Debido a que la textura triplanar requiere muchas más lecturas " "de textura por píxel, es mucho más lenta que la textura UV normal. Además, " "debido a que está mezclando la textura entre los tres ejes, es inadecuado " "cuando se trata de lograr una textura nítida." #: doc/classes/BaseMaterial3D.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " "in world space rather than object local space. See also [member " "uv2_triplanar]." msgstr "" "Si es [code]true[/code], el mapeado triplanar para [code]UV[/code] se " "calcula en el espacio del mundo en lugar de en el espacio local de los " "objetos. Véase también [member uv1_triplanar]." #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB " "color space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear " "color space and are rendered as-is. See also [member " "albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" "Si es [code]true[/code], el color del vértice se utiliza como color del " "albedo." #: doc/classes/BaseMaterial3D.xml msgid "" "Scales the object being rendered towards the camera to avoid clipping into " "things like walls. This is intended to be used for objects that are fixed " "with respect to the camera like player arms, tools, etc. Lighting and " "shadows will continue to work correctly when this setting is adjusted, but " "screen-space effects like SSAO and SSR may break with lower scales. " "Therefore, try to keep this setting as close to [code]1.0[/code] as possible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel color." msgstr "Textura que especifica el color por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel metallic value." msgstr "Textura que especifica el valor metálico por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel roughness value." msgstr "Textura que especifica el valor de rugosidad por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel emission color." msgstr "Textura que especifica el color de emisión por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel normal vector." msgstr "Textura que especifica el vector normal por píxel." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Texture specifying per-pixel bent normal vector." msgstr "Textura que especifica el vector normal por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel rim value." msgstr "Textura que especifica el valor del borde por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "Textura que especifica el valor del barniz por píxel." #: doc/classes/BaseMaterial3D.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" "Textura que especifica la dirección del mapa de flujo por píxel para su uso " "con [member anisotropy]." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "Textura que especifica el valor de oclusión ambiental por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel height." msgstr "Textura que especifica la altura por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "Textura que especifica la subsurface scattering por pixel." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "Textura que especifica la subsurface scattering por pixel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel backlight color." msgstr "Textura que especifica el color de luz de fondo por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel refraction strength." msgstr "Textura que especifica la fuerza de refracción por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" "Textura que especifica el valor de mezcla de la máscara de detalles por " "píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail color." msgstr "Textura que especifica el color de detalle por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture specifying per-pixel detail normal." msgstr "La textura que especifica el detalle de la normal por píxel." #: doc/classes/BaseMaterial3D.xml msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "Representa el tamaño del enum [enum TextureParam]." #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to " "mipmaps not being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look pixelated from up close, and smooth from a distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look smooth from up close, and smooth from a distance." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/CanvasItem.xml #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureFilter] enum." msgstr "Representa el tamaño del enum [enum TextureFilter]." #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "Usa [code]UV[/code] con la textura de detalle." #: doc/classes/BaseMaterial3D.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "Usa [code]UV2[/code] con la textura de detalle." #: doc/classes/BaseMaterial3D.xml msgid "The material will not use transparency. This is the fastest to render." msgstr "El material no usará transparencia. Es el más rápido de renderizar." #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" "El material cortará todos los valores por debajo de un umbral, el resto " "permanecerá opaco. Las porciones opacas se renderizarán en el pre-paso de " "profundidad. Esto es más rápido de renderizar que la mezcla alfa, pero más " "lento que el renderizado opaco. Esto también admite la proyección de sombras." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" "El material cortará todos los valores por debajo de un umbral espacialmente " "determinista, el resto permanecerá opaco. Esto es más rápido de renderizar " "que la mezcla alfa, pero más lento que el renderizado opaco. Esto también " "admite la proyección de sombras. El \"alpha hashing\" es adecuado para el " "renderizado del cabello." #: doc/classes/BaseMaterial3D.xml msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" "El material utilizará el valor alfa de la textura para la transparencia, " "pero descartará los fragmentos con un alfa inferior a 0,99 durante el pre-" "paso de profundidad y los fragmentos con un alfa inferior a 0,1 durante el " "paso de sombra. Esto también admite la proyección de sombras." #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Transparency] enum." msgstr "Representa el tamaño del enum [enum Transparency]." #: doc/classes/BaseMaterial3D.xml msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "" "El objeto no recibirá sombras. Es la forma más rápida de renderizar, pero " "desactiva todas las interacciones con las luces." #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "" "El objeto se sombreará por píxel. Útil para efectos de sombreado realistas." #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality." msgstr "" "El objeto se sombreará por vértice. Útil cuando se quieren shaders más " "económicos y no importa la calidad visual." #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum ShadingMode] enum." msgstr "Representa el tamaño del enum [enum ShadingMode]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member emission_enabled]." msgstr "Constante para establecer [member emission_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member normal_enabled]." msgstr "Constante para establecer [member normal_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member rim_enabled]." msgstr "Constante para establecer [member rim_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "Constante para establecer [member clearcoat_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "Constante para establecer [member anisotropy_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member ao_enabled]." msgstr "Constante para establecer [member ao_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member heightmap_enabled]." msgstr "Constante para establecer [member heightmap_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "Constante para establecer [member subsurf_scatter_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "" "Constante para establecer [member subsurf_scatter_transmittance_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member backlight_enabled]." msgstr "Constante para establecer [member backlight_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member refraction_enabled]." msgstr "Constante para establecer [member refraction_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member detail_enabled]." msgstr "Constante para establecer [member detail_enabled]." #: doc/classes/BaseMaterial3D.xml msgid "Constant for setting [member bent_normal_enabled]." msgstr "Constante para establecer [member bent_normal_enabled]." #: doc/classes/BaseMaterial3D.xml doc/classes/EditorFeatureProfile.xml msgid "Represents the size of the [enum Feature] enum." msgstr "Representa el tamaño del enum [enum Feature]." #: doc/classes/BaseMaterial3D.xml msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" "Modo de mezcla por defecto. El color del objeto se mezcla sobre el fondo en " "base al valor alfa del objeto." #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is added to the background." msgstr "El color del objeto se añade al fondo." #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is subtracted from the background." msgstr "El color del objeto se resta del fondo." #: doc/classes/BaseMaterial3D.xml msgid "The color of the object is multiplied by the background." msgstr "El color del objeto se multiplica por el fondo." #: doc/classes/BaseMaterial3D.xml msgid "" "The color of the object is added to the background and the alpha channel is " "used to mask out the background. This is effectively a hybrid of the blend " "mix and add modes, useful for effects like fire where you want the flame to " "add but the smoke to mix. By default, this works with unshaded materials " "using premultiplied textures. For shaded materials, use the " "[code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated " "as well." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Disables Alpha AntiAliasing for the material." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" "Modo de dibujo de profundidad predeterminado. La profundidad se dibuja sólo " "para los objetos opacos." #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are " "included in the depth prepass or not. For that, see [enum Transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Objects will not write their depth to the depth buffer, even during the " "depth prepass (if enabled)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Depth test will discard the pixel if it is behind other pixels." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Depth test will discard the pixel if it is in front of other pixels. Useful " "for stencil effects." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" "Los triángulos frontales se descartarán al mirar hacia la cámara. Esto " "significa que solo se dibujará la parte posterior de los triángulos. En " "mallas de superficie cerrada, se dibujará el interior de la malla en lugar " "del exterior." #: doc/classes/BaseMaterial3D.xml msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" "Desactiva la prueba de profundidad, así que este objeto se dibuja encima de " "todos los demás. Sin embargo, los objetos dibujados después de él en el " "orden de dibujo pueden cubrirlo." #: doc/classes/BaseMaterial3D.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" "Ponga [code]ALBEDO[/code] en el color por vértice especificado en la malla." #: doc/classes/BaseMaterial3D.xml msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" "Utiliza el tamaño de los puntos para alterar el tamaño de los puntos " "primitivos. También cambia la búsqueda de la textura del albedo para usar " "[code]POINT_COORD[/code] en lugar de [code]UV[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" "El objeto se escala según la profundidad para que siempre aparezca del mismo " "tamaño en la pantalla." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" "Shader mantendrá la escala establecida para la malla. De lo contrario, la " "escala se perderá cuando se haga la billboarding. Sólo se aplica cuando " "[member billboard_mode] es [constant BILLBOARD_ENABLED]." #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas " "que normalmente usarían [code]UV[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas " "que normalmente usarían [code]UV2[/code]." #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" "Use las coordenadas [code]UV2[/code] para mirar hacia arriba desde el " "[member ao_texture]." #: doc/classes/BaseMaterial3D.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" "Utiliza las coordenadas [code]UV2[/code] para mirar hacia arriba desde la " "[member emission_texture]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See " "also [member albedo_texture_force_srgb]." msgstr "" "Obliga al shader a convertir el albedo del espacio sRGB al espacio lineal." #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving shadows from other objects." msgstr "Desactiva la recepción de sombras de otros objetos." #: doc/classes/BaseMaterial3D.xml msgid "Disables receiving ambient light." msgstr "Desactiva la recepción de luz ambiental." #: doc/classes/BaseMaterial3D.xml msgid "Enables the shadow to opacity feature." msgstr "Habilita la característica de opacidad de la sombra." #: doc/classes/BaseMaterial3D.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to " "function. This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables multichannel signed distance field rendering shader." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Disables receiving depth-based or volumetric fog." msgstr "Desactiva la recepción de sombras de otros objetos." #: doc/classes/BaseMaterial3D.xml msgid "Disables specular occlusion." msgstr "Desactiva la oclusión especular." #: doc/classes/BaseMaterial3D.xml msgid "Enables using [member z_clip_scale]." msgstr "Habilita el uso de [member z_clip_scale]." #: doc/classes/BaseMaterial3D.xml msgid "Enables using [member fov_override]." msgstr "Habilita el uso de [member fov_override]." #: doc/classes/BaseMaterial3D.xml msgid "Represents the size of the [enum Flags] enum." msgstr "Representa el tamaño del enum [enum Flags]." #: doc/classes/BaseMaterial3D.xml msgid "Default diffuse scattering algorithm." msgstr "Algoritmo de dispersión difusa por defecto." #: doc/classes/BaseMaterial3D.xml msgid "Diffuse scattering ignores roughness." msgstr "La dispersión difusa ignora las rugosidades." #: doc/classes/BaseMaterial3D.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" "Extiende a Lambert para cubrir más de 90 grados cuando la rugosidad aumenta." #: doc/classes/BaseMaterial3D.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" "Utiliza un corte duro para la iluminación, con el alisado afectado por la " "aspereza." #: doc/classes/BaseMaterial3D.xml msgid "" "Default specular blob.\n" "[b]Note:[/b] Forward+ uses multiscattering for more accurate reflections, " "although the impact of multiscattering is more noticeable on rough metallic " "surfaces than on smooth, non-metallic surfaces.\n" "[b]Note:[/b] Mobile and Compatibility don't perform multiscattering for " "performance reasons. Instead, they perform single scattering, which means " "rough metallic surfaces may look slightly darker than intended." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Toon blob which changes size based on roughness." msgstr "" "La mancha de un dibujo que cambia de tamaño en función de la rugosidad." #: doc/classes/BaseMaterial3D.xml msgid "" "No specular blob. This is slightly faster to render than other specular " "modes." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Billboard mode is disabled." msgstr "Modo Billboard esta desactivado." #: doc/classes/BaseMaterial3D.xml msgid "The object's Z axis will always face the camera." msgstr "El eje Z del objeto siempre estará de cara a la cámara." #: doc/classes/BaseMaterial3D.xml msgid "The object's X axis will always face the camera." msgstr "El eje X del objeto siempre estará de cara a la cámara." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member " "CPUParticles3D.anim_speed_min] should also be set to a value bigger than " "zero for the animation to play." msgstr "" "Se utiliza para sistemas de partículas cuando se asigna a los nodos " "[GPUParticles] y [CPUParticles]. Habilita las propiedades de " "[code]partículas_anim_*[/code].\n" "El [member ParticlesMaterial.anim_speed] o [member " "CPUParticles3D.anim_speed] también debe tener un valor positivo para que la " "animación se reproduzca." #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the red channel of a texture." msgstr "Se usa para leer del canal rojo de una textura." #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the green channel of a texture." msgstr "Se usa para leer del canal verde de una textura." #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the blue channel of a texture." msgstr "Se usa para leer del canal azul de una textura." #: doc/classes/BaseMaterial3D.xml msgid "Used to read from the alpha channel of a texture." msgstr "Se usa para leer del canal de transparencia de una textura." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "Se usa para leer del canal verde de una textura." #: doc/classes/BaseMaterial3D.xml msgid "Adds the emission color to the color from the emission texture." msgstr "Añade el color de la emisión al color de la textura de la emisión." #: doc/classes/BaseMaterial3D.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "" "Multiplica el color de la emisión por el color de la textura de la emisión." #: doc/classes/BaseMaterial3D.xml msgid "Do not use distance fade." msgstr "No utilizar el desvanecimiento de la distancia." #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" "Suavemente se desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando el canal alfa." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "Suavemente desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un " "patrón establecido para desvanecerse suavemente sin permitir la " "transparencia. En cierto hardware esto puede ser más rápido que [constant " "DISTANCE_FADE_PIXEL_ALPHA]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this " "can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" "Suavemente desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un " "patrón establecido para desvanecerse suavemente sin permitir la " "transparencia. En cierto hardware esto puede ser más rápido que [constant " "DISTANCE_FADE_PIXEL_ALPHA]." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Disables stencil operations." msgstr "Desactivar reflejos." #: doc/classes/BaseMaterial3D.xml msgid "" "Stencil preset which applies an outline to the object.\n" "[b]Note:[/b] Requires a [member Material.next_pass] material which will be " "automatically applied. Any manual changes made to [member " "Material.next_pass] will be lost when the stencil properties are modified or " "the scene is reloaded. To safely apply a [member Material.next_pass] " "material on a material that uses stencil presets, use [member " "GeometryInstance3D.material_overlay] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Stencil preset which shows a silhouette of the object behind walls.\n" "[b]Note:[/b] Requires a [member Material.next_pass] material which will be " "automatically applied. Any manual changes made to [member " "Material.next_pass] will be lost when the stencil properties are modified or " "the scene is reloaded. To safely apply a [member Material.next_pass] " "material on a material that uses stencil presets, use [member " "GeometryInstance3D.material_overlay] instead." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "Enables stencil operations without a preset." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The material will only be rendered where it passes a stencil comparison with " "existing stencil buffer values. See [enum StencilCompare]." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The material will write the reference value to the stencil buffer where it " "passes the depth test." msgstr "" "La operación a realizar en el búfer de esténcil para los píxeles frontales " "que pasan la prueba de esténcil." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "The material will write the reference value to the stencil buffer where it " "fails the depth test." msgstr "" "La operación a realizar en el búfer de esténcil para los píxeles frontales " "que fallan la prueba de esténcil." #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "Always passes the stencil test." msgstr "Siempre actualiza el objetivo de renderizado." #: doc/classes/BaseMaterial3D.xml msgid "" "Passes the stencil test when the reference value is less than the existing " "stencil value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Passes the stencil test when the reference value is equal to the existing " "stencil value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Passes the stencil test when the reference value is less than or equal to " "the existing stencil value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Passes the stencil test when the reference value is greater than the " "existing stencil value." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Passes the stencil test when the reference value is not equal to the " "existing stencil value." msgstr "" #: doc/classes/BaseMaterial3D.xml #, fuzzy msgid "" "Passes the stencil test when the reference value is greater than or equal to " "the existing stencil value." msgstr "Encuentra el entero más cercano que es mayor o igual al parámetro." #: doc/classes/Basis.xml msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "Una matriz de 3×3 para representar la rotación y la escala 3D." #: doc/classes/Basis.xml msgid "" "The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " "matrix: [member x], [member y], and [member z]. The length of each axis " "([method Vector3.length]) influences the basis's scale, while the direction " "of all axes influence the rotation. Usually, these axes are perpendicular to " "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" "A [Basis] is:\n" "- [b]Orthogonal[/b] if its axes are perpendicular to each other.\n" "- [b]Normalized[/b] if the length of every axis is [code]1.0[/code].\n" "- [b]Uniform[/b] if all axes share the same length (see [method " "get_scale]).\n" "- [b]Orthonormal[/b] if it is both orthogonal and normalized, which allows " "it to only represent rotations (see [method orthonormalized]).\n" "- [b]Conformal[/b] if it is both orthogonal and uniform, which ensures it is " "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" "[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " "use different direction conventions. For more information, see the " "[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/" "model_export_considerations.html#d-asset-direction-conventions]3D asset " "direction conventions[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://" "www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] " "order, which is the same as OpenGL. However, they are stored internally in " "row-major order, which is the same as DirectX." msgstr "" #: doc/classes/Basis.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "Matrices and transforms" msgstr "Matrices y transformaciones" #: doc/classes/Basis.xml doc/classes/Quaternion.xml doc/classes/Transform3D.xml msgid "Using 3D transforms" msgstr "Usar transformaciones 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "Demo de Transformación de Matriz" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml msgid "2.5D Game Demo" msgstr "Demo de Juego en 2.5D" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] identical to [constant IDENTITY].\n" "[b]Note:[/b] In C#, this constructs a [Basis] with all of its components set " "to [constant Vector3.ZERO]." msgstr "" #: doc/classes/Basis.xml msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "Construye una [Basis] como una copia de la [Basis] dada." #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation, rotated around the " "[param axis] by the given [param angle], in radians. The axis must be a " "normalized vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method " "from_euler], instead." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "" "Construye una [Basis] a partir de tres vectores de eje. Estas son las " "columnas de la matriz base." #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0.0[/code], the basis is not " "invertible (see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its " "determinant is always that scale by the power of 3." msgstr "" "Devuelve el [url=https://en.wikipedia.org/wiki/Determinant]determinante[/" "url] de la matriz de la base de esta transformación. Para matemáticas " "avanzadas, este número puede ser usado para determinar algunos atributos:\n" "- Si el determinante es exactamente [code]0.0[/code], la base no es " "invertible (véase [method inverse]).\n" "- Si el determinante es un número negativo, la base representa una escala " "negativa.\n" "[b]Nota:[/b] Si la escala de la base es la misma para cada eje, su " "determinante es siempre esa escala por la potencia de 2." #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0.0, -1.0, 0.0)\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2.0, 0.0, 0.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, 0.0)\n" "print(my_basis.z) # Prints (0.0, 0.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0)\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0)\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://" "en.wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. For the " "returned value:\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] " "(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] For this method to return correctly, the basis needs to be " "[i]orthonormal[/i] (see [method orthonormalized]).\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for " "3D math. Because of this, consider using the [method " "get_rotation_quaternion] method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quaternions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] " "method, which returns Euler angles." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the length of each axis of this basis, as a [Vector3]. If the basis " "is not sheared, this value is the scaling factor. It is not affected by " "rotation.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(2, 0, 0),\n" "\tVector3(0, 4, 0),\n" "\tVector3(0, 0, 8)\n" ")\n" "# Rotating the Basis in any way preserves its scale.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Prints (2.0, 4.0, 8.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tVector3(2.0f, 0.0f, 0.0f),\n" "\tVector3(0.0f, 4.0f, 0.0f),\n" "\tVector3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Rotating the Basis in any way preserves its scale.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scale); // Prints (2, 4, 8)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If the value returned by [method determinant] is negative, the " "scale is also negative." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" "Devuelve la [url=https://en.wikipedia.org/wiki/Invertible_matrix]inversa de " "la matriz de esta base[/url]." #: doc/classes/Basis.xml msgid "" "Returns [code]true[/code] if this basis is conformal. A conformal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]uniform[/i] (the axes share the same length). This method can be " "especially useful during physics calculations." msgstr "" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" "Devuelve [code]true[/code] si este [AABB] y [code]aabb[/code] son " "aproximadamente iguales, llamando al [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" "Devuelve [code]true[/code] si este [AABB] y [code]aabb[/code] son " "aproximadamente iguales, llamando al [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Basis.xml msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" "By default, the -Z axis (camera forward) is treated as forward (implies +X " "is right). If [param use_model_front] is [code]true[/code], the +Z axis " "(asset front) is treated as forward (implies +X is left) and points toward " "the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The returned basis is " "orthonormalized (see [method orthonormalized]).\n" "The [param target] and the [param up] cannot be [constant Vector3.ZERO], and " "shouldn't be colinear to avoid unintended rotation around local Z axis." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the orthonormalized version of this basis. An orthonormal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also " "means it can only represent a rotation.\n" "It is often useful to call this method to avoid rounding errors on a " "rotating basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" "func _process(delta):\n" "\tbasis = basis.rotated(Vector3.UP, TAU * delta)\n" "\tbasis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\tbasis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// Rotate this Node3D every frame.\n" "public override void _Process(double delta)\n" "{\n" "\tBasis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" "\t\t\t.Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" "\t\t\t.Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns a copy of this basis rotated around the given [param axis] by the " "given [param angle] (in radians).\n" "The [param axis] must be a normalized vector (see [method " "Vector3.normalized]). If [param angle] is positive, the basis is rotated " "counter-clockwise around the axis.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up " "axis (yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " "axis (roll).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up " "axis (yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " "axis (roll).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis with each axis's components scaled by the given [param " "scale]'s components.\n" "The basis matrix's rows are multiplied by [param scale]'s components. This " "operation is a global scale (relative to the parent).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 1, 1),\n" "\tVector3(2, 2, 2),\n" "\tVector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0.0, 2.0, -2.0)\n" "print(my_basis.y) # Prints (0.0, 4.0, -4.0)\n" "print(my_basis.z) # Prints (0.0, 6.0, -6.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 1.0f, 1.0f),\n" "\tnew Vector3(2.0f, 2.0f, 2.0f),\n" "\tnew Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 2, -2)\n" "GD.Print(myBasis.Y); // Prints (0, 4, -4)\n" "GD.Print(myBasis.Z); // Prints (0, 6, -6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns this basis with each axis scaled by the corresponding component in " "the given [param scale].\n" "The basis matrix's columns are multiplied by [param scale]'s components. " "This operation is a local scale (relative to self).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(1, 1, 1),\n" " Vector3(2, 2, 2),\n" " Vector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled_local(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0.0, 0.0, 0.0)\n" "print(my_basis.y) # Prints (4.0, 4.0, 4.0)\n" "print(my_basis.z) # Prints (-6.0, -6.0, -6.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " new Vector3(1.0f, 1.0f, 1.0f),\n" " new Vector3(2.0f, 2.0f, 2.0f),\n" " new Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.ScaledLocal(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 0, 0)\n" "GD.Print(myBasis.Y); // Prints (4, 4, 4)\n" "GD.Print(myBasis.Z); // Prints (-6, -6, -6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Performs a spherical-linear interpolation with the [param to] basis, given a " "[param weight]. Both this basis and [param to] should represent a rotation.\n" "[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " "with a [Tween]:\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" "\tcreate_tween().tween_method(interpolate, 0.0, 1.0, " "5.0).set_trans(Tween.TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" "\tbasis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.x.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member y] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.y.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed dot product between [param with] and the [member z] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.z.dot(vector)[/code]." msgstr "" #: doc/classes/Basis.xml msgid "" "Returns the transposed version of this basis. This turns the basis matrix's " "columns into rows, and its rows into columns.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" "\tVector3(1, 2, 3),\n" "\tVector3(4, 5, 6),\n" "\tVector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Prints (1.0, 4.0, 7.0)\n" "print(my_basis.y) # Prints (2.0, 5.0, 8.0)\n" "print(my_basis.z) # Prints (3.0, 6.0, 9.0)\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" "\tnew Vector3(1.0f, 2.0f, 3.0f),\n" "\tnew Vector3(4.0f, 5.0f, 6.0f),\n" "\tnew Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Prints (1, 4, 7)\n" "GD.Print(myBasis.Y); // Prints (2, 5, 8)\n" "GD.Print(myBasis.Z); // Prints (3, 6, 9)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Y axis, and the column [code]1[/code] of the matrix.\n" "On the identity basis, this vector points up ([constant Vector3.UP])." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis's Z axis, and the column [code]2[/code] of the matrix.\n" "On the identity basis, this vector points back ([constant Vector3.BACK])." msgstr "" #: doc/classes/Basis.xml msgid "" "The identity [Basis]. This is an orthonormal basis with no rotation, no " "shear, and a scale of [constant Vector3.ONE]. This also means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" "[codeblock]\n" "var basis = Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# Prints:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "If a [Vector3] or another [Basis] is transformed (multiplied) by this " "constant, no transformation occurs.\n" "[b]Note:[/b] In GDScript, this constant is equivalent to creating a " "[constructor Basis] without any arguments. It can be used to make your code " "clearer, and for consistency with C#." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" "When [constant FLIP_X] is multiplied by any basis, it negates the [member " "Vector3.x] component of all axes (the X row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Y], it negates all components " "of the [member y] axis (the Y column).\n" "When [constant FLIP_Y] is multiplied by any basis, it negates the [member " "Vector3.y] component of all axes (the Y row)." msgstr "" #: doc/classes/Basis.xml msgid "" "When any basis is multiplied by [constant FLIP_Z], it negates all components " "of the [member z] axis (the Z column).\n" "When [constant FLIP_Z] is multiplied by any basis, it negates the [member " "Vector3.z] component of all axes (the Z row)." msgstr "" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] basis by this basis.\n" "This is the operation performed between parent and child [Node3D]s." msgstr "" #: doc/classes/Basis.xml msgid "" "Transforms (multiplies) the [param right] vector by this basis, returning a " "[Vector3].\n" "[codeblocks]\n" "[gdscript]\n" "# Basis that swaps the X/Z axes and doubles the scale.\n" "var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" "print(my_basis * Vector3(1, 2, 3)) # Prints (4.0, 2.0, 6.0)\n" "[/gdscript]\n" "[csharp]\n" "// Basis that swaps the X/Z axes and doubles the scale.\n" "var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " "Vector3(0, 0, 2));\n" "GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Multiplica todos los componentes de la [Basis] por el [float] dado. Esto " "afecta a la escala de la base de forma uniforme, redimensionando los 3 ejes " "por el valor de [param right]." #: doc/classes/Basis.xml msgid "" "Multiplies all components of the [Basis] by the given [int]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Multiplica todos los componentes de la [Basis] por el [int] dado. Esto " "afecta a la escala de la base de forma uniforme, redimensionando los 3 ejes " "por el valor de [param right]." #: doc/classes/Basis.xml msgid "" "Divides all components of the [Basis] by the given [float]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Divide todos los componentes de la [Basis] por el [float] dado. Esto afecta " "a la escala de la base de forma uniforme, redimensionando los 3 ejes por el " "valor de [param right]." #: doc/classes/Basis.xml msgid "" "Divides all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Divide todos los componentes de la [Basis] por el [int] dado. Esto afecta a " "la escala de la base de forma uniforme, redimensionando los 3 ejes por el " "valor de [param right]." #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Basis.xml msgid "" "Accesses each axis (column) of this basis by their index. Index [code]0[/" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " "[i]not[/i] the columns. For the same behavior as scripting languages, use " "the [code]set_column[/code] and [code]get_column[/code] methods." msgstr "" "Accede a cada eje (columna) de esta base por su índice. El índice [code]0[/" "code] es lo mismo que [member x], el índice [code]1[/code] es lo mismo que " "[member y], y el índice [code]2[/code] es lo mismo que [member z].\n" "[b]Nota:[/b] En C++, este operador accede a las filas de la matriz de la " "base, [i]no[/i] a las columnas. Para el mismo comportamiento que los " "lenguajes de script, usa los métodos [code]set_column[/code] y " "[code]get_column[/code]." #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "Matriz booleana." #: doc/classes/BitMap.xml msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" "Un array bidimensional de valores booleanos, puede ser usada para almacenar " "eficientemente un array binario (cada elemento del array toma sólo un bit) y " "consultar los valores usando coordenadas cartesianas naturales." #: doc/classes/BitMap.xml msgid "" "Returns an image of the same size as the bitmap and with an [enum " "Image.Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of " "the bitmap are being converted into white pixels, and [code]false[/code] " "bits into black." msgstr "" "Devuelve una imagen del mismo tamaño que el mapa de bits y con un [enum " "Image.Format] de tipo [constant Image.FORMAT_L8]. Los bits [code]true[/code] " "del mapa de bits se convierten en píxeles blancos, y los bits [code]false[/" "code] en negros." #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" "Crea un mapa de bits con el tamaño especificado, lleno de [code]false[/code]." #: doc/classes/BitMap.xml msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] " "in other case." msgstr "" "Crea un mapa de bits que coincide con las dimensiones de la imagen dada, " "cada elemento del mapa de bits se establece en [code]false[/code] si el " "valor alfa de la imagen en esa posición es igual o menor que [param " "threshold], y [code]true[/code] en caso contrario." #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "Devuelve el valor del mapa de bits en la posición especificada." #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "Devuelve las dimensiones del mapa de bits." #: doc/classes/BitMap.xml msgid "" "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "" "Devuelve el número de elementos del mapa de bits que están configurados como " "[code]true[/code]." #: doc/classes/BitMap.xml msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] " "is positive, dilation is applied to the bitmap. If [param pixels] is " "negative, erosion is applied to the bitmap. [param rect] defines the area " "where the morphological operation is applied. Pixels located outside the " "[param rect] are unaffected by [method grow_mask]." msgstr "" "Aplica la dilatación o erosión morfológica al mapa de bits. Si [param " "pixels] es positivo, se aplica la dilatación al mapa de bits. Si [param " "pixels] es negativo, se aplica la erosión al mapa de bits. [param rect] " "define el área donde se aplica la operación morfológica. Los píxeles " "situados fuera de [param rect] no se ven afectados por [method grow_mask]." #: doc/classes/BitMap.xml #, fuzzy msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker " "(RDP) reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons " "cover the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" "Crea un [Array] de polígonos que cubren una porción rectangular del mapa de " "bits. Utiliza un algoritmo de marching squares, seguido de la reducción " "Ramer-Douglas-Peucker (RDP) del número de vértices. Cada polígono se " "describe como un [PackedVector2Array] de sus vértices.\n" "Para obtener polígonos que cubran todo el mapa de bits, pasa:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] se pasa a RDP para controlar la precisión con la que los " "polígonos cubren el mapa de bits: un [param epsilon] más bajo corresponde a " "más puntos en los polígonos." #: doc/classes/BitMap.xml msgid "Resizes the image to [param new_size]." msgstr "Redimensiona la imagen a [param new_size]." #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" "Establece el elemento del mapa de bits en la posición especificada, al valor " "especificado." #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" "Establece una porción rectangular del mapa de bits al valor especificado." #: doc/classes/Bone2D.xml msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "" "Una articulación utilizada con [Skeleton2D] para controlar y animar otros " "nodos." #: doc/classes/Bone2D.xml msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created " "with the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" "Puedes usar una jerarquía de [Bone2D] unida a un [Skeleton2D] para controlar " "y animar otros nodos [Node2D].\n" "Puedes usar nodos [Bone2D] y [Skeleton2D] para animar mallas 2D creadas con " "el editor UV de [Polygon2D].\n" "Cada hueso tiene una transformación [member rest] a la que puedes " "restablecer con [method apply_rest]. Estas poses de reposo son relativas al " "padre del hueso.\n" "Si estás en el editor, puedes establecer la pose de reposo de un esqueleto " "entero usando una opción del menú, desde el código, necesitas iterar sobre " "los huesos para establecer sus poses de reposo individuales." #: doc/classes/Bone2D.xml msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." msgstr "" "Restablece el hueso a la pose de reposo. Esto es equivalente a establecer " "[member Node2D.transform] a [member rest]." #: doc/classes/Bone2D.xml msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print " "a warning." msgstr "" "Devuelve si este [Bone2D] va a calcular automáticamente su longitud y ángulo " "del hueso usando su primer nodo hijo [Bone2D], si existe uno. Si no hay " "hijos [Bone2D], no puede calcular automáticamente estos valores e imprimirá " "una advertencia." #: doc/classes/Bone2D.xml msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" "Devuelve el ángulo del hueso en el [Bone2D].\n" "[b]Nota:[/b] Esto es diferente de la rotación del [Bone2D]. El ángulo del " "hueso es la rotación del hueso que muestra el gizmo, que no se ve afectado " "por la [member Node2D.transform] del [Bone2D]." #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" "Devuelve el índice del nodo como parte de todo el esqueleto. Ver " "[Skeleton2D]." #: doc/classes/Bone2D.xml msgid "Returns the length of the bone in the [Bone2D] node." msgstr "Devuelve la longitud del hueso en el nodo [Bone2D]." #: doc/classes/Bone2D.xml msgid "" "Returns the node's [member rest] [Transform2D] if it doesn't have a parent, " "or its rest pose relative to its parent." msgstr "" "Devuelve el [member rest] [Transform2D] del nodo si no tiene un padre, o su " "pose de reposo relativa a su padre." #: doc/classes/Bone2D.xml msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" "Cuando se establece en [code]true[/code], el nodo [Bone2D] intentará " "calcular automáticamente el ángulo y la longitud del hueso utilizando el " "primer nodo hijo [Bone2D], si existe. Si no existe ninguno, [Bone2D] no " "podrá calcular automáticamente estos valores e imprimirá una advertencia." #: doc/classes/Bone2D.xml msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " "angle is the rotation of the bone shown by the gizmo, which is unaffected by " "the [Bone2D]'s [member Node2D.transform]." msgstr "" "Establece el ángulo del hueso para el [Bone2D]. Esto normalmente se " "establece a la rotación del [Bone2D] a un nodo hijo [Bone2D].\n" "[b]Nota:[/b] Esto es diferente de la rotación del [Bone2D]. El ángulo del " "hueso es la rotación del hueso que muestra el gizmo, que no se ve afectado " "por la [member Node2D.transform] del [Bone2D]." #: doc/classes/Bone2D.xml msgid "Sets the length of the bone in the [Bone2D]." msgstr "Establece la longitud del hueso en el [Bone2D]." #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "La transformación en reposo del hueso. Puedes reajustar las transformaciones " "del nodo a este valor usando [method apply_rest]." #: doc/classes/BoneAttachment3D.xml msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in " "its parent [Skeleton3D]." msgstr "" "Un nodo que copia u omite dinámicamente la transformación 3D de un hueso en " "su [Skeleton3D] padre." #: doc/classes/BoneAttachment3D.xml msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override " "the 3D transform of the selected bone." msgstr "" "Este nodo selecciona un hueso en un [Skeleton3D] y se adjunta a él. Esto " "significa que el nodo [BoneAttachment3D] copiará dinámicamente o anulará la " "transformación 3D del hueso seleccionado." #: doc/classes/BoneAttachment3D.xml msgid "" "Returns the parent or external [Skeleton3D] node if it exists, otherwise " "returns [code]null[/code]." msgstr "" "Devuelve el nodo [Skeleton3D] padre o externo si existe, de lo contrario " "devuelve [code]null[/code]." #: doc/classes/BoneAttachment3D.xml msgid "" "A function that is called automatically when the [Skeleton3D] is updated. " "This function is where the [BoneAttachment3D] node updates its position so " "it is correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" "Una función que se llama automáticamente cuando se actualiza el " "[Skeleton3D]. Esta función es donde el nodo [BoneAttachment3D] actualiza su " "posición para que esté correctamente vinculado cuando [i]no[/i] está " "configurado para sobrescribir la pose del hueso." #: doc/classes/BoneAttachment3D.xml doc/classes/ModifierBoneTarget3D.xml #: doc/classes/SpringBoneCollision3D.xml msgid "The index of the attached bone." msgstr "El índice del hueso adjunto." #: doc/classes/BoneAttachment3D.xml doc/classes/ModifierBoneTarget3D.xml #: doc/classes/SpringBoneCollision3D.xml msgid "The name of the attached bone." msgstr "El nombre del hueso unido." #: doc/classes/BoneAttachment3D.xml msgid "The [NodePath] to the external [Skeleton3D] node." msgstr "El [NodePath] al nodo [Skeleton3D] externo." #: doc/classes/BoneAttachment3D.xml msgid "" "Whether the [BoneAttachment3D] node will override the bone pose of the bone " "it is attached to. When set to [code]true[/code], the [BoneAttachment3D] " "node can change the pose of the bone. When set to [code]false[/code], the " "[BoneAttachment3D] will always be set to the bone's transform.\n" "[b]Note:[/b] This override performs interruptively in the skeleton update " "process using signals due to the old design. It may cause unintended " "behavior when used at the same time with [SkeletonModifier3D]." msgstr "" "Indica si el nodo [BoneAttachment3D] va a sobrescribir la pose del hueso al " "que está adjunto. Cuando se establece en [code]true[/code], el nodo " "[BoneAttachment3D] puede cambiar la pose del hueso. Cuando se establece en " "[code]false[/code], el [BoneAttachment3D] siempre se establecerá en la " "transformación del hueso.\n" "[b]Nota:[/b] Esta sobrescritura se realiza de forma interrumpida en el " "proceso de actualización del esqueleto mediante señales debido al antiguo " "diseño. Puede causar un comportamiento no deseado cuando se utiliza al mismo " "tiempo que [SkeletonModifier3D]." #: doc/classes/BoneAttachment3D.xml msgid "" "Whether the [BoneAttachment3D] node will use an external [Skeleton3D] node " "rather than attempting to use its parent node as the [Skeleton3D]. When set " "to [code]true[/code], the [BoneAttachment3D] node will use the external " "[Skeleton3D] node set in [member external_skeleton]." msgstr "" "Indica si el nodo [BoneAttachment3D] usará un nodo [Skeleton3D] externo en " "lugar de intentar usar su nodo padre como [Skeleton3D]. Cuando se establece " "en [code]true[/code], el nodo [BoneAttachment3D] usará el nodo [Skeleton3D] " "externo establecido en [member external_skeleton]." #: doc/classes/BoneConstraint3D.xml msgid "" "A node that may modify Skeleton3D's bone with associating the two bones." msgstr "" "Un nodo que puede modificar el hueso de Skeleton3D asociando los dos huesos." #: doc/classes/BoneConstraint3D.xml msgid "" "Base class of [SkeletonModifier3D] that modifies the bone set in [method " "set_apply_bone] based on the transform of the bone retrieved by [method " "get_reference_bone]." msgstr "" "Clase base de [SkeletonModifier3D] que modifica el hueso establecido en " "[method set_apply_bone] basándose en la transformación del hueso recuperado " "por [method get_reference_bone]." #: doc/classes/BoneConstraint3D.xml msgid "Clear all settings." msgstr "Borra todos los ajustes." #: doc/classes/BoneConstraint3D.xml #, fuzzy msgid "Returns the apply amount of the setting at [param index]." msgstr "Devuelve la cantidad de aplicación del ajuste en [param index]." #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the apply bone of the setting at [param index]. This bone will be " "modified." msgstr "" "Devuelve el hueso de aplicación del ajuste en [param index]. Este hueso será " "modificado." #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the apply bone name of the setting at [param index]. This bone will " "be modified." msgstr "" "Devuelve el nombre del hueso de aplicación del ajuste en [param index]. Este " "hueso será modificado." #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the reference bone of the setting at [param index].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" "Devuelve el hueso de referencia del ajuste en [param index].\n" "Este hueso solo será referenciado y no modificado por este modificador." #: doc/classes/BoneConstraint3D.xml msgid "" "Returns the reference bone name of the setting at [param index].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" "Devuelve el nombre del hueso de referencia del ajuste en [param index].\n" "Este hueso solo será referenciado y no modificado por este modificador." #: doc/classes/BoneConstraint3D.xml msgid "Returns the number of settings in the modifier." msgstr "Devuelve el número de ajustes en el modificador." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the apply amount of the setting at [param index] to [param amount]." msgstr "" "Establece la cantidad de aplicación del ajuste en [param index] a [param " "amount]." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the apply bone of the setting at [param index] to [param bone]. This " "bone will be modified." msgstr "" "Establece el hueso de aplicación del ajuste en [param index] a [param bone]. " "Este hueso será modificado." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the apply bone of the setting at [param index] to [param bone_name]. " "This bone will be modified." msgstr "" "Establece el hueso de aplicación del ajuste en [param index] a [param " "bone_name]. Este hueso será modificado." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the reference bone of the setting at [param index] to [param bone].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" "Establece el hueso de referencia del ajuste en [param index] a [param " "bone].\n" "Este hueso solo será referenciado y no modificado por este modificador." #: doc/classes/BoneConstraint3D.xml msgid "" "Sets the reference bone of the setting at [param index] to [param " "bone_name].\n" "This bone will be only referenced and not modified by this modifier." msgstr "" "Establece el hueso de referencia del ajuste en [param index] a [param " "bone_name].\n" "Este hueso solo será referenciado y no modificado por este modificador." #: doc/classes/BoneConstraint3D.xml msgid "Sets the number of settings in the modifier." msgstr "Establece el número de ajustes en el modificador." #: doc/classes/BoneMap.xml msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" "Describe una asignación de nombres de huesos para redirigir [Skeleton3D] a " "nombres comunes definidos por un [SkeletonProfile]." #: doc/classes/BoneMap.xml msgid "" "This class contains a dictionary that uses a list of bone names in " "[SkeletonProfile] as key names.\n" "By assigning the actual [Skeleton3D] bone name as the key value, it maps the " "[Skeleton3D] to the [SkeletonProfile]." msgstr "" "Esta clase contiene un diccionario que usa una lista de nombres de huesos en " "[SkeletonProfile] como nombres de clave.\n" "Al asignar el nombre del hueso [Skeleton3D] real como valor de la clave, " "asigna el [Skeleton3D] al [SkeletonProfile]." #: doc/classes/BoneMap.xml doc/classes/SkeletonProfile.xml #: doc/classes/SkeletonProfileHumanoid.xml msgid "Retargeting 3D Skeletons" msgstr "Reorientación de esqueletos 3D" #: doc/classes/BoneMap.xml msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" "Devuelve un nombre de hueso de perfil que tiene [param skeleton_bone_name]. " "Si no se encuentra, se devolverá un [StringName] vacío.\n" "En el proceso de retargeting, el nombre del hueso devuelto es el nombre del " "hueso del esqueleto de destino." #: doc/classes/BoneMap.xml msgid "" "Returns a skeleton bone name is mapped to [param profile_bone_name].\n" "In the retargeting process, the returned bone name is the bone name of the " "source skeleton." msgstr "" "Devuelve el nombre de un hueso del esqueleto que está asignado a [param " "profile_bone_name].\n" "En el proceso de retargeting, el nombre del hueso devuelto es el nombre del " "hueso del esqueleto de origen." #: doc/classes/BoneMap.xml msgid "" "Maps a skeleton bone name to [param profile_bone_name].\n" "In the retargeting process, the setting bone name is the bone name of the " "source skeleton." msgstr "" "Asigna un nombre de hueso del esqueleto a [param profile_bone_name].\n" "En el proceso de retargeting, el nombre del hueso de ajuste es el nombre del " "hueso del esqueleto de origen." #: doc/classes/BoneMap.xml msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "" "Un [SkeletonProfile] del objetivo de la asignación. Los nombres de las " "claves en el [BoneMap] están sincronizados con él." #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" "Esta señal se emite cuando cambia el valor de la clave en el [BoneMap]. Esto " "se utiliza para validar la asignación y para actualizar el editor [BoneMap]." #: doc/classes/BoneMap.xml msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" "Esta señal se emite cuando cambia el valor de la clave en el perfil o cambia " "la referencia del perfil. Esto se utiliza para actualizar los nombres de las " "claves en el [BoneMap] y para volver a dibujar el editor del [BoneMap]." #: doc/classes/bool.xml msgid "A built-in boolean type." msgstr "Un tipo booleano incorporado." #: doc/classes/bool.xml msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" "\tlaunch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" "\tLaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" "\tlaunch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" "\tplay_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" "\tLaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" "\tPlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are " "evaluated in order. All remaining conditions are skipped if their result " "would have no effect on the final value. This concept is known as " "[url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit " "evaluation[/url] and can be useful to avoid evaluating expensive conditions " "in some performance-critical cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" #: doc/classes/bool.xml msgid "Constructs a [bool] set to [code]false[/code]." msgstr "Construye un [bool] establecido en [code]false[/code]." #: doc/classes/bool.xml msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "Construye un [bool] como una copia del [bool] dado." #: doc/classes/bool.xml msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if " "[param from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" "Convierte un valor [float] a un valor booleano. Devuelve [code]false[/code] " "si [param from] es igual a [code]0.0[/code] (incluyendo [code]-0.0[/code]), " "y [code]true[/code] para todos los demás valores (incluyendo [constant " "@GDScript.INF] y [constant @GDScript.NAN])." #: doc/classes/bool.xml msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" "Convierte un valor [int] a un valor booleano. Devuelve [code]false[/code] si " "[param from] es igual a [code]0[/code], y [code]true[/code] para todos los " "demás valores." #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" "Devuelve [code]true[/code] si los dos booleanos no son iguales. Es decir, " "uno es [code]true[/code] y el otro es [code]false[/code]. Esta operación " "puede verse como un XOR lógico." #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" "Devuelve [code]true[/code] si el operando izquierdo es [code]false[/code] y " "el operando derecho es [code]true[/code]." #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" "Devuelve [code]true[/code] si los dos booleanos son iguales. Es decir, ambos " "son [code]true[/code] o ambos son [code]false[/code]. Esta operación puede " "verse como un EQ o XNOR lógico." #: doc/classes/bool.xml msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si el operando izquierdo es [code]true[/code] y " "el operando derecho es [code]false[/code]." #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically." msgstr "" "Un contenedor que organiza sus controles secundarios horizontal o " "verticalmente." #: doc/classes/BoxContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" "Un contenedor que organiza sus controles hijos horizontal o verticalmente, " "reorganizándolos automáticamente cuando cambia su tamaño mínimo." #: doc/classes/BoxContainer.xml msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is " "[code]true[/code], it will insert the [Control] node in front of all other " "children." msgstr "" "Añade un nodo [Control] al cuadro como un espaciador. Si [param begin] es " "[code]true[/code], insertará el nodo [Control] delante de todos los demás " "hijos." #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" "La alineación de los hijos del contenedor (debe ser uno de [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], o [constant ALIGNMENT_END])." #: doc/classes/BoxContainer.xml msgid "" "If [code]true[/code], the [BoxContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" "Si es [code]true[/code], el [BoxContainer] organizará sus hijos " "verticalmente, en lugar de horizontalmente.\n" "No se puede cambiar cuando se usan [HBoxContainer] y [VBoxContainer]." #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the beginning of the container, i.e. " "top if orientation is vertical, left if orientation is horizontal (right for " "RTL layout)." msgstr "" "Los controles secundarios se organizarán al principio del contenedor, es " "decir, en la parte superior si la orientación es vertical, a la izquierda si " "la orientación es horizontal (a la derecha para el diseño RTL)." #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "The child controls will be centered in the container." msgstr "Los controles hijos se centrarán en el contenedor." #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml msgid "" "The child controls will be arranged at the end of the container, i.e. bottom " "if orientation is vertical, right if orientation is horizontal (left for RTL " "layout)." msgstr "" "Los controles secundarios se organizarán al final del contenedor, es decir, " "en la parte inferior si la orientación es vertical, a la derecha si la " "orientación es horizontal (a la izquierda para el diseño RTL)." #: doc/classes/BoxContainer.xml msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "El espacio entre los elementos del [BoxContainer], en píxeles." #: doc/classes/BoxMesh.xml msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "Genera una caja alineada con los ejes [PrimitiveMesh]." #: doc/classes/BoxMesh.xml #, fuzzy msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "Generar un cuboide alineado con el eje [PrimitiveMesh].\n" "El diseño UV del cubo está dispuesto en una disposición de 3×2 que permite " "texturizar cada cara individualmente. Para aplicar la misma textura en todas " "las caras, cambia la propiedad UV del material a [code]Vector3(3, 2, 1)[/" "code]." #: doc/classes/BoxMesh.xml doc/classes/BoxShape3D.xml #: modules/csg/doc_classes/CSGBox3D.xml msgid "The box's width, height and depth." msgstr "El ancho, la altura y la profundidad de la caja." #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje Z." #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje Y." #: doc/classes/BoxMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje X." #: doc/classes/BoxOccluder3D.xml #, fuzzy msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" "Forma de cuboide para usar con el culling de oclusión en " "[OccluderInstance3D]." #: doc/classes/BoxOccluder3D.xml #, fuzzy msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[BoxOccluder3D] almacena una forma de cuboide que puede ser utilizada por el " "sistema de culling de oclusión del motor.\n" "Véase la documentación de [OccluderInstance3D] para obtener instrucciones " "sobre cómo configurar el culling de oclusión." #: doc/classes/BoxOccluder3D.xml msgid "The box's size in 3D units." msgstr "El tamaño de la caja en unidades 3D." #: doc/classes/BoxShape3D.xml msgid "A 3D box shape used for physics collision." msgstr "Una forma de caja 3D utilizada para la colisión física." #: doc/classes/BoxShape3D.xml msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" "Una forma de caja 3D, pensada para su uso en la física. Normalmente se usa " "para dar forma a un [CollisionShape3D].\n" "[b]Rendimiento:[/b] [BoxShape3D] es rápido para comprobar colisiones. Es más " "rápido que [CapsuleShape3D] y [CylinderShape3D], pero más lento que " "[SphereShape3D]." #: doc/classes/BoxShape3D.xml doc/classes/CharacterBody3D.xml #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance3D.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "Demo de Personaje Cinemático en 3D" #: doc/classes/Button.xml msgid "A themed button that can contain text and an icon." msgstr "Un botón temático que puede contener texto y un icono." #: doc/classes/Button.xml #, fuzzy msgid "" "[Button] is the standard themed button. It can contain text and an icon, and " "it will display them according to the current [Theme].\n" "[b]Example:[/b] Create a button and connect a method that will be called " "when the button is pressed:\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\tvar button = Button.new()\n" "\tbutton.text = \"Click me\"\n" "\tbutton.pressed.connect(_button_pressed)\n" "\tadd_child(button)\n" "\n" "func _button_pressed():\n" "\tprint(\"Hello world!\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\tvar button = new Button();\n" "\tbutton.Text = \"Click me\";\n" "\tbutton.Pressed += ButtonPressed;\n" "\tAddChild(button);\n" "}\n" "\n" "private void ButtonPressed()\n" "{\n" "\tGD.Print(\"Hello world!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not detect touch input and therefore don't support " "multitouch, since mouse emulation can only press one button at a given time. " "Use [TouchScreenButton] for buttons that trigger gameplay movement or " "actions." msgstr "" "El botón es el botón temático estándar. Puede contener texto y un icono, y " "los mostrará de acuerdo con el [Theme] actual.\n" "[b]Ejemplo de creación de un botón y asignación de una acción cuando se " "presiona por código:[/b]\n" "[codeblock]\n" "func _ready():\n" "\tvar button = Button.new()\n" "\tbutton.text = \"Clickame\"\n" "\tbutton.connect(\"pressed\", self, \"_button_pressed\")\n" "\tadd_child(button)\n" "\n" "func _button_pressed():\n" "\tprint(\"Hola Mundo!\")\n" "[/codeblock]\n" "Los botones (como todos los nodos de Control) también pueden ser creados en " "el editor, pero algunas situaciones pueden requerir crearlos desde el código." #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PackedStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "Operating System Testing Demo" msgstr "Demo de Prueba de Sistema Operativo" #: doc/classes/Button.xml msgid "Text alignment policy for the button's text." msgstr "Política de alineación del texto del botón." #: doc/classes/Button.xml doc/classes/RichTextLabel.xml msgid "" "If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " "gets wrapped inside the node's bounding rectangle." msgstr "" "Si se establece en un valor distinto de [constant TextServer.AUTOWRAP_OFF], " "el texto se ajusta dentro del rectángulo delimitador del nodo." #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/RichTextLabel.xml msgid "" "Autowrap space trimming flags. See [constant " "TextServer.BREAK_TRIM_START_EDGE_SPACES] and [constant " "TextServer.BREAK_TRIM_END_EDGE_SPACES] for more info." msgstr "" "Flags de recorte de espacio de ajuste automático. Véase [constant " "TextServer.BREAK_TRIM_START_EDGE_SPACES] y [constant " "TextServer.BREAK_TRIM_END_EDGE_SPACES] para más información." #: doc/classes/Button.xml msgid "" "If [code]true[/code], text that is too large to fit the button is clipped " "horizontally. If [code]false[/code], the button will always be wide enough " "to hold the text. The text is not vertically clipped, and the button's " "height is not affected by this property." msgstr "" "Si es [code]true[/code], el texto que es demasiado grande para caber en el " "botón se recorta horizontalmente. Si es [code]false[/code], el botón siempre " "será lo suficientemente ancho como para contener el texto. El texto no se " "recorta verticalmente, y la altura del botón no se ve afectada por esta " "propiedad." #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" "Cuando está activado, el icono del botón se expandirá o encogerá para " "adaptarse al tamaño del botón, manteniendo su aspecto. Véase también " "[theme_item icon_max_width]." #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." msgstr "Los botones planos no muestran decoración." #: doc/classes/Button.xml msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" "Icono del botón, si hay texto presente, el icono se colocará antes del " "texto.\n" "Para editar el margen y el espaciado del icono, usa la propiedad del tema " "[theme_item h_separation] y las propiedades [code]content_margin_*[/code] de " "los [StyleBox] usados." #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as " "the text alignment. If centered horizontally and vertically, text will draw " "on top of the icon." msgstr "" "Especifica si el icono debe estar alineado horizontalmente a la izquierda, a " "la derecha o al centro de un botón. Utiliza las mismas constantes de [enum " "HorizontalAlignment] que la alineación del texto. Si está centrado " "horizontal y verticalmente, el texto se dibujará encima del icono." #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "" "Código de idioma utilizado para los algoritmos de salto de línea y forma del " "texto, si se deja vacío se utiliza la configuración regional actual." #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "El texto del botón que se mostrará dentro del área del botón." #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LineEdit.xml doc/classes/LinkButton.xml doc/classes/MenuBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml #: doc/classes/TextMesh.xml msgid "Base text writing direction." msgstr "Dirección base de escritura del texto." #: doc/classes/Button.xml #, fuzzy msgid "" "Sets the clipping behavior when the text exceeds the node's bounding " "rectangle." msgstr "" "Establece el comportamiento de recorte cuando el texto excede el rectángulo " "delimitador del nodo." #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "Especifica si el icono debe alinearse verticalmente a la parte superior, " "inferior o al centro de un botón. Utiliza las mismas constantes de [enum " "VerticalAlignment] que la alineación del texto. Si está centrado horizontal " "y verticalmente, el texto se dibujará encima del icono." #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "[Color] del texto predeterminado del [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "[Color] del texto utilizado cuando el [Button] está desactivado." #: doc/classes/Button.xml msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" "El [Color] del texto que se usa cuando el [Button] está enfocado. Solo " "reemplaza el color normal del texto del botón. Los estados desactivado, " "flotante y presionado tienen prioridad sobre este color." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." msgstr "[Color] del texto usado cuando el [Button] tiene encima el cursor." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "" "[Color] del texto utilizado cuando se está pasando el ratón y pulsando el " "[Button]." #: doc/classes/Button.xml msgid "The tint of text outline of the [Button]." msgstr "El tinte del contorno del texto del [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [Button]." #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "" "[Color] de modulación del icono que se usa cuando el [Button] está " "desactivado." #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is focused. Only replaces the " "normal modulate color of the button. Disabled, hovered, and pressed states " "take precedence over this color." msgstr "" "[Color] de modulación del icono que se usa cuando el [Button] está enfocado. " "Solo reemplaza el color de modulación normal del botón. Los estados " "desactivado, flotante y presionado tienen prioridad sobre este color." #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "" "[Color] de modulación del icono que se usa cuando se está pasando el ratón " "por encima del [Button]." #: doc/classes/Button.xml msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "" "[Color] de modulación del icono que se usa cuando se está pasando el ratón " "por encima del [Button] y se está pulsando." #: doc/classes/Button.xml msgid "Default icon modulate [Color] of the [Button]." msgstr "[Color] de modulación del icono predeterminado del [Button]." #: doc/classes/Button.xml msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "" "[Color] de modulación del icono usado cuando se está pulsando el [Button]." #: doc/classes/Button.xml #, fuzzy msgid "" "This constant acts as a boolean. If [code]true[/code], the minimum size of " "the button and text/icon alignment is always based on the largest stylebox " "margins, otherwise it's based on the current button state stylebox margins." msgstr "" "Esta constante actúa como un booleano. Si es [code]true[/code], el tamaño " "mínimo del botón y la alineación del texto/icono siempre se basa en los " "márgenes más grandes del stylebox, de lo contrario, se basa en los márgenes " "del stylebox del estado actual del botón." #: doc/classes/Button.xml msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" "El espacio horizontal entre el icono y el texto del [Button]. Los valores " "negativos se tratarán como [code]0[/code] cuando se utilicen." #: doc/classes/Button.xml msgid "" "The maximum allowed width of the [Button]'s icon. This limit is applied on " "top of the default size of the icon, or its expanded size if [member " "expand_icon] is [code]true[/code]. The height is adjusted according to the " "icon's ratio. If the button has additional icons (e.g. [CheckBox]), they " "will also be limited." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml #: doc/classes/LabelSettings.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml doc/classes/TextMesh.xml #: doc/classes/TextParagraph.xml msgid "" "Additional vertical spacing between lines (in pixels), spacing is added to " "line descent. This value can be negative." msgstr "" #: doc/classes/Button.xml doc/classes/LineEdit.xml doc/classes/LinkButton.xml #: doc/classes/MenuBar.xml doc/classes/ProgressBar.xml #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml doc/classes/Tree.xml msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member " "FontFile.multichannel_signed_distance_field] enabled, its [member " "FontFile.msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "[Font] del texto del [Button]." #: doc/classes/Button.xml msgid "Font size of the [Button]'s text." msgstr "Tamaño de fuente del texto del [Button]." #: doc/classes/Button.xml msgid "" "Default icon for the [Button]. Appears only if [member icon] is not assigned." msgstr "" "Icono predeterminado para el [Button]. Aparece solo si [member icon] no está " "asignado." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "[StyleBox] usado cuando el [Button] está desactivado." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "" "[StyleBox] usado cuando el [Button] está desactivado (para diseños de " "derecha a izquierda)." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is focused. The [theme_item focus] " "[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " "transparent [StyleBox] should be used to ensure the base [StyleBox] remains " "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " "harm keyboard/controller navigation usability, so this is not recommended " "for accessibility reasons." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." msgstr "[StyleBox] que se usa cuando el [Button] tiene encima el cursor." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "" "[StyleBox] utilizado cuando el puntero está sobre el [Button] (para diseños " "de derecha a izquierda)." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "" "[StyleBox] utilizado cuando se está pulsando el [Button] y el puntero está " "encima a la vez." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "" "[StyleBox] utilizado cuando se está pulsando el [Button] y el puntero está " "encima a la vez (para diseños de derecha a izquierda)." #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "[StyleBox] por defecto para el [Button]." #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "" "El [StyleBox] predeterminado para el [Button] (para diseños de derecha a " "izquierda)." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "[StyleBox] que se usa cuando se presiona el [Button]." #: doc/classes/Button.xml #, fuzzy msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "" "[StyleBox] utilizado cuando se pulsa el [Button] (para diseños de derecha a " "izquierda)." #: doc/classes/ButtonGroup.xml msgid "" "A group of buttons that doesn't allow more than one button to be pressed at " "a time." msgstr "" "Un grupo de botones que no permite que se pulse más de un botón a la vez." #: doc/classes/ButtonGroup.xml msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a " "time. Some types of buttons (such as [CheckBox]) may have a special " "appearance in this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" "Un grupo de botones derivados de [BaseButton]. Los botones de un " "[ButtonGroup] se tratan como botones de radio: No se puede presionar más de " "un botón a la vez. Algunos tipos de botones (como [CheckBox]) pueden tener " "una apariencia especial en este estado.\n" "Cada miembro de un [ButtonGroup] debería tener [member " "BaseButton.toggle_mode] establecido en [code]true[/code]." #: doc/classes/ButtonGroup.xml msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" "Devuelve un [Array] de [Button]s que tienen esto como su [ButtonGroup] " "(véase [member BaseButton.button_group])." #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "Devuelve el botón pulsado." #: doc/classes/ButtonGroup.xml msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "" "Si es [code]true[/code], es posible deseleccionar todos los botones de este " "[ButtonGroup]." #: doc/classes/ButtonGroup.xml msgid "Emitted when one of the buttons of the group is pressed." msgstr "Emitida cuando se presiona uno de los botones del grupo." #: doc/classes/Callable.xml msgid "A built-in type representing a method or a standalone function." msgstr "" "Un tipo incorporado que representa un método o una función independiente." #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " "either be a method within an [Object] instance, or a custom callable used " "for different purposes (see [method is_custom]). Like all [Variant] types, " "it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[codeblocks]\n" "[gdscript]\n" "func print_args(arg1, arg2, arg3 = \"\"):\n" "\tprints(arg1, arg2, arg3)\n" "\n" "func test():\n" "\tvar callable = Callable(self, \"print_args\")\n" "\tcallable.call(\"hello\", \"world\") # Prints \"hello world \".\n" "\tcallable.call(Vector2.UP, 42, callable) # Prints \"(0.0, -1.0) 42 " "Node(node.gd)::print_args\"\n" "\tcallable.call(\"invalid\") # Invalid call, should have at least 2 " "arguments.\n" "[/gdscript]\n" "[csharp]\n" "// Default parameter values are not supported.\n" "public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" "{\n" "\tGD.PrintS(arg1, arg2, arg3);\n" "}\n" "\n" "public void Test()\n" "{\n" "\t// Invalid calls fail silently.\n" "\tCallable callable = new Callable(this, MethodName.PrintArgs);\n" "\tcallable.Call(\"hello\", \"world\"); // Default parameter values are not " "supported, should have 3 arguments.\n" "\tcallable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 " "Node(Node.cs)::PrintArgs\"\n" "\tcallable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, it's possible to create lambda functions within a method. " "Lambda functions are custom callables that are not associated with an " "[Object] instance. Optionally, lambda functions can also be named. The name " "will be displayed in the debugger, or when calling [method get_method].\n" "[codeblock]\n" "func _init():\n" "\tvar my_lambda = func (message):\n" "\t\tprint(message)\n" "\n" "\t# Prints \"Hello everyone!\"\n" "\tmy_lambda.call(\"Hello everyone!\")\n" "\n" "\t# Prints \"Attack!\", when the button_pressed signal is emitted.\n" "\tbutton_pressed.connect(func(): print(\"Attack!\"))\n" "[/codeblock]\n" "In GDScript, you can access methods and global functions as [Callable]s:\n" "[codeblock]\n" "tween.tween_callback(node.queue_free) # Object methods.\n" "tween.tween_callback(array.clear) # Methods of built-in types.\n" "tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" "[/codeblock]\n" "[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " "keys.\n" "[codeblock]\n" "var dictionary = { \"hello\": \"world\" }\n" "\n" "# This will not work, `clear` is treated as a key.\n" "tween.tween_callback(dictionary.clear)\n" "\n" "# This will work.\n" "tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "Construye un [Callable] vacío, sin ningún objeto ni método vinculado." #: doc/classes/Callable.xml msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "Construye un [Callable] como una copia del [Callable] dado." #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " "specified [param object].\n" "[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " "instead." msgstr "" "Crea un nuevo [Callable] para el método llamado [param method] en el [param " "object] especificado.\n" "[b]Nota:[/b] Para métodos de tipos [Variant] incorporados, usa [method " "create] en su lugar." #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied " "by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "Devuelve una copia de este [Callable] con uno o más argumentos vinculados. " "Cuando se llama, los argumentos vinculados se pasan [i]después[/i] de los " "argumentos proporcionados por [method call]. Véase también [method unbind].\n" "[b]Nota:[/b] Cuando este método se encadena con otros métodos similares, el " "orden en que se modifica la lista de argumentos se lee de derecha a " "izquierda." #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound, reading " "them from an array. When called, the bound arguments are passed [i]after[/i] " "the arguments supplied by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "Devuelve una copia de este [Callable] con uno o más argumentos vinculados, " "leyéndolos desde un array. Cuando se llama, los argumentos vinculados se " "pasan [i]después[/i] de los argumentos proporcionados por [method call]. " "Véase también [method unbind].\n" "[b]Nota:[/b] Cuando este método se encadena con otros métodos similares, el " "orden en que se modifica la lista de argumentos se lee de derecha a " "izquierda." #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" "Llama al método representado por este [Callable]. Se pueden pasar argumentos " "y deben coincidir con la firma del método." #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. at " "the end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\tgrab_focus.call_deferred()\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\tCallable.From(GrabFocus).CallDeferred();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " "mainly at the end of process and physics frames. In it, deferred calls will " "be run until there are none left, which means you can defer calls from other " "deferred calls and they'll still be run in the current idle time cycle. This " "means you should not call a method deferred from itself (or from a method " "called by it), as this causes infinite recursion the same way as if you had " "called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" #: doc/classes/Callable.xml msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." msgstr "" "Llama al método representado por este [Callable]. A diferencia de [method " "call], este método espera que todos los argumentos estén contenidos dentro " "del [param arguments] [Array]." #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " "specified [param variant]. To represent a method of a built-in [Variant] " "type, a custom callable is used (see [method is_custom]). If [param variant] " "is [Object], then a standard callable will be created instead.\n" "[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " "property syntax is used to access its entries. You may also use this method " "when [param variant]'s type is not known in advance (for polymorphism)." msgstr "" "Crea un nuevo [Callable] para el método llamado [param method] en el [param " "variant] especificado. Para representar un método de un tipo [Variant] " "incorporado, se utiliza un objeto invocable personalizado (véase [method " "is_custom]). Si [param variant] es [Object], se creará un objeto invocable " "estándar en su lugar.\n" "[b]Nota:[/b] Este método es siempre necesario para el tipo [Dictionary], ya " "que la sintaxis de propiedad se utiliza para acceder a sus entradas. También " "puedes utilizar este método cuando el tipo de [param variant] no se conoce " "de antemano (para el polimorfismo)." #: doc/classes/Callable.xml msgid "" "Returns the total number of arguments this [Callable] should take, including " "optional arguments. This means that any arguments bound with [method bind] " "are [i]subtracted[/i] from the result, and any arguments unbound with " "[method unbind] are [i]added[/i] to the result." msgstr "" "Devuelve el número total de argumentos que debe tomar este [Callable], " "incluidos los argumentos opcionales. Esto significa que cualquier argumento " "vinculado con [method bind] se [i]resta[/i] del resultado, y cualquier " "argumento desvinculado con [method unbind] se [i]suma[/i] al resultado." #: doc/classes/Callable.xml msgid "" "Returns the array of arguments bound via successive [method bind] or [method " "unbind] calls. These arguments will be added [i]after[/i] the arguments " "passed to the call, from which [method get_unbound_arguments_count] " "arguments on the right have been previously excluded.\n" "[codeblock]\n" "func get_effective_arguments(callable, call_args):\n" "\tassert(call_args.size() - callable.get_unbound_arguments_count() >= 0)\n" "\tvar result = call_args.slice(0, call_args.size() - " "callable.get_unbound_arguments_count())\n" "\tresult.append_array(callable.get_bound_arguments())\n" "\treturn result\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments bound via successive [method bind] or " "[method unbind] calls. This is the same as the size of the array returned by " "[method get_bound_arguments]. See [method get_bound_arguments] for details.\n" "[b]Note:[/b] The [method get_bound_arguments_count] and [method " "get_unbound_arguments_count] methods can both return positive values." msgstr "" "Devuelve la cantidad total de argumentos vinculados a través de sucesivas " "llamadas a [method bind] o [method unbind]. Esto es lo mismo que el tamaño " "del array devuelto por [method get_bound_arguments]. Véase [method " "get_bound_arguments] para más detalles.\n" "[b]Nota:[/b] Los métodos [method get_bound_arguments_count] y [method " "get_unbound_arguments_count] pueden devolver valores positivos." #: doc/classes/Callable.xml msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or [code]" "\"\"[/code]." msgstr "" "Devuelve el nombre del método representado por este [Callable]. Si el objeto " "invocable es una función lambda de GDScript, devuelve el nombre de la " "función o [code]\"\"[/code]." #: doc/classes/Callable.xml msgid "Returns the object on which this [Callable] is called." msgstr "Devuelve el objeto en el que se llama a este [Callable]." #: doc/classes/Callable.xml msgid "" "Returns the ID of this [Callable]'s object (see [method " "Object.get_instance_id])." msgstr "" "Devuelve el ID del objeto de este [Callable] (véase [method " "Object.get_instance_id])." #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments unbound via successive [method bind] " "or [method unbind] calls. See [method get_bound_arguments] for details.\n" "[b]Note:[/b] The [method get_bound_arguments_count] and [method " "get_unbound_arguments_count] methods can both return positive values." msgstr "" "Devuelve la cantidad total de argumentos desvinculados a través de sucesivas " "llamadas a [method bind] o [method unbind]. Véase [method " "get_bound_arguments] para más detalles.\n" "[b]Nota:[/b] Los métodos [method get_bound_arguments_count] y [method " "get_unbound_arguments_count] pueden devolver valores positivos." #: doc/classes/Callable.xml msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the callables are equal, because different " "callables can have identical hash values due to hash collisions. The engine " "uses a 32-bit hash algorithm for [method hash]." msgstr "" "Devuelve el valor hash de 32 bits del objeto de este [Callable].\n" "[b]Nota:[/b] Los [Callable]s con contenido igual siempre producirán valores " "hash idénticos. Sin embargo, lo contrario no es cierto. Devolver valores " "hash idénticos [i]no[/i] implica que los invocables sean iguales, porque " "diferentes invocables pueden tener valores hash idénticos debido a " "colisiones de hash. El motor utiliza un algoritmo hash de 32 bits para " "[method hash]." #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " "callables are used:\n" "- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" "- for representing methods of built-in [Variant] types (see [method " "create]);\n" "- for representing global, lambda, and RPC functions in GDScript;\n" "- for other purposes in the core, GDExtension, and C#." msgstr "" "Devuelve [code]true[/code] si este [Callable] es un objeto invocable " "personalizado. Los objetos invocables personalizados se utilizan:\n" "- para vincular/desvincular argumentos (véase [method bind] y [method " "unbind]);\n" "- para representar métodos de tipos [Variant] incorporados (véase [method " "create]);\n" "- para representar funciones globales, lambda y RPC en GDScript;\n" "- para otros propósitos en el núcleo, GDExtension y C#." #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the " "method on. Equivalent to [code]callable == Callable()[/code].\n" "[b]Note:[/b] This is [i]not[/i] the same as [code]not is_valid()[/code] and " "using [code]not is_null()[/code] will [i]not[/i] guarantee that this " "callable can be called. Use [method is_valid] instead." msgstr "" "Devuelve [code]true[/code] si este [Callable] no tiene un objetivo al que " "llamar al método. Equivalente a [code]callable == Callable()[/code].\n" "[b]Nota:[/b] Esto [i]no[/i] es lo mismo que [code]not is_valid()[/code] y " "usar [code]not is_null()[/code] [i]no[/i] garantiza que se pueda llamar a " "este objeto invocable. Utiliza [method is_valid] en su lugar." #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " "this callable is a lambda function." msgstr "" "Devuelve [code]true[/code] si este [Callable] es un objeto invocable " "estándar. Este método es lo opuesto a [method is_custom]. Devuelve " "[code]false[/code] si este objeto invocable es una función lambda." #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" "Devuelve [code]true[/code] si el objeto invocable existe y tiene un nombre " "de método válido asignado, o es un objeto invocable personalizado." #: doc/classes/Callable.xml msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" "Realiza una RPC (Remote Procedure Call) en todos los pares conectados. Esto " "se utiliza para el multijugador y normalmente no está disponible, a menos " "que la función a la que se llame se haya marcado como [i]RPC[/i] (usando " "[annotation @GDScript.@rpc] o [method Node.rpc_config]). Llamar a este " "método en funciones no soportadas resultará en un error. Véase [method " "Node.rpc]." #: doc/classes/Callable.xml #, fuzzy msgid "" "Perform an RPC (Remote Procedure Call) on a specific peer ID (see " "multiplayer documentation for reference). This is used for multiplayer and " "is normally not available unless the function being called has been marked " "as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method " "Node.rpc_config]). Calling this method on unsupported functions will result " "in an error. See [method Node.rpc_id]." msgstr "" "Realiza una RPC (Remote Procedure Call) en un ID de par específico (consulta " "la documentación multijugador para referencia). Esto se utiliza para el " "multijugador y normalmente no está disponible a menos que la función a la " "que se llama se haya marcado como [i]RPC[/i] (usando [annotation " "@GDScript.@rpc] o [method Node.rpc_config]). Llamar a este método en " "funciones no soportadas resultará en un error. Véase [method Node.rpc_id]." #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this " "callable can handle, e.g. a signal with a fixed number of arguments. See " "also [method bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" "\tfoo.unbind(1).call(1, 2) # Calls foo(1).\n" "\tfoo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "" "Devuelve [code]true[/code] si ambos [Callable] invocan diferentes destinos." #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "" "Devuelve [code]true[/code] si ambos [Callable] invocan el mismo destino " "personalizado." #: doc/classes/CallbackTweener.xml msgid "Calls the specified method after optional delay." msgstr "Llama al método especificado después de un retraso opcional." #: doc/classes/CallbackTweener.xml msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" "[CallbackTweener] se usa para llamar a un método en una secuencia de " "interpolación. Véase [method Tween.tween_callback] para obtener más " "información sobre su uso.\n" "El interpolador finalizará automáticamente si se libera el objeto de destino " "de la llamada.\n" "[b]Nota:[/b] [method Tween.tween_callback] es la única forma correcta de " "crear [CallbackTweener]. Cualquier [CallbackTweener] creado manualmente no " "funcionará correctamente." #: doc/classes/CallbackTweener.xml msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b] Call [method Node.queue_free] after 2 seconds:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2)\n" "[/codeblock]" msgstr "" "Hace que la llamada de retorno se retrase el tiempo dado en segundos.\n" "[b]Ejemplo:[/b] Llama a [method Node.queue_free] después de 2 segundos:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2)\n" "[/codeblock]" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "Nodo de cámara para escenas 2D." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "Cameras register themselves in the nearest [Viewport] node (when ascending " "the tree). Only one camera can be active per viewport. If no viewport is " "available ascending the tree, the camera will register in the global " "viewport.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method " "Node.get_viewport]).\n" "Note that the [Camera2D] node's [member Node2D.global_position] doesn't " "represent the actual position of the screen, which may differ due to applied " "smoothing or limits. You can use [method get_screen_center_position] to get " "the real position. Same for the node's [member Node2D.global_rotation] which " "may be different due to applied rotation smoothing. You can use [method " "get_screen_rotation] to get the current rotation of the screen." msgstr "" "Nodo de cámara para escenas 2D. Obliga a la pantalla (capa actual) a " "desplazarse siguiendo este nodo. Esto hace que sea más fácil (y rápido) " "programar escenas desplazables que cambiar manualmente la posición de los " "nodos basados en [CanvasItem].\n" "Este nodo pretende ser un simple ayudante para poner las cosas en marcha " "rápidamente y puede suceder que se desee más funcionalidad para cambiar el " "funcionamiento de la cámara. Para hacer tu propio nodo de cámara " "personalizado, hereda de [Node2D] y cambia la transformación del canvas " "estableciendo [member Viewport.canvas_transform] en [Viewport] (puedes " "obtener el [Viewport] actual usando el [method Node.get_viewport]).\n" "Ten en cuenta que la[code]position[/code] del nodo [Camera2D] no representa " "la posición real de la pantalla, que puede diferir debido al suavizado o a " "los límites aplicados. Puedes usar [method get_camera_screen_center] para " "obtener la posición real." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "Demo Isométrica en 2D" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "Alinea la cámara con el nodo rastreado." #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "Obliga a la cámara a actualizar el scroll inmediatamente." #: doc/classes/Camera2D.xml msgid "" "Returns the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" "Devuelve el margen del [enum Side] especificado. Véase también [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin] y " "[member drag_right_margin]." #: doc/classes/Camera2D.xml msgid "" "Returns the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "Devuelve el límite de la cámara para el [enum Side] especificado. Véase " "también [member limit_bottom], [member limit_top], [member limit_left] y " "[member limit_right]." #: doc/classes/Camera2D.xml msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" "Devuelve el centro de la pantalla desde el punto de vista de esta cámara, en " "coordenadas globales.\n" "[b]Nota:[/b] La posición exacta a la que se dirige la cámara puede ser " "diferente. Véase [method get_target_position]." #: doc/classes/Camera2D.xml msgid "" "Returns the current screen rotation from this camera's point of view.\n" "[b]Note:[/b] The screen rotation can be different from [member " "Node2D.global_rotation] if the camera is rotating smoothly due to [member " "rotation_smoothing_enabled]." msgstr "" "Devuelve la rotación actual de la pantalla desde el punto de vista de esta " "cámara.\n" "[b]Nota:[/b] La rotación de la pantalla puede ser diferente de [member " "Node2D.global_rotation] si la cámara está rotando suavemente debido a " "[member rotation_smoothing_enabled]." #: doc/classes/Camera2D.xml msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member " "Node2D.global_position], as it is affected by the drag properties. It is " "also not the same as the current position if [member " "position_smoothing_enabled] is [code]true[/code] (see [method " "get_screen_center_position])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" "Devuelve [code]true[/code] si esta [Camera2D] es la cámara activa (véase " "[method Viewport.get_camera_2d])." #: doc/classes/Camera2D.xml msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" "Fuerza a esta [Camera2D] a convertirse en la activa. [member enabled] debe " "ser [code]true[/code]." #: doc/classes/Camera2D.xml msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" "Establece la posición de la cámara inmediatamente a su destino de suavizado " "actual.\n" "Este método no tiene ningún efecto si [member position_smoothing_enabled] es " "[code]false[/code]." #: doc/classes/Camera2D.xml msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " "and [member drag_right_margin]." msgstr "" "Establece el margen del [enum Side] especificado. Véase también [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin] y " "[member drag_right_margin]." #: doc/classes/Camera2D.xml msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "Establece el límite de la cámara para el [enum Side] especificado. Véase " "también [member limit_bottom], [member limit_top], [member limit_left] y " "[member limit_right]." #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point." msgstr "El punto de anclaje de Camera2D." #: doc/classes/Camera2D.xml msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "El nodo personalizado de [Viewport] unido a [Camera2D]. Si [code]null[/code] " "o no es un [Viewport], usa el viewport por defecto en su lugar." #: doc/classes/Camera2D.xml msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" "Margen inferior necesario para arrastrar la cámara. Un valor de [code]1[/" "code] hace que la cámara se mueva solo cuando alcance el borde inferior de " "la pantalla." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" "Si es [code]true[/code], la cámara solo se mueve cuando alcanza los márgenes " "de arrastre horizontal (izquierdo y derecho). Si es [code]false[/code], la " "cámara se mueve horizontalmente independientemente de los márgenes." #: doc/classes/Camera2D.xml msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" "El desplazamiento de arrastre horizontal relativo de la cámara entre los " "márgenes de arrastre derecho ([code]-1[/code]) e izquierdo ([code]1[/" "code]).\n" "[b]Nota:[/b] Se utiliza para establecer el desplazamiento de arrastre " "horizontal inicial, determinar el desplazamiento actual u forzar el " "desplazamiento actual. No se actualiza automáticamente cuando [member " "drag_horizontal_enabled] es [code]true[/code] o se modifican los márgenes de " "arrastre." #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" "Margen izquierdo necesario para arrastrar la cámara. Un valor de [code]1[/" "code] hace que la cámara se mueva solo cuando alcance el borde izquierdo de " "la pantalla." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" "Se necesita un margen derecho para arrastrar la cámara. Un valor de [code]1[/" "code] hace que la cámara se mueva sólo cuando llega al borde de la pantalla." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" "Se necesita un margen superior para arrastrar la cámara. Un valor de " "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la " "pantalla." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" "Si es [code]true[/code], la cámara sólo se mueve cuando alcanza los márgenes " "de arrastre vertical. Si es [code]false[/code], la cámara se mueve " "verticalmente sin importar los márgenes." #: doc/classes/Camera2D.xml msgid "" "The relative vertical drag offset of the camera between the bottom " "([code]-1[/code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" "Si es [code]true[/code], dibuja el rectángulo de margen de arrastre de la " "cámara en el editor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" "Si es [code]true[/code], dibuja el rectángulo de límites de la cámara en el " "editor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" "Si es [code]true[/code], dibuja el rectángulo de la pantalla de la cámara en " "el editor." #: doc/classes/Camera2D.xml msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will " "become active." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Límite inferior de desplazamiento en píxeles. La cámara deja de moverse " "cuando alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the limits will be enabled. Disabling this will allow " "the camera to focus anywhere, when the four [code]limit_*[/code] properties " "will not work." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Límite de scroll izquierdo en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Límite de scroll derecho en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Límite superior de scroll en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" "Devuelve el límite de cámara especificado. Véase también [member " "limit_bottom], [member limit_top], [member limit_left] y [member " "limit_right]." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" "Si es [code]true[/code], la cámara se mueve suavemente hacia el objetivo a " "[member smoothing_speed]." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" "Velocidad en píxeles por segundo del efecto de suavizado de la cámara cuando " "[member smoothing_enabled] es [code]true[/code]." #: doc/classes/Camera2D.xml #, fuzzy msgid "The camera's process callback." msgstr "La señal procesada del efecto." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" "Si es [code]true[/code], la animación de las partículas se hará en bucle.\n" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" "Velocidad en píxeles por segundo del efecto de suavizado de la cámara cuando " "[member smoothing_enabled] es [code]true[/code]." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "The camera's zoom. Higher values are more zoomed in. For example, a zoom of " "[code]Vector2(2.0, 2.0)[/code] will be twice as zoomed in on each axis (the " "view covers an area four times smaller). In contrast, a zoom of " "[code]Vector2(0.5, 0.5)[/code] will be twice as zoomed out on each axis (the " "view covers an area four times larger). The X and Y components should " "generally always be set to the same value, unless you wish to stretch the " "camera view.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " "zoom into account. This means that zooming in/out will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless " "the font is part of a [CanvasLayer] that makes it ignore camera zoom. To " "ensure text remains crisp regardless of zoom, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "La escala del nodo, relativa a su [member rect_size]. Cambia esta propiedad " "para escalar el nodo alrededor de su [member rect_pivot_offset]. La [member " "hint_tooltip] del Control también escalará de acuerdo con este valor.\n" "[b]Nota:[/b] Esta propiedad está pensada principalmente para ser usada con " "fines de animación. El texto dentro del Control se verá pixelado o borroso " "cuando el Control esté escalado. Para soportar múltiples resoluciones en su " "proyecto, utiliza un modo apropiado de estiramiento de la vista como se " "describe en la documentación [url=https://docs.godotengine.org/es/latest/" "tutorials/viewports/multiple_resolutions.html]documentation[/url] en lugar " "de escalar los Controles individualmente.\n" "[b]Nota:[/b] Si el nodo de Control es hijo de un nodo [Container], la escala " "se reajustará a [code]Vector2(1, 1)[/code] cuando la escena se instale. Para " "establecer la escala del Control cuando está instanciado, espera un cuadro " "usando [code]yield(get_tree(), \"idle_frame\")[/code] y luego establece su " "propiedad [member rect_scale]." #: doc/classes/Camera2D.xml msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" "La posición de la cámara está fijada de tal manera que la esquina superior " "izquierda está siempre en el origen." #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" "La posición de la cámara tiene en cuenta los desplazamientos verticales/" "horizontales y el tamaño de la pantalla." #: doc/classes/Camera2D.xml msgid "" "The camera updates during physics frames (see [constant " "Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera updates during process frames (see [constant " "Node.NOTIFICATION_INTERNAL_PROCESS])." msgstr "" #: doc/classes/Camera3D.xml msgid "Camera node, displays from a point of view." msgstr "Nodo de cámara, muestra desde un punto de vista." #: doc/classes/Camera3D.xml #, fuzzy msgid "" "[Camera3D] is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" "[Camera] es un nodo especial que muestra lo que es visible desde su " "ubicación actual. Las cámaras se registran en el nodo [Viewport] más cercano " "(al ascender al árbol). Sólo una cámara puede estar activa por cada " "Viewport. Si no hay ninguna ventana disponible al ascender el árbol, la " "cámara se registrará en la ventana global. En otras palabras, una cámara " "sólo proporciona capacidades de visualización 3D a un [Viewport], y sin uno, " "una escena registrada en ese [Viewport] (o en los Viewports superiores) no " "puede visualizarse." #: doc/classes/Camera3D.xml msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" "Si esta es la cámara actual, dejar de usarla. Si [param enable_next] es " "[code]true[/code], se solicitará usar la siguiente cámara, si existe." #: doc/classes/Camera3D.xml msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" "Devuelve la matriz de proyección que esta cámara utiliza para renderizar a " "su viewport asociado. La cámara debe ser parte del árbol de la escena para " "funcionar." #: doc/classes/Camera3D.xml msgid "Returns the camera's RID from the [RenderingServer]." msgstr "Devuelve el RID de la cámara desde el [RenderingServer]." #: doc/classes/Camera3D.xml msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" "Devuelve la transformación de la cámara más los desplazamientos verticales " "([member v_offset]) y horizontales ([member h_offset]); y cualquier otro " "ajuste realizado a la posición y orientación de la cámara por las cámaras " "subclasificadas como [XRCamera3D]." #: doc/classes/Camera3D.xml msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" "Devuelve si la capa especificada de [member cull_mask] está habilitada, dado " "un [param layer_number] entre 1 y 20." #: doc/classes/Camera3D.xml msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" "Devuelve los planos del frustum de la cámara en unidades del espacio mundial " "como un array de [Plane]s en el siguiente orden: cerca, lejos, izquierda, " "arriba, derecha, abajo. No confundir con [member frustum_offset]." #: doc/classes/Camera3D.xml msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" "Devuelve el RID de una forma piramidal que abarca el frustum de visión de la " "cámara, ignorando el plano cercano de la cámara. La punta de la pirámide " "representa la posición de la cámara." #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" "Devuelve [code]true[/code] si la posición dada está detrás de la cámara (la " "parte azul del diagrama enlazado). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]Consulta " "este diagrama[/url] para obtener una visión general de los métodos de " "consulta de posición.\n" "[b]Nota:[/b] Una posición que devuelva [code]false[/code] aún puede estar " "fuera del campo de visión de la cámara." #: doc/classes/Camera3D.xml msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://" "raw.githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "Devuelve [code]true[/code] si la posición dada está dentro del frustum de la " "cámara (la parte verde del diagrama enlazado). [url=https://" "raw.githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]Consulta este diagrama[/url] para obtener una " "visión general de los métodos de consulta de posición." #: doc/classes/Camera3D.xml msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" "Hace que esta cámara sea la cámara actual para el [Viewport] (ver " "descripción de la clase). Si el nodo de la cámara está fuera del árbol de " "escenas, intentará convertirse en actual una vez que se añada." #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" "Devuelve un vector normal de la ubicación del punto de la pantalla dirigido " "a lo largo de la cámara. Las cámaras ortogonales están normalizadas. Las " "cámaras de perspectiva tienen en cuenta la perspectiva, la anchura y la " "altura de la pantalla, etc." #: doc/classes/Camera3D.xml msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" "Devuelve el punto 3D en el espacio mundial que se corresponde con la " "coordenada 2D dada en el rectángulo del [Viewport], en un plano que está a " "la distancia [param z_depth] en la escena, alejado de la cámara." #: doc/classes/Camera3D.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "Devuelve un vector normal en el espacio mundial, que es el resultado de " "proyectar un punto en el rectángulo del [Viewport] mediante la proyección " "inversa de la cámara. Esto es útil para lanzar rayos en forma de (origen, " "normal) para la intersección o selección de objetos." #: doc/classes/Camera3D.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "Devuelve una posición 3D en el espacio mundial, que es el resultado de " "proyectar un punto en el rectángulo del [Viewport] mediante la proyección " "inversa de la cámara. Esto es útil para lanzar rayos en forma de (origen, " "normal) para la intersección o selección de objetos." #: doc/classes/Camera3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" "Según [param value], activa o desactiva la capa especificada en el [member " "cull_mask], dado un [param layer_number] entre 1 y 20." #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" "Establece la proyección de la cámara en modo frustum (véase [constant " "PROJECTION_FRUSTUM]), especificando un [param size], un [param offset], y " "los planos de recorte [param z_near] y [param z_far] en unidades del espacio " "mundial. Véase también [member frustum_offset]." #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param " "z_near] and [param z_far] clip planes in world space units.\n" "As a hint, 3D games that look 2D often use this projection, with [param " "size] specified in pixels." msgstr "" "Establece la proyección de la cámara en modo ortogonal (véase [constant " "PROJECTION_ORTHOGONAL]), especificando un [param size], y los planos de " "recorte [param z_near] y [param z_far] en unidades del espacio mundial.\n" "Como sugerencia, los juegos 3D que parecen 2D a menudo usan esta proyección, " "con [param size] especificado en píxeles." #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" "Establece la proyección de la cámara en modo de perspectiva (véase [constant " "PROJECTION_PERSPECTIVE]), especificando un ángulo [param fov] (campo de " "visión) en grados, y los planos de recorte [param z_near] y [param z_far] en " "unidades del espacio mundial." #: doc/classes/Camera3D.xml msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not " "get_viewport().get_camera_3d().is_position_behind(global_transform.origin)\n" "control.position = " "get_viewport().get_camera_3d().unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera3D.xml msgid "The [CameraAttributes] to use for this camera." msgstr "Los [CameraAttributes] que se utilizarán para esta cámara." #: doc/classes/Camera3D.xml msgid "The [Compositor] to use for this camera." msgstr "El [Compositor] a utilizar para esta cámara." #: doc/classes/Camera3D.xml msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] " "using a script allows you to toggle those reserved layers, which can be " "useful for editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this " "is an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member " "Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to " "exclude them from global illumination." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" #: doc/classes/Camera3D.xml msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods.\n" "[b]Note:[/b] The Doppler effect will only be heard on [AudioStreamPlayer3D]s " "if [member AudioStreamPlayer3D.doppler_tracking] is not set to [constant " "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED]." msgstr "" #: doc/classes/Camera3D.xml msgid "The [Environment] to use for this camera." msgstr "El [Environment] a utilizar para esta cámara." #: doc/classes/Camera3D.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" #: doc/classes/Camera3D.xml #, fuzzy msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [member fov] " "sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" "El ángulo del campo de visión de la cámara (en grados). Sólo aplicable en " "modo de perspectiva. Dado que [member keep_aspect] bloquea un eje, " "[code]fov[/code] establece el ángulo de campo de visión del otro eje.\n" "Como referencia, el valor por defecto del campo de visión vertical " "([code]75.0[/code]) es equivalente a un FOV horizontal de:\n" "- ~91.31 grados en una vista de 4:3\n" "- ~101.67 grados en un ángulo de visión de 16:10\n" "- ~107,51 grados en una vista de 16:9\n" "- ~121,63 grados en una vista de 21:9" #: doc/classes/Camera3D.xml #, fuzzy msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" "El desplazamiento de la cámara de frustum. Se puede cambiar desde el valor " "predeterminado para crear efectos de \"frustum inclinado\" como [url=https://" "zdoom.org/wiki/Y-shearing]Y-shearing[/url]." #: doc/classes/Camera3D.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "El desplazamiento horizontal (X) de la vista de la cámara." #: doc/classes/Camera3D.xml msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "El eje a bloquear durante los ajustes de [member fov]/[member size]. Puede " "ser [constant KEEP_WIDTH] o [constant KEEP_HEIGHT]." #: doc/classes/Camera3D.xml msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" "El modo de proyección de la cámara. En el modo [constant " "PROJECTION_PERSPECTIVE], la distancia Z de los objetos al espacio local de " "la cámara escala su tamaño percibido." #: doc/classes/Camera3D.xml msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" #: doc/classes/Camera3D.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "El desplazamiento vertical (Y) del viewport de la cámara." #: doc/classes/Camera3D.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" "Proyección de la perspectiva. Los objetos en la pantalla se hacen más " "pequeños cuando están lejos." #: doc/classes/Camera3D.xml msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" "Proyección ortogonal, también conocida como proyección ortográfica. Los " "objetos permanecen del mismo tamaño en la pantalla sin importar lo lejos que " "estén." #: doc/classes/Camera3D.xml msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "Proyección de Frustum. Este modo permite ajustar [member frustum_offset] " "para crear efectos de \"frustum inclinado\"." #: doc/classes/Camera3D.xml msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" "Preserva la relación de aspecto horizontal; también conocida como escala de " "Vert-. Esta suele ser la mejor opción para los proyectos que se ejecutan en " "modo de retrato, ya que las proporciones de aspecto más altas se " "beneficiarán de un mayor FOV vertical." #: doc/classes/Camera3D.xml msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" "Preserva la relación de aspecto vertical; también conocida como escala Hor+. " "Esta suele ser la mejor opción para los proyectos que se ejecutan en modo " "paisaje, ya que las relaciones de aspecto más amplias se beneficiarán " "automáticamente de un FOV horizontal más amplio." #: doc/classes/Camera3D.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_process[/code]. Los cambios en la velocidad relativa de esta cámara " "comparada con esos objetos afectan a la forma en que se percibe el Audio " "(cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/Camera3D.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_physics_process[/code]. Los cambios en la velocidad relativa de esta " "cámara comparada con esos objetos afectan a la forma en que se percibe el " "Audio (cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/CameraAttributes.xml msgid "Parent class for camera settings." msgstr "Clase padre para la configuración de la cámara." #: doc/classes/CameraAttributes.xml msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" "Si es [code]true[/code], habilita el modo de exposición automática del mapa " "de tonos del renderizador de escenas. Si es [code]true[/code], el " "renderizador determinará automáticamente el ajuste de exposición para " "adaptarse a la iluminación de la escena y a la luz observada." #: doc/classes/CameraAttributes.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" "La escala del efecto de la exposición automática. Afecta a la intensidad de " "la exposición automática." #: doc/classes/CameraAttributes.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" "La velocidad del efecto de la exposición automática. Afecta al tiempo " "necesario para que la cámara realice la exposición automática." #: doc/classes/CameraAttributes.xml msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image.\n" "If [member auto_exposure_enabled] is [code]true[/code], this can be used as " "a method of exposure compensation, doubling the value will increase the " "exposure value (measured in EV100) by 1 stop.\n" "[b]Note:[/b] Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physically-based camera settings." msgstr "Configuración de la cámara basada en la física." #: doc/classes/CameraAttributesPhysical.xml msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member " "Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], " "only the exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips " "for settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "Physical light and camera units" msgstr "Unidades físicas de luz y cámara" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" "Devuelve el campo de visión vertical que corresponde a [member " "frustum_focal_length]. Este valor se calcula internamente cada vez que se " "cambia [member frustum_focal_length]." #: doc/classes/CameraAttributesPhysical.xml msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" "La luminancia máxima (en EV100) utilizada al calcular la exposición " "automática. Al calcular la luminancia media de la escena, los valores de " "color se limitarán a este valor como mínimo. Esto limita la exposición " "automática a exponer por debajo de un cierto brillo, lo que resulta en un " "punto de corte donde la escena permanecerá brillante." #: doc/classes/CameraAttributesPhysical.xml msgid "" "The minimum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing above a " "certain brightness, resulting in a cut off point where the scene will remain " "dark." msgstr "" "La luminancia mínima (en EV100) utilizada al calcular la exposición " "automática. Al calcular la luminancia media de la escena, los valores de " "color se limitarán a este valor como mínimo. Esto limita la exposición " "automática a exponer por encima de un cierto brillo, lo que resulta en un " "punto de corte donde la escena permanecerá oscura." #: doc/classes/CameraAttributesPhysical.xml #, fuzzy msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of " "the aperture. A high aperture setting will result in a smaller aperture " "which leads to a dimmer image and sharper focus. A low aperture results in a " "wide aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "Tamaño de la apertura de la cámara, medido en f-stops. Un f-stop es una " "relación adimensional entre la distancia focal de la cámara y el diámetro de " "la apertura. Un ajuste de apertura alto resultará en una apertura más " "pequeña que conduce a una imagen más oscura y un enfoque más nítido. Una " "apertura baja resulta en una apertura amplia que deja entrar más luz, lo que " "resulta en una imagen más brillante y menos enfocada. El valor " "predeterminado es apropiado para exteriores a la luz del día (es decir, para " "usar con una [DirectionalLight3D] predeterminada), para la iluminación " "interior, un valor entre 2 y 4 es más apropiado.\n" "Solo disponible cuando [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] está habilitado." #: doc/classes/CameraAttributesPhysical.xml msgid "" "Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" "code] seconds. A higher value will allow less light (leading to a darker " "image), while a lower value will allow more light (leading to a brighter " "image).\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "Tiempo para que el obturador se abra y se cierre, evaluado como [code]1 / " "velocidad_de_obturación[/code] segundos. Un valor más alto permitirá menos " "luz (lo que conducirá a una imagen más oscura), mientras que un valor más " "bajo permitirá más luz (lo que conducirá a una imagen más brillante).\n" "Solo disponible cuando [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] está habilitado." #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.far] property." msgstr "" "Valor de reemplazo para [member Camera3D.far]. Se usa internamente al " "calcular la profundidad de campo. Cuando se adjunta a una [Camera3D] como " "sus [member Camera3D.attributes], reemplazará la propiedad [member " "Camera3D.far]." #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider " "field of view and a larger depth of field meaning more objects will be in " "focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it " "will override the [member Camera3D.fov] property and the [member " "Camera3D.keep_aspect] property." msgstr "" "Distancia entre la lente de la cámara y la apertura de la cámara, medida en " "milímetros. Controla el campo de visión y la profundidad de campo. Una " "distancia focal mayor resultará en un campo de visión más pequeño y una " "profundidad de campo más estrecha, lo que significa que menos objetos " "estarán enfocados. Una distancia focal más pequeña resultará en un campo de " "visión más amplio y una profundidad de campo mayor, lo que significa que más " "objetos estarán enfocados. Cuando se adjunta a una [Camera3D] como sus " "[member Camera3D.attributes], sobrescribirá la propiedad [member " "Camera3D.fov] y la propiedad [member Camera3D.keep_aspect]." #: doc/classes/CameraAttributesPhysical.xml msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" "Distancia desde la cámara del objeto que estará enfocado, medida en metros. " "Internamente, esto se sujetará para que sea al menos 1 milímetro más grande " "que [member frustum_focal_length]." #: doc/classes/CameraAttributesPhysical.xml msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member " "Camera3D.attributes], it will override the [member Camera3D.near] property." msgstr "" "Valor de reemplazo para [member Camera3D.near]. Se usa internamente al " "calcular la profundidad de campo. Cuando se adjunta a una [Camera3D] como " "sus [member Camera3D.attributes], reemplazará la propiedad [member " "Camera3D.near]." #: doc/classes/CameraAttributesPractical.xml msgid "Camera settings in an easy to use format." msgstr "Ajustes de la cámara en un formato fácil de usar." #: doc/classes/CameraAttributesPractical.xml msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing below a " "certain brightness, resulting in a cut off point where the scene will remain " "bright." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at " "least this value. This limits the auto-exposure from exposing above a " "certain brightness, resulting in a cut off point where the scene will remain " "dark." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " "will instead act as a multiplier. High values lead to an increased amount of " "blurriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility.\n" "[b]Note:[/b] Depth of field blur is not supported on viewports that have a " "transparent background (where [member Viewport.transparent_bg] is " "[code]true[/code])." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " "Mobile rendering methods, not Compatibility.\n" "[b]Note:[/b] Depth of field blur is not supported on viewports that have a " "transparent background (where [member Viewport.transparent_bg] is " "[code]true[/code])." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" "La alimentación de la cámara le da acceso a una única cámara física " "conectada a tu dispositivo." #: doc/classes/CameraFeed.xml #, fuzzy msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background.\n" "[b]Note:[/b] This class is currently only implemented on Linux, Android, " "macOS, and iOS. On other platforms no [CameraFeed]s will be available. To " "get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." msgstr "" "La alimentación de la cámara le da acceso a una única cámara física " "conectada a su dispositivo. Cuando se habilita, Godot comenzará a capturar " "fotogramas de la cámara que luego pueden ser utilizados. Véase también " "[CameraServer].\n" "[b]Nota:[/b] Muchas cámaras devolverán imágenes YCbCr que están divididas en " "dos texturas y necesitan ser combinadas en un shader. Godot hace esto " "automáticamente para ti, si configuras el entorno para mostrar la imagen de " "la cámara en el fondo." #: doc/classes/CameraFeed.xml msgid "Called when the camera feed is activated." msgstr "Se llama cuando se activa la transmisión de la cámara." #: doc/classes/CameraFeed.xml msgid "Called when the camera feed is deactivated." msgstr "Se llama cuando la transmisión de la cámara está desactivada." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns feed image data type." msgstr "Devuelve el tipo de datos de imagen de feed." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the unique ID for this feed." msgstr "Devuelve el ID único para esta fuente." #: doc/classes/CameraFeed.xml msgid "Returns the camera's name." msgstr "Devuelve el nombre de la cámara." #: doc/classes/CameraFeed.xml msgid "Returns the position of camera on the device." msgstr "Devuelve la posición de la cámara en el dispositivo." #: doc/classes/CameraFeed.xml msgid "" "Returns the texture backend ID (usable by some external libraries that need " "a handle to a texture to write data)." msgstr "" #: doc/classes/CameraFeed.xml msgid "Sets the feed as external feed provided by another library." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Sets the feed format parameters for the given [param index] in the [member " "formats] array. Returns [code]true[/code] on success. By default, the YUYV " "encoded stream is transformed to [constant FEED_RGB]. The YUYV encoded " "stream output format can be changed by setting [param parameters]'s " "[code]output[/code] entry to one of the following:\n" "- [code]\"separate\"[/code] will result in [constant FEED_YCBCR_SEP];\n" "- [code]\"grayscale\"[/code] will result in desaturated [constant " "FEED_RGB];\n" "- [code]\"copy\"[/code] will result in [constant FEED_YCBCR]." msgstr "" #: doc/classes/CameraFeed.xml msgid "Sets the camera's name." msgstr "Establece el nombre de la cámara." #: doc/classes/CameraFeed.xml msgid "Sets the position of this camera." msgstr "Establece la posición de esta cámara." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Sets RGB image for this feed." msgstr "Establece una imagen RGB para esta fuente." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Sets YCbCr image for this feed." msgstr "Establece la imagen YCbCr para esta fuente." #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." msgstr "Si es [code]true[/code], el feed está activo." #: doc/classes/CameraFeed.xml #, fuzzy msgid "The transform applied to the camera's image." msgstr "" "Devuelve la transformación aplicada a la malla de navegación del objeto." #: doc/classes/CameraFeed.xml msgid "" "Formats supported by the feed. Each entry is a [Dictionary] describing " "format parameters." msgstr "" #: doc/classes/CameraFeed.xml msgid "Emitted when the format has changed." msgstr "Emitida cuando el formato ha cambiado." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Emitted when a new frame is available." msgstr "Emitida cuando un nuevo frame está disponible." #: doc/classes/CameraFeed.xml msgid "No image set for the feed." msgstr "No hay ninguna imagen establecida para el feed." #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "Proporciona imágenes RGB." #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "Proporciona imágenes YCbCr que necesitan ser convertidas a RGB." #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies external image." msgstr "" #: doc/classes/CameraFeed.xml msgid "Unspecified position." msgstr "Posición no especificada." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "La cámara está montada en la parte frontal del dispositivo." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "La cámara está montada en la parte trasera del dispositivo." #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" "El servidor mantiene un seguimiento de las diferentes cámaras accesibles en " "Godot." #: doc/classes/CameraServer.xml #, fuzzy msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on Linux, Android, " "macOS, and iOS. On other platforms no [CameraFeed]s will be available. To " "get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." msgstr "" "El [CameraServer] lleva un registro de las diferentes cámaras accesibles en " "Godot. Estas son cámaras externas como las webcams o las cámaras de su " "teléfono.\n" "Se utiliza principalmente para proporcionar a los módulos de AR una " "alimentación de vídeo de la cámara.\n" "[b]Nota:[/b] Esta clase sólo se implementa actualmente en macOS e iOS. En " "otras plataformas, no habrá [CameraFeed]s disponibles." #: doc/classes/CameraServer.xml msgid "Adds the camera [param feed] to the camera server." msgstr "Agrega la cámara [param feed] al servidor de cámara." #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "Devuelve un array de [CameraFeed]s." #: doc/classes/CameraServer.xml msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "" "Devuelve el [CameraFeed] correspondiente a la cámara con el [param index] " "dado." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "Devuelve el número de [CameraFeed]s registrados." #: doc/classes/CameraServer.xml msgid "Removes the specified camera [param feed]." msgstr "Elimina el [param feed] de la cámara especificada." #: doc/classes/CameraServer.xml msgid "" "If [code]true[/code], the server is actively monitoring available camera " "feeds.\n" "This has a performance cost, so only set it to [code]true[/code] when you're " "actively accessing the camera.\n" "[b]Note:[/b] After setting it to [code]true[/code], you can receive updated " "camera feeds through the [signal camera_feeds_updated] signal.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" "\tCameraServer.camera_feeds_updated.connect(_on_camera_feeds_updated)\n" "\tCameraServer.monitoring_feeds = true\n" "\n" "func _on_camera_feeds_updated():\n" "\tvar feeds = CameraServer.feeds()\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" "\tCameraServer.CameraFeedsUpdated += OnCameraFeedsUpdated;\n" "\tCameraServer.MonitoringFeeds = true;\n" "}\n" "\n" "void OnCameraFeedsUpdated()\n" "{\n" "\tvar feeds = CameraServer.Feeds();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" "Emitida cuando se agrega una [CameraFeed] (por ejemplo, se conecta una " "cámara web)." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Emitida cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una " "cámara web)." #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when camera feeds are updated." msgstr "Emitida cuando el resto se actualiza." #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "La imagen de la cámara RGBA." #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" "La imagen de la cámara [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url]." #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "La imagen de la cámara del componente Y." #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "La imagen de la cámara del componente CbCr." #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "Textura proporcionada por un [CameraFeed]." #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" "Esta textura da acceso a la textura de la cámara proporcionada por un " "[CameraFeed].\n" "[b]Nota:[/b] Muchas cámaras suministran imágenes YCbCr que necesitan ser " "convertidas en un shader." #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "El ID del [CameraFeed] para el cual queremos mostrar la imagen." #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" "Propiedad de conveniencia que da acceso a la propiedad activa de la " "[CameraFeed]." #: doc/classes/CameraTexture.xml msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "La imagen dentro de la [CameraFeed] a la que queremos acceder, es importante " "si la imagen de la cámara está dividida en un componente Y y CbCr." #: doc/classes/CanvasGroup.xml msgid "Merges several 2D nodes into a single draw operation." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " "allows to e.g. draw overlapping translucent 2D nodes without blending (set " "[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this " "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " "overrides the builtin shader. To duplicate the behavior of the builtin " "shader in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" "\tvec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" "\tif (c.a > 0.0001) {\n" "\t\tc.rgb /= c.a;\n" "\t}\n" "\n" "\tCOLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " "utilize the backbuffer, children of a [CanvasGroup] who have their [member " "CanvasItem.clip_children] set to anything other than [constant " "CanvasItem.CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" #: doc/classes/CanvasGroup.xml msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" #: doc/classes/CanvasItem.xml msgid "Abstract base class for everything in 2D space." msgstr "Clase base abstracta para todo en el espacio 2D." #: doc/classes/CanvasItem.xml msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " "a tree; children inherit and extend their parent's transform. [CanvasItem] " "is extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside [method _draw], its " "corresponding [method Object._notification] or methods connected to the " "[signal draw] signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" "A [CanvasItem] can be hidden, which will also hide its children. By " "adjusting various other properties of a [CanvasItem], you can also modulate " "its color (via [member modulate] or [member self_modulate]), change its Z-" "index, blend mode, and more.\n" "Note that properties like transform, modulation, and visibility are only " "propagated to [i]direct[/i] [CanvasItem] child nodes. If there is a non-" "[CanvasItem] node in between, like [Node] or [AnimationPlayer], the " "[CanvasItem] nodes below will have an independent position and [member " "modulate] chain. See also [member top_level]." msgstr "" "Clase base abstracta para todo en el espacio 2D. Los elementos de Canvas se " "disponen en un árbol; los elementos secundarios heredan y extienden la " "transformación de su elemento primario. [CanvasItem] se extiende mediante " "[Control] para los nodos relacionados con la interfaz gráfica de usuario y " "mediante [Node2D] para los objetos de juego 2D.\n" "Cualquier [CanvasItem] puede dibujar. Para ello, el motor llama a [method " "queue_redraw] y, en tiempo de inactividad, se recibe [constant " "NOTIFICATION_DRAW] para solicitar un redibujado. Gracias a esto, no es " "necesario redibujar los elementos del canvas en cada fotograma, lo que " "mejora significativamente el rendimiento. Se proporcionan varias funciones " "para dibujar en [CanvasItem] (consulta las funciones [code]draw_*[/code]). " "Sin embargo, solo se pueden usar dentro de [method _draw], su [method " "Object._notification] correspondiente o métodos conectados a la señal " "[signal draw].\n" "Los elementos de Canvas se dibujan en orden de árbol en su capa de canvas. " "De forma predeterminada, los elementos secundarios se ubican encima de los " "primarios, por lo que se dibujará un elemento raíz [CanvasItem] detrás de " "cada elemento. Este comportamiento se puede modificar individualmente.\n" "Un elemento [CanvasItem] se puede ocultar, lo que también ocultará a sus " "elementos secundarios. Ajustando otras propiedades de un elemento " "[CanvasItem], también se puede modular su color (mediante [member modulate] " "o [member self_modulate]), cambiar su índice Z, modo de fusión, etc.\n" "Ten en cuenta que propiedades como la transformación, la modulación y la " "visibilidad solo se propagan a los nodos hijos [i]directos[/i] de " "[CanvasItem]. Si hay un nodo que no sea [CanvasItem] entre ellos, como " "[Node] o [AnimationPlayer], los nodos [CanvasItem] inferiores tendrán una " "posición y una cadena [member modulate] independientes. Véase también " "[member top_level]." #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/SubViewport.xml #: doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "Dibujo personalizado en 2D" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, " "al cambiar de escena o después de llamar a [method add_child] en un script). " "Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará " "primero, y luego la de los hijos.\n" "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method " "Object._notification]." #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " "[param width]). The larger the value of [param point_count], the smoother " "the curve. [param center] is defined in local space. See also [method " "draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " "desired, then pass a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " "order will produce the same arc. If absolute difference of [param " "start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " "segmentos de línea coinciden por índice entre [code]points[/code] y " "[code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a string first character using a custom font. If [param oversampling] " "is greater than zero, it is used as font oversampling factor, otherwise " "viewport oversampling settings are used. [param pos] is defined in local " "space." msgstr "" "Dibuja un solo glifo en un elemento de lienzo en la posición, usando [param " "font_rid] con el tamaño [param size]. Si [param oversampling] es mayor que " "cero, se usa como factor de sobremuestreo de la fuente, de lo contrario se " "usan los ajustes de sobremuestreo de la vista." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a string first character outline using a custom font. If [param " "oversampling] is greater than zero, it is used as font oversampling factor, " "otherwise viewport oversampling settings are used. [param pos] is defined in " "local space." msgstr "" "Dibuja un solo glifo en un elemento de lienzo en la posición, usando [param " "font_rid] con el tamaño [param size]. Si [param oversampling] es mayor que " "cero, se usa como factor de sobremuestreo de la fuente, de lo contrario se " "usan los ajustes de sobremuestreo de la vista." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a circle, with [param position] defined in local space. See also " "[method draw_arc], [method draw_polyline], and [method draw_polygon].\n" "If [param filled] is [code]true[/code], the circle will be filled with the " "[param color] specified. If [param filled] is [code]false[/code], the circle " "will be drawn as a stroke with the [param color] and [param width] " "specified.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code]." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a colored polygon of any number of points, convex or concave. The " "points in the [param points] array are defined in local space. Unlike " "[method draw_polygon], a single color must be specified for the whole " "polygon.\n" "[b]Note:[/b] If you frequently redraw the same polygon with a large number " "of vertices, consider pre-calculating the triangulation with [method " "Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " "draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." msgstr "" "Dibuja un polígono 2D en el [CanvasItem] apuntado por el [RID] de [param " "item]. Si necesitas más flexibilidad (como poder usar huesos), usa [method " "canvas_item_add_triangle_array] en su lugar. Véase también [method " "CanvasItem.draw_polygon].\n" "[b]Nota:[/b] Si redibujas frecuentemente el mismo polígono con un gran " "número de vértices, considera pre-calcular la triangulación con [method " "Geometry2D.triangulate_polygon] y usar [method CanvasItem.draw_mesh], " "[method CanvasItem.draw_multimesh] o [method canvas_item_add_triangle_array]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a dashed line from a 2D point to another, with a given color and " "width. The [param from] and [param to] positions are defined in local space. " "See also [method draw_line], [method draw_multiline], and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass " "a positive [param width] like [code]1.0[/code].\n" "[param dash] is the length of each dash in pixels, with the gap between each " "dash being the same length. If [param aligned] is [code]true[/code], the " "length of the first and last dashes may be shortened or lengthened to allow " "the line to begin and end at the precise points defined by [param from] and " "[param to]. Both ends are always symmetrical when [param aligned] is " "[code]true[/code]. If [param aligned] is [code]false[/code], all dashes will " "have the same length, but the line may appear incomplete at the end due to " "the dash length not dividing evenly into the line length. Only full dashes " "are drawn when [param aligned] is [code]false[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" "aliasing at a given position, optionally modulated by a color. The [param " "rect] is defined in local space.\n" "Texture is drawn using the following blend operation, blend mode of the " "[CanvasItemMaterial] is ignored:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. The [param from] and [param to] positions are " "defined in local space. See also [method draw_dashed_line], [method " "draw_multiline], and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation. The [param transform] is defined in local space." msgstr "" "Dibuja una [Mesh] en 2D, usando la textura proporcionada. Ver " "[MeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region of the multichannel signed distance field " "texture at a given position, optionally modulated by a color. The [param " "rect] is defined in local space. See [member " "FontFile.multichannel_signed_distance_field] for more information and " "caveats about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " "array in local space, i.e. i-th segment consists of [code]points[2 * i][/" "code], [code]points[2 * i + 1][/code] endpoints. When drawing large amounts " "of lines, this is faster than using individual [method draw_line] calls. To " "draw interconnected lines, use [method draw_polyline] instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [param width] and segment-" "by-segment coloring. Each segment is defined by two consecutive points from " "[param points] array in local space and a corresponding color from [param " "colors] array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints and has [code]colors[i][/code] " "color. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw interconnected lines, use " "[method draw_polyline_colors] instead.\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] in local space (top-left corner). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width. If " "[param oversampling] is greater than zero, it is used as font oversampling " "factor, otherwise viewport oversampling settings are used." msgstr "" "Dibuja el texto moldeado en un elemento Canvas en una posición determinada, " "con [param color]. [param pos] especifica el punto más a la izquierda de la " "línea base (para el diseño horizontal) o el punto más alto de la línea base " "(para el diseño vertical). Si [param oversampling] es mayor que cero, se " "utiliza como factor de sobremuestreo de la fuente, de lo contrario se " "utiliza la configuración de sobremuestreo de la ventana gráfica." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Breaks [param text] to the lines and draws text outline using the specified " "[param font] at the [param pos] in local space (top-left corner). The text " "will have its color multiplied by [param modulate]. If [param width] is " "greater than or equal to 0, the text will be clipped if it exceeds the " "specified width. If [param oversampling] is greater than zero, it is used as " "font oversampling factor, otherwise viewport oversampling settings are used." msgstr "" "Dibuja el texto moldeado en un elemento Canvas en una posición determinada, " "con [param color]. [param pos] especifica el punto más a la izquierda de la " "línea base (para el diseño horizontal) o el punto más alto de la línea base " "(para el diseño vertical). Si [param oversampling] es mayor que cero, se " "utiliza como factor de sobremuestreo de la fuente, de lo contrario se " "utiliza la configuración de sobremuestreo de la ventana gráfica." #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "Dibuja una [MultiMesh] en 2D con la textura proporcionada. Ver " "[MultiMeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a solid polygon of any number of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. The [param points] array is defined in local space. See also " "[method draw_polyline] and [method draw_polyline_colors]. If you need more " "flexibility (such as being able to use bones), use [method " "RenderingServer.canvas_item_add_triangle_array] instead.\n" "[b]Note:[/b] If you frequently redraw the same polygon with a large number " "of vertices, consider pre-calculating the triangulation with [method " "Geometry2D.triangulate_polygon] and using [method draw_mesh], [method " "draw_multimesh], or [method RenderingServer.canvas_item_add_triangle_array]." msgstr "" "Dibuja un polígono 2D en el [CanvasItem] apuntado por el [RID] de [param " "item]. Si necesitas más flexibilidad (como poder usar huesos), usa [method " "canvas_item_add_triangle_array] en su lugar. Véase también [method " "CanvasItem.draw_polygon].\n" "[b]Nota:[/b] Si redibujas frecuentemente el mismo polígono con un gran " "número de vértices, considera pre-calcular la triangulación con [method " "Geometry2D.triangulate_polygon] y usar [method CanvasItem.draw_mesh], " "[method CanvasItem.draw_multimesh] o [method canvas_item_add_triangle_array]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param " "width]). The [param points] array is defined in local space. When drawing " "large amounts of lines, this is faster than using individual [method " "draw_line] calls. To draw disconnected lines, use [method draw_multiline] " "instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " "segmentos de línea coinciden por índice entre [code]points[/code] y " "[code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" "point coloring, and optional antialiasing (supported only for positive " "[param width]). Colors assigned to line points match by index between [param " "points] and [param colors], i.e. each line segment is filled with a gradient " "between the colors of the endpoints. The [param points] array is defined in " "local space. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline_colors] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " "segmentos de línea coinciden por índice entre [code]points[/code] y " "[code]colors[/code]." #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "The [param points] array is defined in local space. See also [method " "draw_line], [method draw_polyline], [method draw_polygon], and [method " "draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " "will be filled with the [param color] specified. If [param filled] is " "[code]false[/code], the rectangle will be drawn as a stroke with the [param " "color] and [param width] specified. The [param rect] is specified in local " "space. See also [method draw_texture_rect].\n" "If [param width] is negative, then two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the lines will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " "display perfectly. For example, corners may be missing or brighter due to " "overlapping lines (for a translucent [param color])." msgstr "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Sets a custom local transform for drawing via components. Anything drawn " "afterwards will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " "ensure text remains crisp regardless of scale, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "La escala del nodo, relativa a su [member rect_size]. Cambia esta propiedad " "para escalar el nodo alrededor de su [member rect_pivot_offset]. La [member " "hint_tooltip] del Control también escalará de acuerdo con este valor.\n" "[b]Nota:[/b] Esta propiedad está pensada principalmente para ser usada con " "fines de animación. El texto dentro del Control se verá pixelado o borroso " "cuando el Control esté escalado. Para soportar múltiples resoluciones en su " "proyecto, utiliza un modo apropiado de estiramiento de la vista como se " "describe en la documentación [url=https://docs.godotengine.org/es/latest/" "tutorials/viewports/multiple_resolutions.html]documentation[/url] en lugar " "de escalar los Controles individualmente.\n" "[b]Nota:[/b] Si el nodo de Control es hijo de un nodo [Container], la escala " "se reajustará a [code]Vector2(1, 1)[/code] cuando la escena se instale. Para " "establecer la escala del Control cuando está instanciado, espera un cuadro " "usando [code]yield(get_tree(), \"idle_frame\")[/code] y luego establece su " "propiedad [member rect_scale]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Sets a custom local transform for drawing via matrix. Anything drawn " "afterwards will be transformed by this." msgstr "" "Establece una transformación personalizada para dibujar a través de la " "matriz. Todo lo que se dibuje después será transformado por esto." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws [param text] using the specified [param font] at the [param pos] in " "local space (bottom-left corner using the baseline of the font). The text " "will have its color multiplied by [param modulate]. If [param width] is " "greater than or equal to 0, the text will be clipped if it exceeds the " "specified width. If [param oversampling] is greater than zero, it is used as " "font oversampling factor, otherwise viewport oversampling settings are " "used.\n" "[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" "[codeblocks]\n" "[gdscript]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = ThemeDB.fallback_font\n" "var default_font_size = ThemeDB.fallback_font_size\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" "[/gdscript]\n" "[csharp]\n" "// If using this method in a script that redraws constantly, move the\n" "// `default_font` declaration to a member variable assigned in `_Ready()`\n" "// so the Control is only created once.\n" "Font defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method Font.draw_string]." msgstr "" "Dibuja [code]text[/code] usando la fuente [code]font[/code] especificada en " "la posición [code]position[/code] (esquina superior izquierda). El texto " "tendrá su color multiplicado por [code]modulate[/code]. Si [code]clip_w[/" "code] es mayor o igual a 0, el texto será recortado si excede el ancho " "especificado.\n" "[b]Ejemplo utilizando la fuente del proyecto por defecto:[/b]\n" "[codeblock]\n" "# Si se usa este método en un script que se redibuja constantemente, mueve \n" "# declaración \"default_font\" a una variable de miembro asignada en " "\"ready()`\n" "# así que el Control sólo se crea una vez.\n" "var fuente_por_defecto = Control.new().get_font(\"font\")\n" "draw_string(fuente_por_defecto, Vector2(64, 64), \"Hola Mundo\")\n" "[/codeblock]\n" "Véase también [method Font.draw]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] in local space (bottom-left corner using the baseline of the font). The " "text will have its color multiplied by [param modulate]. If [param width] is " "greater than or equal to 0, the text will be clipped if it exceeds the " "specified width. If [param oversampling] is greater than zero, it is used as " "font oversampling factor, otherwise viewport oversampling settings are used." msgstr "" "Dibuja el texto moldeado en un elemento Canvas en una posición determinada, " "con [param color]. [param pos] especifica el punto más a la izquierda de la " "línea base (para el diseño horizontal) o el punto más alto de la línea base " "(para el diseño vertical). Si [param oversampling] es mayor que cero, se " "utiliza como factor de sobremuestreo de la fuente, de lo contrario se " "utiliza la configuración de sobremuestreo de la ventana gráfica." #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle. The [param rect] is defined in local space." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a texture at a given position. The [param position] is defined in " "local space." msgstr "Dibuja una textura en una posición determinada." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. The [param rect] is defined in local space. If [param transpose] is " "[code]true[/code], the texture will have its X and Y coordinates swapped. " "See also [method draw_rect] and [method draw_texture_rect_region]." msgstr "" "Dibuja un rectángulo con textura en una posición determinada, opcionalmente " "modulada por un color. Si [code]transpose[/code] es [code]true[/code], la " "textura tendrá sus coordenadas X e Y intercambiadas." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a textured rectangle from a texture's region (specified by [param " "src_rect]) at a given position in local space, optionally modulated by a " "color. If [param transpose] is [code]true[/code], the texture will have its " "X and Y coordinates swapped. See also [method draw_texture_rect]." msgstr "" "Dibuja una región de rectángulo con textura en una posición determinada, " "opcionalmente modulada por un color. Si [code]transpose[/code] es " "[code]true[/code], la textura tendrá sus coordenadas X e Y intercambiadas." #: doc/classes/CanvasItem.xml msgid "" "Forces the node's transform to update. Fails if the node is not inside the " "tree. See also [method get_transform].\n" "[b]Note:[/b] For performance reasons, transform changes are usually " "accumulated and applied [i]once[/i] at the end of the frame. The update " "propagates through [CanvasItem] children, as well. Therefore, use this " "method only when you need an up-to-date transform (such as during physics " "operations)." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns the [RID] of the [World2D] canvas where this node is registered to, " "used by the [RenderingServer]." msgstr "Devuelve el [RID] del canvas [World2D] donde el objeto esta contenido." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns the internal canvas item [RID] used by the [RenderingServer] for " "this node." msgstr "" "Devuelve el RID del objecto canvas utilizado por [VisualServer] para este " "objeto." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." msgstr "" "Devuelve el nodo padre del nodo actual, o una instancia [code]null [/code] " "si el nodo carece de un padre." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns the transform of this node, converted from its registered canvas's " "coordinate system to its viewport's coordinate system. See also [method " "Node.get_viewport]." msgstr "Devuelve la posición del ratón en relación con la viewport." #: doc/classes/CanvasItem.xml msgid "" "Returns mouse cursor's global position relative to the [CanvasLayer] that " "contains this node.\n" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item, i.e. the combined " "transform up to the topmost [CanvasItem] node. The topmost item is a " "[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " "has [member top_level] enabled." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/GeometryInstance3D.xml #, fuzzy msgid "Get the value of a shader parameter as set on this instance." msgstr "Devuelve el valor de un parámetro espacial." #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates " "(i.e. taking window position into account). Mostly useful for editor " "plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this [CanvasItem]." msgstr "Devuelve la matriz de transformación de este [CanvasItem]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns this node's viewport boundaries as a [Rect2]. See also [method " "Node.get_viewport]." msgstr "" "Devuelve los límites del viewport como un [Rect2].Devuelve los límites del " "viewport como un [Rect2]." #: doc/classes/CanvasItem.xml msgid "" "Returns the transform of this node, converted from its registered canvas's " "coordinate system to its viewport embedder's coordinate system. See also " "[method Viewport.get_final_transform] and [method Node.get_viewport]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns [code]true[/code] if the layer at the given index is set in [member " "visibility_layer]." msgstr "" "Devuelve [code]true[/code] si el elemento del índice especificado está " "actualmente seleccionado." #: doc/classes/CanvasItem.xml msgid "" "Returns the [World2D] this node is registered to.\n" "Usually, this is the same as this node's viewport (see [method " "Node.get_viewport] and [method Viewport.find_world_2d])." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns [code]true[/code] if the node receives [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever its local transform changes. " "This is enabled with [method set_notify_local_transform]." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con datos de transformación local." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns [code]true[/code] if the node receives [constant " "NOTIFICATION_TRANSFORM_CHANGED] whenever its global transform changes. This " "is enabled with [method set_notify_transform]." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con los datos de transformación global." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its ancestors are " "also visible. If any ancestor is hidden, this node will not be visible in " "the scene tree, and is therefore not drawn (see [method _draw]).\n" "Visibility is checked only in parent nodes that inherit from [CanvasItem], " "[CanvasLayer], and [Window]. If the parent is of any other type (such as " "[Node], [AnimationPlayer], or [Node3D]), it is assumed to be visible.\n" "[b]Note:[/b] This method does not take [member visibility_layer] into " "account, so even if this method returns [code]true[/code], the node might " "end up not being rendered." msgstr "" "Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su " "propiedad [member visible] es [code]true[/code] y todos sus antecedentes " "también son visibles. Si algún antecedente está oculto, este nodo no será " "visible en el árbol de escenas." #: doc/classes/CanvasItem.xml msgid "" "Transforms [param viewport_point] from the viewport's coordinates to this " "node's local coordinates.\n" "For the opposite operation, use [method get_global_transform_with_canvas].\n" "[codeblock]\n" "var viewport_point = get_global_transform_with_canvas() * local_point\n" "[/codeblock]" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns a copy of the given [param event] with its coordinates converted " "from global space to this [CanvasItem]'s local space. If not possible, " "returns the same [InputEvent] unchanged." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node below its siblings, usually causing the node to draw on top " "of its siblings. Does nothing if this node does not have a parent. See also " "[method Node.move_child]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Set the value of a shader uniform for this instance only ([url=$DOCS_URL/" "tutorials/shaders/shader_reference/shading_language.html#per-instance-" "uniforms]per-instance uniform[/url]). See also [method " "ShaderMaterial.set_shader_parameter] to assign a uniform on all instances " "using the same [ShaderMaterial].\n" "[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, " "it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than " "[code]uniform ...[/code] in the shader code.\n" "[b]Note:[/b] [param name] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector)." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]true[/code], the node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] whenever its local transform changes.\n" "[b]Note:[/b] Many canvas items such as [Bone2D] or [CollisionShape2D] " "automatically enable this in order to function correctly." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con datos de transformación local." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]true[/code], the node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] whenever global transform changes.\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [Light2D] automatically " "enable this in order to function correctly." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con los datos de transformación global." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" "Establece o borra bits individuales en la máscara de colisión. Esto hace que " "la selección de las áreas escaneadas sea más fácil." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code].\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" "Muestra el [CanvasItem] si está actualmente oculto. Para los controles que " "heredan [Popup], la forma correcta de hacerlos visibles es llamar a una de " "las múltiples funciones [code]popup*()[/code] en su lugar." #: doc/classes/CanvasItem.xml msgid "" "The mode in which this node clips its children, acting as a mask.\n" "[b]Note:[/b] Clipping nodes cannot be nested or placed within a " "[CanvasGroup]. If an ancestor of this node clips its children or is a " "[CanvasGroup], then this node's clip mode should be set to [constant " "CLIP_CHILDREN_DISABLED] to avoid unexpected behavior." msgstr "" "El modo en que este nodo recorta a sus hijos, actuando como una máscara.\n" "[b]Nota:[/b] Los nodos de recorte no se pueden anidar ni colocar dentro de " "un [CanvasGroup]. Si un ancestro de este nodo recorta a sus hijos o es un " "[CanvasGroup], entonces el modo de recorte de este nodo debe establecerse en " "[constant CLIP_CHILDREN_DISABLED] para evitar un comportamiento inesperado." #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" "Las capas de renderizado en las que este [CanvasItem] responde a los nodos " "[Light2D]." #: doc/classes/CanvasItem.xml msgid "The material applied to this [CanvasItem]." msgstr "El material aplicado a este [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" "El color aplicado a este [CanvasItem]. Esta propiedad afecta a los " "[CanvasItem] hijos, a diferencia de [member self_modulate] que solo afecta " "al nodo en sí." #: doc/classes/CanvasItem.xml msgid "" "The color applied to this [CanvasItem]. This property does [b]not[/b] affect " "child [CanvasItem]s, unlike [member modulate] which affects both the node " "itself and its children.\n" "[b]Note:[/b] Internal children are also not affected by this property (see " "the [code]include_internal[/code] parameter in [method Node.add_child]). For " "built-in nodes this includes sliders in [ColorPicker], and the tab bar in " "[TabContainer]." msgstr "" "El color aplicado a este [CanvasItem]. Esta propiedad [b]no[/b] afecta a los " "[CanvasItem] hijos, a diferencia de [member modulate] que afecta tanto al " "nodo en sí como a sus hijos.\n" "[b]Nota:[/b] Los hijos internos tampoco se ven afectados por esta propiedad " "(véase el parámetro [code]include_internal[/code] en [method " "Node.add_child]). Para los nodos incorporados esto incluye los deslizadores " "en [ColorPicker], y la barra de pestañas en [TabContainer]." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], this node draws behind its parent." msgstr "Si es [code]true[/code], este nodo se dibuja detrás de su padre." #: doc/classes/CanvasItem.xml msgid "The filtering mode used to render this [CanvasItem]'s texture(s)." msgstr "" "El modo de filtrado utilizado para renderizar las texturas de este " "[CanvasItem]." #: doc/classes/CanvasItem.xml msgid "" "The repeating mode used to render this [CanvasItem]'s texture(s). It affects " "what happens when the texture is sampled outside its extents, for example by " "setting a [member Sprite2D.region_rect] that is larger than the texture or " "assigning [Polygon2D] UV points outside the texture.\n" "[b]Note:[/b] [TextureRect] is not affected by [member texture_repeat], as it " "uses its own texture repeating implementation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its " "transform from parent [CanvasItem]s. Its draw order will also be changed to " "make it draw on top of other [CanvasItem]s that do not have [member " "top_level] set to [code]true[/code]. The [CanvasItem] will effectively act " "as if it was placed as a child of a bare [Node]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] is used as " "this node's material." msgstr "" "Si es [code]true[/code], el [member material] del elemento [CanvasItem] " "padre se utiliza como material de este nodo." #: doc/classes/CanvasItem.xml msgid "" "The rendering layer in which this [CanvasItem] is rendered by [Viewport] " "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]true[/code], this [CanvasItem] may be drawn. Whether this " "[CanvasItem] is actually drawn depends on the visibility of all of its " "[CanvasItem] ancestors. In other words: this [CanvasItem] will be drawn when " "[method is_visible_in_tree] returns [code]true[/code] and all [CanvasItem] " "ancestors share at least one [member visibility_layer] with this " "[CanvasItem].\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" "Si es [code]true[/code], se dibuja este [CanvasItem]. El nodo sólo es " "visible si todos sus antecedentes también lo son (en otras palabras, [method " "is_visible_in_tree] debe devolver [code]true[/code]).\n" "[b]Nota:[/b] Para los controles que heredan [Popup], la forma correcta de " "hacerlos visibles es llamar a una de las múltiples funciones [code]popup*()[/" "code] en su lugar." #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this and child [CanvasItem] nodes with a higher Y " "position are rendered in front of nodes with a lower Y position. If " "[code]false[/code], this and child [CanvasItem] nodes are rendered normally " "in scene tree order.\n" "With Y-sorting enabled on a parent node ('A') but disabled on a child node " "('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc.) " "render together on the same Y position as the child node ('B'). This allows " "you to organize the render order of a scene without changing the scene " "tree.\n" "Nodes sort relative to each other only if they are on the same [member " "z_index]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]true[/code], this node's final Z index is relative to its parent's " "Z index.\n" "For example, if [member z_index] is [code]2[/code] and its parent's final Z " "index is [code]3[/code], then this node's final Z index will be [code]5[/" "code] ([code]2 + 3[/code])." msgstr "" "Si es [code]true[/code], el índice Z del nodo es relativo al índice Z de su " "padre. Si el índice Z de este nodo es 2 y el índice Z efectivo de su padre " "es 3, entonces el índice Z efectivo de este nodo será 2 + 3 = 5." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "The order in which this node is drawn. A node with a higher Z index will " "display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant " "RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] The Z index does [b]not[/b] affect the order in which " "[CanvasItem] nodes are processed or the way input events are handled. This " "is especially important to keep in mind for [Control] nodes." msgstr "" "Índice Z. Controla el orden en el que los nodos se renderizan. Un nodo con " "un índice Z más alto se mostrará delante de los demás." #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " "is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when this node becomes hidden, i.e. it's no longer visible in the " "tree (see [method is_visible_in_tree])." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem]'s boundaries (position or size) change, or " "when an action took place that may have affected these boundaries (e.g. " "changing [member Sprite2D.texture])." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Emitted when the [CanvasItem]'s visibility changes, either because its own " "[member visible] property changed or because its visibility in the tree " "changed (see [method is_visible_in_tree]).\n" "This signal is emitted [i]after[/i] the related [constant " "NOTIFICATION_VISIBILITY_CHANGED] notification." msgstr "" "Emitida cuando el nodo está todavía activo pero a punto de salir del árbol. " "Este es el lugar adecuado para la des-inicialización (o un \"destructor\", " "si se quiere)." #: doc/classes/CanvasItem.xml msgid "" "Notification received when this node's global transform changes, if [method " "is_transform_notification_enabled] is [code]true[/code]. See also [method " "set_notify_transform] and [method get_transform].\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [CollisionObject2D] " "automatically enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Notification received when this node's transform changes, if [method " "is_local_transform_notification_enabled] is [code]true[/code]. This is not " "received when a parent [Node2D]'s transform changes. See also [method " "set_notify_local_transform].\n" "[b]Note:[/b] Many canvas items such as [Camera2D] or [CollisionShape2D] " "automatically enable this in order to function correctly." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "Se solicita que [CanvasItem] dibuje (véase [method _draw])." #: doc/classes/CanvasItem.xml doc/classes/Node3D.xml #, fuzzy msgid "" "Notification received when this node's visibility changes (see [member " "visible] and [method is_visible_in_tree]).\n" "This notification is received [i]before[/i] the related [signal " "visibility_changed] signal." msgstr "" "Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "El [CanvasItem] ha entrado en el canvas." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "El [CanvasItem] ha salido del canvas." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Notification received when this [CanvasItem] is registered to a new " "[World2D] (see [method get_world_2d])." msgstr "" "Notificación recibida cuando el nodo esté listo. Véase [method _ready]." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "El [CanvasItem] heredará el filtro de su padre." #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look pixelated from up close, and smooth from a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml #: doc/classes/Viewport.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member " "ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture " "look smooth from up close, and smooth from a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " "the angle between the surface and the camera view. This makes the texture " "look pixelated from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this " "case." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture does not repeat. Sampling the texture outside its extents will " "result in \"stretching\" of the edge pixels. You can avoid this by ensuring " "a 1-pixel fully transparent border on each side of the texture." msgstr "" #: doc/classes/CanvasItem.xml msgid "The texture repeats when exceeding the texture's size." msgstr "La textura se repite al exceder el tamaño de la textura." #: doc/classes/CanvasItem.xml msgid "" "The texture repeats when the exceeding the texture's size in a \"2×2 tiled " "mode\". Repeated textures at even positions are mirrored." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "Representa el tamaño del enum [enum TextureRepeat]." #: doc/classes/CanvasItem.xml msgid "Children are drawn over this node and are not clipped." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "This node is used as a mask and is [b]not[/b] drawn. The mask is based on " "this node's alpha channel: Opaque pixels are kept, transparent pixels are " "discarded, and semi-transparent pixels are blended in according to their " "opacity. Children are clipped to this node's drawn area." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "This node is used as a mask and is also drawn. The mask is based on this " "node's alpha channel: Opaque pixels are kept, transparent pixels are " "discarded, and semi-transparent pixels are blended in according to their " "opacity. Children are clipped to the parent's drawn area." msgstr "" #: doc/classes/CanvasItem.xml msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "Representa el tamaño del enum [enum ClipChildrenMode]." #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "Un material para [CanvasItem]s." #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" "Los [CanvasItemMaterial]s proporcionan un medio de modificar las texturas " "asociadas a un CanvasItem. Se especializan en describir los comportamientos " "de mezcla e iluminación de las texturas. Utiliza un [ShaderMaterial] para " "personalizar más completamente las interacciones de un material con un " "[CanvasItem]." #: doc/classes/CanvasItemMaterial.xml msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" "La manera en que la representación de un material se aplica a las texturas " "inferiores." #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "La manera en que el material reacciona a la iluminación." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "El número de columnas en la spritesheet asignada como [Texture2D] para un " "[GPUParticles2D] o [CPUParticles2D].\n" "[b]Nota:[/b] Esta propiedad sólo se utiliza y es visible en el editor si " "[member particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "Si es [code]true[/code], la animación de las partículas se hará en bucle.\n" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "El número de filas en la spriteheet asignado como [Texture2D] para un " "[GPUParticles2D] o [CPUParticles2D].\n" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member " "ParticleProcessMaterial.anim_speed_max] or [member " "CPUParticles2D.anim_speed_max] should also be set to a positive value for " "the animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" "Si es [code]true[/code], habilitar las características de animación basadas " "en spritesheets cuando se asignen a los nodos [GPUParticles2D] y " "[CPUParticles2D]. El [member ParticlesMaterial.anim_speed] o el [member " "CPUParticles2D.anim_speed] también debe estar configurado con un valor " "positivo para que la animación se reproduzca.\n" "Esta propiedad (y otras propiedades [code]particles_anim_*[/code] que " "dependen de ella) no tiene ningún efecto sobre otros tipos de nodos." #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" "Modo de mezcla. Se supone que los colores son independientes del valor alfa " "(opacidad)." #: doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "Modo de mezcla de añadidos." #: doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "Modo de mezcla de substracción." #: doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "Modo de mezcla multiplicativo." #: doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" "Modo de mezcla Mix. Se supone que los colores se premultiplican por el valor " "alfa (opacidad)." #: doc/classes/CanvasItemMaterial.xml msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" "Renderizar el material utilizando tanto las propiedades de los materiales " "sensibles a la luz como las que no lo son." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "Renderiza el material como si no hubiera luz." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "Renderizar el material como si sólo hubiera luz." #: doc/classes/CanvasLayer.xml msgid "A node used for independent rendering of objects within a 2D scene." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " "[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " "defines the draw order. The default 2D scene renders with index [code]0[/" "code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, " "and a [CanvasLayer] with index [code]1[/code] will be drawn above. This " "order will hold regardless of the [member CanvasItem.z_index] of the nodes " "within each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " "viewport. This makes them useful for HUDs like health bar overlays (on " "layers [code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] " "and lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " "When using multiple [Viewport]s, for example in a split-screen game, you " "need to create an individual [CanvasLayer] for each [Viewport] you want it " "to be drawn on." msgstr "" "Capa de dibujo de canvas. Los nodos que son hijos directos o indirectos de " "una [CanvasLayer] serán dibujados en esa capa. La capa es un índice numérico " "que define el orden de dibujo. La escena 2D por defecto se dibuja con el " "índice 0, por lo que una [CanvasLayer] con índice -1 se dibujará abajo, y " "una con índice 1 se dibujará arriba. Esto es muy útil para los HUD (en la " "capa 1+ o superior), o para los fondos (en la capa -1 o inferior)." #: doc/classes/CanvasLayer.xml msgid "Canvas layers" msgstr "Capas del canvas" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "Devuelve el RID del canvas usado por esta capa." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "Devuelve la posición del ratón en relación con la viewport." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "El nodo personalizado [Viewport] asignado al [CanvasLayer]. Si [code]null[/" "code], utiliza en su lugar la vista por defecto." #: doc/classes/CanvasLayer.xml msgid "" "If enabled, the [CanvasLayer] maintains its position in world space. If " "disabled, the [CanvasLayer] stays in a fixed position on the screen.\n" "Together with [member follow_viewport_scale], this can be used for a " "pseudo-3D effect." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" "Escala la capa cuando utiliza [member follow_viewport_enable]. Las capas que " "se mueven en el primer plano deben tener escalas crecientes, mientras que " "las capas que se mueven en el fondo deben tener escalas decrecientes." #: doc/classes/CanvasLayer.xml msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" "[b]Note:[/b] If multiple CanvasLayers have the same layer index, " "[CanvasItem] children of one CanvasLayer are drawn behind the [CanvasItem] " "children of the other CanvasLayer. Which CanvasLayer is drawn in front is " "non-deterministic.\n" "[b]Note:[/b] The layer index should be between [constant " "RenderingServer.CANVAS_LAYER_MIN] and [constant " "RenderingServer.CANVAS_LAYER_MAX] (inclusive). Any other value will wrap " "around." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "El desplazamiento de la capa base." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "La rotación de la capa en radianes." #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "La escala de la capa." #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "La transformación de la capa." #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "" "Emitida cuando se modifica la visibilidad de la capa. Véase [member visible]." #: doc/classes/CanvasModulate.xml msgid "A node that applies a color tint to a canvas." msgstr "Un nodo que aplica un tinte de color a un canvas." #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" #: doc/classes/CanvasModulate.xml doc/classes/DirectionalLight2D.xml #: doc/classes/Light2D.xml doc/classes/LightOccluder2D.xml #: doc/classes/PointLight2D.xml msgid "2D lights and shadows" msgstr "" #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "El color del tinte a aplicar." #: doc/classes/CanvasTexture.xml msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " "[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter " "and repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " "[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." msgstr "" #: doc/classes/CanvasTexture.xml msgid "2D Lights and Shadows" msgstr "Luces y sombras en 2D" #: doc/classes/CanvasTexture.xml msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "" #: doc/classes/CanvasTexture.xml #, fuzzy msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "El mapa normal para usar al dibujar este cuadro de estilo.\n" "[b]Nota:[/b] Godot espera que el mapa normal usa las coordenadas X+, Y-, y " "Z+. Véase [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/CanvasTexture.xml msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" #: doc/classes/CanvasTexture.xml msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "" "El modo de filtrado de textura a utilizar al dibujar esta [CanvasTexture]." #: doc/classes/CanvasTexture.xml msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "" "El modo de repetición de textura a utilizar al dibujar esta [CanvasTexture]." #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "Clase que representa una forma de capsula [PrimitiveMesh]." #: doc/classes/CapsuleMesh.xml msgid "" "Total height of the capsule mesh (including the hemispherical ends).\n" "[b]Note:[/b] The [member height] of a capsule must be at least twice its " "[member radius]. Otherwise, the capsule becomes a circle. If the [member " "height] is less than twice the [member radius], the properties adjust to a " "valid value." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." msgstr "Número de segmentos radiales en la malla de la cápsula." #: doc/classes/CapsuleMesh.xml msgid "" "Radius of the capsule mesh.\n" "[b]Note:[/b] The [member radius] of a capsule cannot be greater than half of " "its [member height]. Otherwise, the capsule becomes a circle. If the [member " "radius] is greater than half of the [member height], the properties adjust " "to a valid value." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "Número de anillos a lo largo de la altura de la cápsula." #: doc/classes/CapsuleShape2D.xml msgid "A 2D capsule shape used for physics collision." msgstr "Una forma de cápsula 2D utilizada para colisiones físicas." #: doc/classes/CapsuleShape2D.xml msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " "but it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" "Una forma de cápsula 2D, para ser usada en física. Normalmente usada para " "proveer una forma para un [CollisionShape2D].\n" "[b]Rendimiento:[/b] [CapsuleShape2D] es rápida para comprobar colisiones, " "pero es más lenta que [RectangleShape2D] y [CircleShape2D]." #: doc/classes/CapsuleShape2D.xml msgid "" "The capsule's full height, including the semicircles.\n" "[b]Note:[/b] The [member height] of a capsule must be at least twice its " "[member radius]. Otherwise, the capsule becomes a circle. If the [member " "height] is less than twice the [member radius], the properties adjust to a " "valid value." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "" "The capsule's height, excluding the semicircles. This is the height of the " "central rectangular part in the middle of the capsule, and is the distance " "between the centers of the two semicircles. This is a wrapper for [member " "height]." msgstr "" "La altura de la cápsula, excluyendo los semicírculos. Esta es la altura de " "la parte rectangular central en el medio de la cápsula, y es la distancia " "entre los centros de los dos semicírculos. Esto es un envoltorio para " "[member height]." #: doc/classes/CapsuleShape2D.xml msgid "" "The capsule's radius.\n" "[b]Note:[/b] The [member radius] of a capsule cannot be greater than half of " "its [member height]. Otherwise, the capsule becomes a circle. If the [member " "radius] is greater than half of the [member height], the properties adjust " "to a valid value." msgstr "" #: doc/classes/CapsuleShape3D.xml msgid "A 3D capsule shape used for physics collision." msgstr "Una forma de cápsula 3D utilizada para colisiones físicas." #: doc/classes/CapsuleShape3D.xml msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" "Una forma de cápsula 3D, para ser usada en física. Normalmente usada para " "proveer una forma para un [CollisionShape3D].\n" "[b]Rendimiento:[/b] [CapsuleShape3D] es rápida para comprobar colisiones. Es " "más rápida que [CylinderShape3D], pero más lenta que [SphereShape3D] y " "[BoxShape3D]." #: doc/classes/CapsuleShape3D.xml doc/classes/SpringBoneCollisionCapsule3D.xml msgid "" "The capsule's full height, including the hemispheres.\n" "[b]Note:[/b] The [member height] of a capsule must be at least twice its " "[member radius]. Otherwise, the capsule becomes a sphere. If the [member " "height] is less than twice the [member radius], the properties adjust to a " "valid value." msgstr "" #: doc/classes/CapsuleShape3D.xml doc/classes/SpringBoneCollisionCapsule3D.xml msgid "" "The capsule's height, excluding the hemispheres. This is the height of the " "central cylindrical part in the middle of the capsule, and is the distance " "between the centers of the two hemispheres. This is a wrapper for [member " "height]." msgstr "" "La altura de la cápsula, excluyendo los hemisferios. Esta es la altura de la " "parte cilíndrica central en el medio de la cápsula, y es la distancia entre " "los centros de los dos hemisferios. Esto es un envoltorio para [member " "height]." #: doc/classes/CapsuleShape3D.xml doc/classes/SpringBoneCollisionCapsule3D.xml msgid "" "The capsule's radius.\n" "[b]Note:[/b] The [member radius] of a capsule cannot be greater than half of " "its [member height]. Otherwise, the capsule becomes a sphere. If the [member " "radius] is greater than half of the [member height], the properties adjust " "to a valid value." msgstr "" #: doc/classes/CenterContainer.xml msgid "A container that keeps child controls in its center." msgstr "Un contenedor que mantiene los controles hijos en su centro." #: doc/classes/CenterContainer.xml msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "" "[CenterContainer] es un contenedor que mantiene todos sus controles hijos en " "su centro en su tamaño mínimo." #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "Si es [code]true[/code], centra a los hijos en relación con la esquina " "superior izquierda del [CenterContainer]." #: doc/classes/CharacterBody2D.xml msgid "A 2D physics body specialized for characters moved by script." msgstr "" "Un cuerpo de física 2D especializado para characters movidos por script." #: doc/classes/CharacterBody2D.xml msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" "[CharacterBody2D] es una clase especializada para cuerpos físicos diseñados " "para ser controlados por el usuario. No están afectados por la física en " "absoluto, pero sí afectan a otros cuerpos físicos en su trayectoria. " "Principalmente, se utilizan para proporcionar una API de alto nivel que " "permite mover objetos con detección de paredes y pendientes (método [method " "move_and_slide]), además de la detección general de colisiones que ofrece " "[method PhysicsBody2D.move_and_collide]. Esto los hace útiles para cuerpos " "físicos altamente configurables que deben moverse de maneras específicas y " "colisionar con el mundo, como suele ser el caso de los personajes " "controlados por el usuario.\n" "Para los objetos del juego que no requieren un movimiento complejo ni " "detección de colisiones, como plataformas móviles, [AnimatableBody2D] es más " "sencillo de configurar." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Kinematic character (2D)" msgstr "Personaje cinemático (2D)" #: doc/classes/CharacterBody2D.xml msgid "Using CharacterBody2D" msgstr "Usar CharacterBody2D" #: doc/classes/CharacterBody2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileMapLayer.xml doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "Demo de Personaje Cinemático en 2D" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" "Permite aplicar manualmente un ajuste al suelo sin importar la velocidad del " "cuerpo. Esta función no hace nada cuando [method is_on_floor] devuelve " "[code]true[/code]." #: doc/classes/CharacterBody2D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector2.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "Devuelve el ángulo de colisión del suelo en el último punto de colisión " "según [param up_direction], que es [constant Vector2.UP] por defecto. Este " "valor es siempre positivo y solo es válido después de llamar a [method " "move_and_slide] y cuando [method is_on_floor] devuelve [code]true[/code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the collision normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_floor] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" "Devuelve la normal de colisión del suelo en el último punto de colisión. " "Sólo es válido después de llamar a [method move_and_slide] y cuando [method " "is_on_floor] devuelve [code]true[/code].\n" "[b]Advertencia:[/b] La normal de colisión no siempre es la misma que la " "normal de la superficie." #: doc/classes/CharacterBody2D.xml msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" "Devuelve el último movimiento aplicado al [CharacterBody2D] durante la " "última llamada a [method move_and_slide]. El movimiento se puede dividir en " "múltiples movimientos cuando se produce un deslizamiento, y este método " "devuelve el último, que es útil para recuperar la dirección actual del " "movimiento." #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" "Devuelve una [KinematicCollision2D], que contiene información sobre la " "última colisión que ocurrió durante la última llamada a [method " "move_and_slide]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the linear velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" "Devuelve la velocidad lineal de la plataforma en el último punto de " "colisión. Solo es válido después de llamar a [method move_and_slide]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "" "Devuelve el recorrido (posición delta) que se produjo durante la última " "llamada a [method move_and_slide]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" "Devuelve la velocidad real actual desde la última llamada a [method " "move_and_slide]. Por ejemplo, al subir una pendiente, te moverás en diagonal " "aunque la velocidad sea horizontal. Este método devuelve el movimiento " "diagonal, a diferencia de [member velocity] que devuelve la velocidad " "solicitada." #: doc/classes/CharacterBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1).\n" "[b]Example:[/b] Iterate through the collisions with a [code]for[/code] " "loop:\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" "\tvar collision = get_slide_collision(i)\n" "\tprint(\"Collided with: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" "\tKinematicCollision2D collision = GetSlideCollision(i);\n" "\tGD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un [KinematicCollision2D], que contiene información sobre una " "colisión que ocurrió durante la última llamada a [method move_and_slide]. " "Dado que el cuerpo puede colisionar varias veces en una sola llamada a " "[method move_and_slide], debes especificar el índice de la colisión en el " "rango 0 a ([method get_slide_collision_count] - 1).\n" "[b]Ejemplo:[/b] Iterar a través de las colisiones con un bucle [code]for[/" "code]:\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" "\tvar collision = get_slide_collision(i)\n" "\tprint(\"Colisionó con: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" "\tKinematicCollision2D collision = GetSlideCollision(i);\n" "\tGD.Print(\"Colisionó con: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Returns the collision normal of the wall at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_wall] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" "Devuelve la normal de la colisión de la pared en el último punto de " "colisión. Solo es válido después de llamar a [method move_and_slide] y " "cuando [method is_on_wall] devuelve [code]true[/code].\n" "[b]Advertencia:[/b] La normal de colisión no siempre es la misma que la " "normal de la superficie." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody2D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body (by default only on floor) " "rather than stop immediately. If the other body is a [CharacterBody2D] or " "[RigidBody2D], it will also be affected by the motion of the other body. You " "can use this to make moving and rotating platforms, or to make nodes push " "other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the " "[member motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Maximum number of times the body can change direction before it stops when " "calling [method move_and_slide]. Must be greater than zero." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Sets the motion mode which defines the behavior of [method move_and_slide]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is applied." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "If [code]true[/code], during a jump against the ceiling, the body will " "slide, if [code]false[/code] it will be stopped and will fall vertically." msgstr "" "Si es [code]true[/code], la línea será vertical. Si es [code]false[/code], " "la línea será horizontal." #: doc/classes/CharacterBody2D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector2.UP]. As the vector will be normalized it can't be equal to " "[constant Vector2.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide].\n" "This property should not be set to a value multiplied by [code]delta[/code], " "because this happens internally in [method move_and_slide]. Otherwise, the " "simulation will run at an incorrect speed." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. This property only " "affects movement when [member motion_mode] is [constant " "MOTION_MODE_FLOATING]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep " "full jump height even when the platform is moving down." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "Do nothing when leaving a platform." msgstr "No hacer nada al salir de una plataforma." #: doc/classes/CharacterBody3D.xml msgid "A 3D physics body specialized for characters moved by script." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant " "to be user-controlled. They are not affected by physics at all, but they " "affect other physics bodies in their path. They are mainly used to provide " "high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful " "for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" #: doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector3.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody3D.xml msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last " "call to [method move_and_slide]. The movement can be split into multiple " "motions when sliding occurs, and this method return the last one, which is " "useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns a [KinematicCollision3D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/CharacterBody3D.xml #, fuzzy msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" "Devuelve un [KinematicCollision], que contiene información acerca de una " "colisión que ocurrió durante la última llamada del [method move_and_slide]. " "Dado que el cuerpo puede colisionar varias veces en una sola llamada a " "[method move_and_slide], debes especificar el índice de la colisión en el " "rango 0 a ([method get_slide_count] - 1)." #: doc/classes/CharacterBody3D.xml msgid "" "Moves the body based on [member velocity]. If the body collides with " "another, it will slide along the other body rather than stop immediately. If " "the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " "affected by the motion of the other body. You can use this to make moving " "and rotating platforms, or to make nodes push other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Vector pointing upwards, used to determine what is a wall and what is a " "floor (or a ceiling) when calling [method move_and_slide]. Defaults to " "[constant Vector3.UP]. As the vector will be normalized it can't be equal to " "[constant Vector3.ZERO], if you want all collisions to be reported as walls, " "consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide].\n" "This property should not be set to a value multiplied by [code]delta[/code], " "because this happens internally in [method move_and_slide]. Otherwise, the " "simulation will run at an incorrect speed." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a wall. The default value equals 15 degrees. When [member " "motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " "[member floor_block_on_wall] is [code]true[/code]." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode " "the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" "Controla cómo se mostrará un personaje individual en un [RichTextEffect]." #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "Al establecer varias propiedades en este objeto, puedes controlar cómo se " "mostrarán los caracteres individuales en un [RichTextEffect]." #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "BBCode en RichTextLabel" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "El color con el que se dibujará el carácter." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member " "Node.process_mode]). Resets when the text in the [RichTextLabel] is " "changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "El tiempo transcurrido desde que el [RichTextLabel] fue añadido al árbol de " "la escena (en segundos). El tiempo se detiene cuando el proyecto se pausa, a " "menos que el [RichTextLabel] del [member Node.pause_mode] esté ajustado a " "[constant Node.PAUSE_MODE_PROCESS].\n" "[b]Nota:[/b] El tiempo sigue pasando mientras el [RichTextLabel] está oculto." #: doc/classes/CharFXTransform.xml msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" "Contiene los argumentos pasados en la etiqueta de apertura de BBCode. Por " "defecto, los argumentos son strings; si su contenido coincide con un tipo " "como [bool], [int] o [float], se convertirán automáticamente. Los códigos de " "color en la forma [code]#rrggbb[/code] o [code]#rgb[/code] se convertirán en " "un [Color] opaco. Los argumentos de string pueden no contener espacios, " "incluso si son citados. Si están presentes, las comillas también estarán " "presentes en la string final.\n" "Por ejemplo, la etiqueta de apertura de BBCode [code][example foo=hello " "bar=true baz=42 color=#ffffff][/code] se asignará al siguiente " "[Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hola\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" #: doc/classes/CharFXTransform.xml msgid "" "[TextServer] RID of the font used to render glyph, this value can be used " "with [code]TextServer.font_*[/code] methods to retrieve font information.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "El RID del [TextServer] de la fuente usada para renderizar el glifo, este " "valor puede ser usado con los métodos [code]TextServer.font_*[/code] para " "recuperar información de la fuente.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " "glyph of a cluster.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "Número de glifos en el clúster de grafemas. Este valor se establece en el " "primer glifo de un clúster.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "Banderas de glifo. Véase [enum TextServer.GraphemeFlag] para más " "información.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "Glyph index specific to the [member font]. If you want to replace this " "glyph, use [method TextServer.font_get_glyph_index] with [member font] to " "get a new glyph index for a single character." msgstr "" "Índice de glifo específico de la [member font]. Si quieres reemplazar este " "glifo, usa [method TextServer.font_get_glyph_index] con [member font] para " "obtener un nuevo índice de glifo para un único carácter." #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" "La posición de desplazamiento con el que el carácter será dibujado (en " "píxeles)." #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], FX transform is called for outline drawing.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "Si es [code]true[/code], la transformación FX es llamada para el dibujo del " "contorno.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "Absolute character range in the string, corresponding to the glyph.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "Rango de caracteres absoluto en la string, correspondiente al glifo.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block.\n" "[b]Note:[/b] Read-only. Setting this property won't affect drawing." msgstr "" "El desplazamiento de caracteres del glifo, relativo al bloque personalizado " "del [RichTextEffect] actual.\n" "[b]Nota:[/b] Solo lectura. Establecer esta propiedad no afectará el dibujo." #: doc/classes/CharFXTransform.xml msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" "La transformación actual del glifo actual. Se puede sobreescribir (por " "ejemplo, manejando la posición y la rotación desde una curva). También " "puedes alterar el valor existente para aplicar transformaciones sobre otros " "efectos." #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "Si es [code]true[/code], el carácter será dibujado. Si es [code]false[/" "code], el carácter se ocultará. Los caracteres alrededor de los caracteres " "ocultos se posicionarán para tomar el espacio de los caracteres ocultos. Si " "no se desea esto, establezca su [member color] a [code]Color(1, 1, 1, 0)[/" "code] en su lugar." #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "A button that represents a binary choice." msgstr "Un botón que representa una elección binaria." #: doc/classes/CheckBox.xml msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different " "appearance. To follow established UX patterns, it's recommended to use " "[CheckBox] when toggling it has [b]no[/b] immediate effect on something. For " "example, it could be used when toggling it will only do something once a " "confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" "[CheckBox] permite al usuario elegir una de solo dos opciones posibles. Es " "similar a [CheckButton] en funcionalidad, pero tiene una apariencia " "diferente. Para seguir los patrones de UX establecidos, se recomienda usar " "[CheckBox] cuando al alternarlo [b]no[/b] tiene un efecto inmediato sobre " "algo. Por ejemplo, podría usarse cuando al alternarlo solo hará algo una vez " "que se presione un botón de confirmación.\n" "Véase también [BaseButton] que contiene propiedades y métodos comunes " "asociados con este nodo.\n" "Cuando [member BaseButton.button_group] especifica un [ButtonGroup], " "[CheckBox] cambia su apariencia a la de un botón de opción y usa las " "diversas propiedades de tema [code]radio_*[/code]." #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The color of the checked icon when the checkbox is pressed." msgstr "El color del icono de marca cuando la casilla está presionada." #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The color of the unchecked icon when the checkbox is not pressed." msgstr "" "El color del icono sin marcar cuando la casilla de verificación no está " "presionada." #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "El desplazamiento vertical utilizado al renderizar los check icons (en " "píxeles)." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "El check icon que se muestra cuando se marca el [CheckBox]." #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "" "El icono de marca que se muestra cuando el [CheckBox] está marcado y " "desactivado." #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is checked." msgstr "" "El icono de marca que se muestra cuando el [CheckBox] está configurado como " "un botón de radio y está marcado." #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "" "El icono de marca que se muestra cuando el [CheckBox] está configurado como " "un botón de radio, está desactivado y desmarcado." #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button and is unchecked." msgstr "" "El icono de marca que se muestra cuando el [CheckBox] está configurado como " "un botón de radio y está desmarcado." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "El check icon que aparece cuando el [CheckBox] está deseleccionado." #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "" "El icono de marca que se muestra cuando el [CheckBox] está desmarcado y " "desactivado." #: doc/classes/CheckButton.xml #, fuzzy msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user " "to confirm this action.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "CheckButton es un botón de selección que se muestra como un campo de " "selección. Es similar a [CheckBox] en funcionalidad, pero tiene una " "apariencia diferente. Para seguir los patrones UX establecidos, se " "recomienda usar CheckButton cuando al conmutar se tiene un efecto " "[b]inmediato[/b] sobre algo. Por ejemplo, debería usarse si al conmutar se " "activa/desactiva una configuración sin necesidad de que el usuario pulse un " "botón de confirmación." #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" "El desplazamiento vertical que se utiliza al renderizar los iconos de " "conmutación (en píxeles)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está marcado (para diseños " "de izquierda a derecha)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está marcado y desactivado " "(para diseños de izquierda a derecha)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked and disabled (for " "right-to-left layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está marcado y desactivado " "(para diseños de derecha a izquierda)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está marcado (para diseños " "de derecha a izquierda)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está desmarcado (para " "diseños de izquierda a derecha)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está desmarcado y " "desactivado (para diseños de izquierda a derecha)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está desmarcado y " "desactivado (para diseños de derecha a izquierda)." #: doc/classes/CheckButton.xml msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "" "El icono que se muestra cuando el [CheckButton] está desmarcado (para " "diseños de derecha a izquierda)." #: doc/classes/CircleShape2D.xml msgid "A 2D circle shape used for physics collision." msgstr "Una forma de círculo 2D usada para colisiones de físicas." #: doc/classes/CircleShape2D.xml msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" "Una forma de círculo 2D, destinada a usarse en físicas. Normalmente se usa " "para dar forma a un [CollisionShape2D].\n" "[b]Rendimiento:[/b] La comprobación de colisiones con [CircleShape2D] es " "rápida. Es más rápida que [RectangleShape2D] y [CapsuleShape2D]." #: doc/classes/CircleShape2D.xml msgid "The circle's radius." msgstr "El radio del círculo." #: doc/classes/ClassDB.xml msgid "A class information repository." msgstr "Un repositorio de información de clases." #: doc/classes/ClassDB.xml msgid "" "Provides access to metadata stored for every available engine class.\n" "[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " "part of [ClassDB], so they will not return reflection data such as a method " "or property list. However, [GDExtension]-defined classes [i]are[/i] part of " "[ClassDB], so they will return reflection data." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si se pueden instanciar objetos desde la [param " "class] especificada, de lo contrario devuelve [code]false[/code]." #: doc/classes/ClassDB.xml msgid "Calls a static method on a class." msgstr "Llama a un método estático en una clase." #: doc/classes/ClassDB.xml msgid "Returns whether the specified [param class] is available or not." msgstr "Devuelve si la [param class] especificada está disponible o no." #: doc/classes/ClassDB.xml msgid "Returns the API type of the specified [param class]." msgstr "Devuelve el tipo de API de la [param class] especificada." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" "Devuelve un array con todas las claves en el [param enum] de [param class] o " "su ascendencia." #: doc/classes/ClassDB.xml msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "" "Devuelve un array con todos los enums de [param class] o su ascendencia." #: doc/classes/ClassDB.xml msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" "Devuelve el valor de la constante entera [param name] de [param class] o su " "ascendencia. Siempre devuelve 0 si no se pudo encontrar la constante." #: doc/classes/ClassDB.xml msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "" "Devuelve a qué enum pertenece la constante de tipo integer [param name] de " "[param class] o su ascendencia." #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [param class] " "or its ancestry." msgstr "" "Devuelve un array con los nombres de todas las constantes de tipo integer de " "[param class] o su ascendencia." #: doc/classes/ClassDB.xml msgid "" "Returns the number of arguments of the method [param method] of [param " "class] or its ancestry if [param no_inheritance] is [code]false[/code]." msgstr "" "Devuelve el número de argumentos del método [param method] de [param class] " "o su ascendencia si [param no_inheritance] es [code]false[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" "Devuelve un array con todos los métodos de [param class] o su ascendencia si " "[param no_inheritance] es [code]false[/code]. Cada elemento del array es un " "[Dictionary] con las siguientes claves: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Nota:[/b] En las compilaciones de lanzamiento exportadas, la información " "de depuración no está disponible, por lo que los diccionarios devueltos solo " "contendrán los nombres de métodos." #: doc/classes/ClassDB.xml msgid "" "Returns the value of [param property] of [param object] or its ancestry." msgstr "" "Devuelve el valor de [param property] de [param object] o su ascendencia." #: doc/classes/ClassDB.xml msgid "" "Returns the default value of [param property] of [param class] or its " "ancestor classes." msgstr "" "Devuelve el valor por defecto de [param property] de [param class] o sus " "clases ascendentes." #: doc/classes/ClassDB.xml msgid "Returns the getter method name of [param property] of [param class]." msgstr "" "Devuelve el nombre del método getter de [param property] de [param class]." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" "Devuelve un array con todas las propiedades de [param class] o su " "ascendencia si [param no_inheritance] es [code]false[/code]." #: doc/classes/ClassDB.xml msgid "Returns the setter method name of [param property] of [param class]." msgstr "" "Devuelve el nombre del método setter de [param property] de [param class]." #: doc/classes/ClassDB.xml msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" "Devuelve los datos de la señal [param signal] de [param class] o su " "ascendencia. El valor devuelto es un [Dictionary] con las siguientes claves: " "[code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/" "code], [code]name[/code], [code]return: (class_name, hint, hint_string, " "name, type, usage)[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is " "a [Dictionary] as described in [method class_get_signal]." msgstr "" "Devuelve un array con todas las señales de [param class] o su ascendencia si " "[param no_inheritance] es [code]false[/code]. Cada elemento del array es un " "[Dictionary] como se describe en [method class_get_signal]." #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an enum called [param " "name] or not." msgstr "" "Devuelve si [param class] o su ascendencia tiene un enum llamado [param " "name] o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "" "Devuelve si [param class] o su ascendencia tiene una constante de tipo " "integer llamada [param name] o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" "Devuelve si [param class] (o su ascendencia si [param no_inheritance] es " "[code]false[/code]) tiene un método llamado [param method] o no." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "" "Devuelve si [param class] o su ascendencia tiene una señal llamada [param " "signal] o no." #: doc/classes/ClassDB.xml #, fuzzy msgid "Sets [param property] value of [param object] to [param value]." msgstr "" "Establece el valor de la [code]property[/code] de [code]object[/code] a " "[code]value[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns the names of all engine classes available.\n" "[b]Note:[/b] Script-defined classes with [code]class_name[/code] are not " "included in this list. Use [method ProjectSettings.get_global_class_list] to " "get a list of script-defined classes instead." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns the names of all engine classes that directly or indirectly inherit " "from [param class]." msgstr "" "Devuelve los nombres de todas las clases que directa o indirectamente " "heredan de [param class]." #: doc/classes/ClassDB.xml msgid "Returns the parent class of [param class]." msgstr "Devuelve la clase padre de [param class]." #: doc/classes/ClassDB.xml msgid "Creates an instance of [param class]." msgstr "Crea una instancia de [param class]." #: doc/classes/ClassDB.xml msgid "Returns whether this [param class] is enabled or not." msgstr "Devuelve si esta [param class] está habilitada o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [param class] (or its ancestor classes if [param " "no_inheritance] is [code]false[/code]) has an enum called [param enum] that " "is a bitfield." msgstr "" "Devuelve si [param class] (o sus clases ancestras si [param no_inheritance] " "es [code]false[/code]) tiene un enum llamado [param enum] que es un campo de " "bits." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "" "Devuelve si [code]inherits[/code] es un ancestro de [code]class[/code] o no." #: doc/classes/ClassDB.xml msgid "Native Core class type." msgstr "Tipo de clase nativa del núcleo." #: doc/classes/ClassDB.xml msgid "Native Editor class type." msgstr "Tipo de clase nativa del editor." #: doc/classes/ClassDB.xml msgid "GDExtension class type." msgstr "Tipo de clase de GDExtension." #: doc/classes/ClassDB.xml msgid "GDExtension Editor class type." msgstr "Tipo de clase de editor de GDExtension." #: doc/classes/ClassDB.xml msgid "Unknown class type." msgstr "Tipo de clase desconocido." #: doc/classes/CodeEdit.xml msgid "A multiline text editor designed for editing code." msgstr "Un editor de texto multilínea diseñado para editar código." #: doc/classes/CodeEdit.xml msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/" "comment management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use " "left-to-right text direction to correctly display source code." msgstr "" "CodeEdit es un [TextEdit] especializado, diseñado para editar archivos de " "código de texto plano. Cuenta con muchas características comunes en los " "editores de código, como números de línea, plegado de líneas, autocompletado " "de código, gestión de la sangría y gestión de strings/comentarios.\n" "[b]Nota:[/b] Independientemente de la configuración regional, [CodeEdit] por " "defecto siempre usará la dirección de texto de izquierda a derecha para " "mostrar correctamente el código fuente." #: doc/classes/CodeEdit.xml msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is [code]true[/code], any existing text should be replaced." msgstr "" "Sobrescribe este método para definir cómo se debe insertar la entrada " "seleccionada. Si [param replace] es [code]true[/code], se debe reemplazar " "cualquier texto existente." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" "Both [param candidates] and the return is an [Array] of [Dictionary], see " "[method get_code_completion_option] for [Dictionary] content." msgstr "" "Sobrescribe este método para definir qué elementos de [param candidates] se " "deben mostrar.\n" "Tanto [param candidates] como el valor de retorno es un [Array] de " "[Dictionary], Véase [method get_code_completion_option] para ver el " "contenido del [Dictionary]." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Override this method to define what happens when the user requests code " "completion. If [param force] is [code]true[/code], any checks should be " "bypassed." msgstr "" "Sobrescribe este método para definir qué sucede cuando el usuario solicita " "el completado automático de código. Si [param force] es [code]true[/code], " "se deben omitir todas las comprobaciones." #: doc/classes/CodeEdit.xml msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" "Añade un par de llaves.\n" "Tanto la clave de inicio como la de fin deben ser símbolos. Solo la clave de " "inicio tiene que ser única." #: doc/classes/CodeEdit.xml msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" "[param location] indicates location of the option relative to the location " "of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for " "how to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" "Envía un elemento a la cola de posibles candidatos para el menú de " "completado automático. Llama a [method update_code_completion_options] para " "actualizar la lista.\n" "[param location] indica la ubicación de la opción en relación con la " "ubicación de la consulta de completado automático de código. Véase [enum " "CodeEdit.CodeCompletionLocation] para saber cómo establecer este valor.\n" "[b]Nota:[/b] Esta lista reemplazará a todos los candidatos actuales." #: doc/classes/CodeEdit.xml msgid "" "Adds a comment delimiter from [param start_key] to [param end_key]. Both " "keys should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Añade un delimitador de comentario desde [param start_key] hasta [param " "end_key]. Ambas claves deben ser símbolos, y [param start_key] no debe " "compartirse con otros delimitadores.\n" "Si [param line_only] es [code]true[/code] o [param end_key] es una [String] " "vacía, la región no se extiende a la siguiente línea." #: doc/classes/CodeEdit.xml msgid "" "Defines a string delimiter from [param start_key] to [param end_key]. Both " "keys should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Define un delimitador de string desde [param start_key] hasta [param " "end_key]. Ambas claves deben ser símbolos, y [param start_key] no debe " "compartirse con otros delimitadores.\n" "Si [param line_only] es [code]true[/code] o [param end_key] es una [String] " "vacía, la región no se extiende a la siguiente línea." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is foldable. A line is foldable " "if it is the start of a valid code region (see [method " "get_code_region_start_tag]), if it is the start of a comment or string " "block, or if the next non-empty line is more indented (see [method " "TextEdit.get_indent_level])." msgstr "" "Devuelve [code]true[/code] si la línea dada se puede plegar. Una línea se " "puede plegar si es el inicio de una región de código válida (ver [method " "get_code_region_start_tag]), si es el inicio de un comentario o bloque de " "string, o si la siguiente línea no vacía está más indentada (ver [method " "TextEdit.get_indent_level])." #: doc/classes/CodeEdit.xml msgid "Cancels the autocomplete menu." msgstr "Cancela el menú de completado automático." #: doc/classes/CodeEdit.xml msgid "Clears all bookmarked lines." msgstr "Borra todas las líneas con marcadores." #: doc/classes/CodeEdit.xml msgid "Clears all breakpointed lines." msgstr "Limpia todas las líneas con puntos de interrupción." #: doc/classes/CodeEdit.xml msgid "Removes all comment delimiters." msgstr "Elimina todos los delimitadores de comentarios." #: doc/classes/CodeEdit.xml msgid "Clears all executed lines." msgstr "Limpia todas las líneas ejecutadas." #: doc/classes/CodeEdit.xml msgid "Removes all string delimiters." msgstr "Elimina todos los delimitadores de strings." #: doc/classes/CodeEdit.xml msgid "" "Inserts the selected entry into the text. If [param replace] is [code]true[/" "code], any existing text is replaced rather than merged." msgstr "" "Inserta la entrada seleccionada en el texto. Si [param replace] es " "[code]true[/code], cualquier texto existente se reemplaza en lugar de " "fusionarse." #: doc/classes/CodeEdit.xml msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" "Convierte las indentaciones de las líneas entre [param from_line] y [param " "to_line] a tabulaciones o espacios según lo establecido por [member " "indent_use_spaces].\n" "Los valores de [code]-1[/code] convierten todo el texto." #: doc/classes/CodeEdit.xml msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/" "code])" msgstr "" "Crea una nueva región de código con la selección. Se debe definir al menos " "un delimitador de comentario de una sola línea (véase [method " "add_comment_delimiter]).\n" "Una región de código es una parte del código que se resalta cuando se pliega " "y puede ayudar a organizar tu script.\n" "Las etiquetas de inicio y fin de la región de código se pueden personalizar " "(ver [method set_code_region_tags]).\n" "Las regiones de código se delimitan mediante etiquetas de inicio y fin " "(respectivamente [code]region[/code] y [code]endregion[/code] por defecto) " "precedidas por un delimitador de comentario de una línea. (ej. " "[code]#region[/code] y [code]#endregion[/code])" #: doc/classes/CodeEdit.xml msgid "Deletes all lines that are selected or have a caret on them." msgstr "" "Elimina todas las líneas que están seleccionadas o que tienen un cursor " "sobre ellas." #: doc/classes/CodeEdit.xml msgid "" "If there is no selection, indentation is inserted at the caret. Otherwise, " "the selected lines are indented like [method indent_lines]. Equivalent to " "the [member ProjectSettings.input/ui_text_indent] action. The indentation " "characters used depend on [member indent_use_spaces] and [member " "indent_size]." msgstr "" "Si no hay selección, se inserta una indentación en el cursor. De lo " "contrario, las líneas seleccionadas se indentan como [method indent_lines]. " "Equivalente a la acción [member ProjectSettings.input/ui_text_indent]. Los " "caracteres de indentación utilizados dependen de [member indent_use_spaces] " "y [member indent_size]." #: doc/classes/CodeEdit.xml msgid "" "Duplicates all lines currently selected with any caret. Duplicates the " "entire line beneath the current one no matter where the caret is within the " "line." msgstr "" "Duplica todas las líneas seleccionadas actualmente con cualquier cursor. " "Duplica toda la línea debajo de la actual, sin importar dónde se encuentre " "el cursor dentro de la línea." #: doc/classes/CodeEdit.xml msgid "" "Duplicates all selected text and duplicates all lines with a caret on them." msgstr "" "Duplica todo el texto seleccionado y duplica todas las líneas que tengan un " "cursor sobre ellas." #: doc/classes/CodeEdit.xml msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "" "Pliega todas las líneas que se pueden plegar (véase [method can_fold_line])." #: doc/classes/CodeEdit.xml msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "Pliega la línea dada, si es posible (véase [method can_fold_line])." #: doc/classes/CodeEdit.xml msgid "Gets the matching auto brace close key for [param open_key]." msgstr "" "Obtiene la llave de cierre automático de corchete coincidente para [param " "open_key]." #: doc/classes/CodeEdit.xml msgid "Gets all bookmarked lines." msgstr "Obtiene todas las líneas con marcadores." #: doc/classes/CodeEdit.xml msgid "Gets all breakpointed lines." msgstr "Obtiene todas las líneas con puntos de interrupción." #: doc/classes/CodeEdit.xml msgid "" "Gets the completion option at [param index]. The return [Dictionary] has the " "following key-values:\n" "[code]kind[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Text that is shown on the autocomplete menu.\n" "[code]insert_text[/code]: Text that is to be inserted when this item is " "selected.\n" "[code]font_color[/code]: Color of the text on the autocomplete menu.\n" "[code]icon[/code]: Icon to draw on the autocomplete menu.\n" "[code]default_value[/code]: Value of the symbol." msgstr "" #: doc/classes/CodeEdit.xml msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "" "Obtiene todas las opciones de completado automático, véase [method " "get_code_completion_option] para el contenido devuelto." #: doc/classes/CodeEdit.xml msgid "Gets the index of the current selected completion option." msgstr "Obtiene el índice de la opción de completado automático seleccionada." #: doc/classes/CodeEdit.xml msgid "Returns the code region end tag (without comment delimiter)." msgstr "" "Devuelve la etiqueta final de la región de código (sin delimitador de " "comentario)." #: doc/classes/CodeEdit.xml msgid "Returns the code region start tag (without comment delimiter)." msgstr "" "Devuelve la etiqueta de inicio de la región de código (sin delimitador de " "comentario)." #: doc/classes/CodeEdit.xml msgid "Gets the end key for a string or comment region index." msgstr "" "Obtiene la clave final para un índice de región de string o comentario." #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "Si [param line] [param column] está en una string o comentario, devuelve la " "posición final de la región. Si no, o no se pudo encontrar un final, ambos " "valores de [Vector2] serán [code]-1[/code]." #: doc/classes/CodeEdit.xml msgid "Gets the start key for a string or comment region index." msgstr "" "Obtiene la clave de inicio para un índice de región de string o comentario." #: doc/classes/CodeEdit.xml msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "Si [param line] [param column] está en una string o comentario, devuelve la " "posición inicial de la región. Si no, o no se pudo encontrar un inicio, " "ambos valores de [Vector2] serán [code]-1[/code]." #: doc/classes/CodeEdit.xml msgid "Gets all executing lines." msgstr "Obtiene todas las líneas en ejecución." #: doc/classes/CodeEdit.xml msgid "Returns all lines that are currently folded." msgstr "Devuelve todas las líneas que están actualmente plegadas." #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "" "Devuelve el texto completo con el carácter [code]0xFFFF[/code] en la " "ubicación del cursor." #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "" "Devuelve el texto completo con el carácter [code]0xFFFF[/code] en la " "ubicación del cursor." #: doc/classes/CodeEdit.xml msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified " "location." msgstr "" "Devuelve el texto completo con el carácter [code]0xFFFF[/code] en la " "ubicación especificada." #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "" "Devuelve [code]true[/code] si la clave de cierre [param close_key] existe." #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "" "Devuelve [code]true[/code] si la clave de apertura [param open_key] existe." #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "Devuelve [code]true[/code] si el comentario [param start_key] existe." #: doc/classes/CodeEdit.xml msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "Devuelve [code]true[/code] si la string [param start_key] existe." #: doc/classes/CodeEdit.xml msgid "" "Indents all lines that are selected or have a caret on them. Uses spaces or " "a tab depending on [member indent_use_spaces]. See [method unindent_lines]." msgstr "" "Sangra todas las líneas seleccionadas o que tienen un cursor. Usa espacios o " "una tabulación según [member indent_use_spaces]. Véase [method " "unindent_lines]." #: doc/classes/CodeEdit.xml msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" "Devuelve el índice del delimitador si [param line] [param column] está en un " "comentario. Si no se proporciona [param column], devolverá el índice del " "delimitador si toda la [param line] es un comentario. De lo contrario, " "devuelve [code]-1[/code]." #: doc/classes/CodeEdit.xml msgid "" "Returns the delimiter index if [param line] [param column] is in a string. " "If [param column] is not provided, will return the delimiter index if the " "entire [param line] is a string. Otherwise [code]-1[/code]." msgstr "" "Devuelve el índice del delimitador si [param line] [param column] está en " "una string. Si no se proporciona [param column], devolverá el índice del " "delimitador si toda la [param line] es una string. De lo contrario, devuelve " "[code]-1[/code]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is bookmarked. See [method " "set_line_as_bookmarked]." msgstr "" "Devuelve [code]true[/code] si la línea dada tiene un marcador. Véase [method " "set_line_as_bookmarked]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is breakpointed. See [method " "set_line_as_breakpoint]." msgstr "" "Devuelve [code]true[/code] si la línea dada tiene un punto de interrupción. " "Véase [method set_line_as_breakpoint]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is a code region end. See " "[method set_code_region_tags]." msgstr "" "Devuelve [code]true[/code] si la línea dada es el final de una región de " "código. Véase [method set_code_region_tags]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is a code region start. See " "[method set_code_region_tags]." msgstr "" "Devuelve [code]true[/code] si la línea dada es el inicio de una región de " "código. Véase [method set_code_region_tags]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is marked as executing. See " "[method set_line_as_executing]." msgstr "" "Devuelve [code]true[/code] si la línea dada está marcada como en ejecución. " "Véase [method set_line_as_executing]." #: doc/classes/CodeEdit.xml msgid "" "Returns [code]true[/code] if the given line is folded. See [method " "fold_line]." msgstr "" "Devuelve [code]true[/code] si la línea dada está plegada. Véase [method " "fold_line]." #: doc/classes/CodeEdit.xml msgid "Moves all lines down that are selected or have a caret on them." msgstr "" "Mueve hacia abajo todas las líneas que estén seleccionadas o que tengan un " "cursor sobre ellas." #: doc/classes/CodeEdit.xml msgid "Moves all lines up that are selected or have a caret on them." msgstr "" "Mueve hacia arriba todas las líneas que estén seleccionadas o que tengan un " "cursor sobre ellas." #: doc/classes/CodeEdit.xml msgid "Removes the comment delimiter with [param start_key]." msgstr "Elimina el delimitador de comentario con [param start_key]." #: doc/classes/CodeEdit.xml msgid "Removes the string delimiter with [param start_key]." msgstr "Elimina el delimitador de string con [param start_key]." #: doc/classes/CodeEdit.xml msgid "" "Emits [signal code_completion_requested], if [param force] is [code]true[/" "code] will bypass all checks. Otherwise will check that the caret is in a " "word or in front of a prefix. Will ignore the request if all current options " "are of type file path, node path, or signal." msgstr "" "Emite [signal code_completion_requested], si [param force] es [code]true[/" "code] se omitirán todas las comprobaciones. De lo contrario, comprobará que " "el cursor está en una palabra o delante de un prefijo. Ignorará la petición " "si todas las opciones actuales son de tipo ruta de archivo, ruta de nodo o " "señal." #: doc/classes/CodeEdit.xml msgid "Sets the current selected completion option." msgstr "Establece la opción de finalización seleccionada actualmente." #: doc/classes/CodeEdit.xml msgid "Sets the code hint text. Pass an empty string to clear." msgstr "" "Establece el texto de sugerencia de código. Pasa una string vacía para " "borrarlo." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the code hint will draw below the main caret. If " "[code]false[/code], the code hint will draw above the main caret. See " "[method set_code_hint]." msgstr "" "Si es [code]true[/code], la sugerencia de código se dibujará debajo del " "cursor principal. Si es [code]false[/code], la sugerencia de código se " "dibujará encima del cursor principal. Véase [method set_code_hint]." #: doc/classes/CodeEdit.xml msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "" "Establece las etiquetas de inicio y fin de la región de código (sin " "delimitador de comentario)." #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as bookmarked. If [code]true[/code] and [member " "gutters_draw_bookmarks] is [code]true[/code], draws the [theme_item " "bookmark] icon in the gutter for this line. See [method " "get_bookmarked_lines] and [method is_line_bookmarked]." msgstr "" "Establece la línea dada como marcada. Si es [code]true[/code] y [member " "gutters_draw_bookmarks] es [code]true[/code], dibuja el icono [theme_item " "bookmark] en el medianil para esta línea. Véase [method " "get_bookmarked_lines] y [method is_line_bookmarked]." #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as a breakpoint. If [code]true[/code] and [member " "gutters_draw_breakpoints_gutter] is [code]true[/code], draws the [theme_item " "breakpoint] icon in the gutter for this line. See [method " "get_breakpointed_lines] and [method is_line_breakpointed]." msgstr "" "Establece la línea dada como un punto de interrupción. Si es [code]true[/" "code] y [member gutters_draw_breakpoints_gutter] es [code]true[/code], " "dibuja el icono [theme_item breakpoint] en el medianil para esta línea. " "Véase [method get_breakpointed_lines] y [method is_line_breakpointed]." #: doc/classes/CodeEdit.xml msgid "" "Sets the given line as executing. If [code]true[/code] and [member " "gutters_draw_executing_lines] is [code]true[/code], draws the [theme_item " "executing_line] icon in the gutter for this line. See [method " "get_executing_lines] and [method is_line_executing]." msgstr "" "Establece la línea dada como en ejecución. Si es [code]true[/code] y [member " "gutters_draw_executing_lines] es [code]true[/code], dibuja el icono " "[theme_item executing_line] en el medianil para esta línea. Véase [method " "get_executing_lines] e [method is_line_executing]." #: doc/classes/CodeEdit.xml msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "" "Establece el símbolo emitido por [signal symbol_validate] como una búsqueda " "válida." #: doc/classes/CodeEdit.xml msgid "Toggle the folding of the code block at the given line." msgstr "Cambia el plegado del bloque de código en la línea dada." #: doc/classes/CodeEdit.xml msgid "Toggle the folding of the code block on all lines with a caret on them." msgstr "" "Alterna el plegado del bloque de código en todas las líneas que tienen un " "cursor sobre ellas." #: doc/classes/CodeEdit.xml msgid "Unfolds all lines that are folded." msgstr "Despliega todas las líneas que están plegadas." #: doc/classes/CodeEdit.xml msgid "" "Unfolds the given line if it is folded or if it is hidden under a folded " "line." msgstr "" "Despliega la línea dada si está plegada o si está oculta bajo una línea " "plegada." #: doc/classes/CodeEdit.xml msgid "" "Unindents all lines that are selected or have a caret on them. Uses spaces " "or a tab depending on [member indent_use_spaces]. Equivalent to the [member " "ProjectSettings.input/ui_text_dedent] action. See [method indent_lines]." msgstr "" "Elimina la indentación de todas las líneas que están seleccionadas o tienen " "un cursor sobre ellas. Utiliza espacios o una tabulación dependiendo de " "[member indent_use_spaces]. Equivalente a la acción [member " "ProjectSettings.input/ui_text_dedent]. Véase [method indent_lines]." #: doc/classes/CodeEdit.xml msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" "Envía todas las opciones de completado añadidas con [method " "add_code_completion_option]. Intentará forzar la aparición del menú de " "autocompletado, si [param force] es [code]true[/code].\n" "[b]Nota:[/b] Esto reemplazará todos los candidatos actuales." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], uses [member auto_brace_completion_pairs] to " "automatically insert the closing brace when the opening brace is inserted by " "typing or autocompletion. Also automatically removes the closing brace when " "using backspace on the opening brace." msgstr "" "Si es [code]true[/code], utiliza [member auto_brace_completion_pairs] para " "insertar automáticamente la llave de cierre cuando la llave de apertura se " "inserta escribiendo o mediante autocompletado. También elimina " "automáticamente la llave de cierre al usar la tecla de retroceso en la llave " "de apertura." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], highlights brace pairs when the caret is on either " "one, using [member auto_brace_completion_pairs]. If matching, the pairs will " "be underlined. If a brace is unmatched, it is colored with [theme_item " "brace_mismatch_color]." msgstr "" "Si es [code]true[/code], resalta los pares de llaves cuando el cursor está " "en uno de ellos, utilizando [member auto_brace_completion_pairs]. Si " "coinciden, los pares se subrayarán. Si una llave no coincide, se colorea con " "[theme_item brace_mismatch_color]." #: doc/classes/CodeEdit.xml msgid "" "Sets the brace pairs to be autocompleted. For each entry in the dictionary, " "the key is the opening brace and the value is the closing brace that matches " "it. A brace is a [String] made of symbols. See [member " "auto_brace_completion_enabled] and [member " "auto_brace_completion_highlight_matching]." msgstr "" "Establece los pares de llaves que se autocompletarán. Para cada entrada en " "el diccionario, la clave es la llave de apertura y el valor es la llave de " "cierre que coincide con ella. Una llave es una [String] hecha de símbolos. " "Véase [member auto_brace_completion_enabled] y [member " "auto_brace_completion_highlight_matching]." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the [member ProjectSettings.input/" "ui_text_completion_query] action requests code completion. To handle it, see " "[method _request_code_completion] or [signal code_completion_requested]." msgstr "" "Si es [code]true[/code], la acción [member ProjectSettings.input/" "ui_text_completion_query] solicita la finalización del código. Para " "manejarlo, véase [method _request_code_completion] o [signal " "code_completion_requested]." #: doc/classes/CodeEdit.xml msgid "Sets prefixes that will trigger code completion." msgstr "Establece los prefijos que activarán el autocompletado de código." #: doc/classes/CodeEdit.xml msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "" "Establece los delimitadores de comentarios. Se eliminarán todos los " "delimitadores de comentarios existentes." #: doc/classes/CodeEdit.xml msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "" "Establece los delimitadores de string. Se eliminarán todos los delimitadores " "de string existentes." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], bookmarks are drawn in the gutter. This gutter is " "shared with breakpoints and executing lines. See [method " "set_line_as_bookmarked]." msgstr "" "Si es [code]true[/code], los marcadores se dibujan en el medianil. Este " "medianil se comparte con los puntos de interrupción y las líneas en " "ejecución. Véase [method set_line_as_bookmarked]." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], breakpoints are drawn in the gutter. This gutter is " "shared with bookmarks and executing lines. Clicking the gutter will toggle " "the breakpoint for the line, see [method set_line_as_breakpoint]." msgstr "" "Si es [code]true[/code], los puntos de interrupción se dibujan en el " "medianil. Este medianil se comparte con los marcadores y las líneas en " "ejecución. Al hacer clic en el medianil se activará o desactivará el punto " "de interrupción de la línea, véase [method set_line_as_breakpoint]." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], executing lines are marked in the gutter. This gutter " "is shared with breakpoints and bookmarks. See [method set_line_as_executing]." msgstr "" "Si es [code]true[/code], las líneas en ejecución se marcan en el medianil. " "Este medianil se comparte con los puntos de interrupción y los marcadores. " "Véase [method set_line_as_executing]." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], the fold gutter is drawn. In this gutter, the " "[theme_item can_fold_code_region] icon is drawn for each foldable line (see " "[method can_fold_line]) and the [theme_item folded_code_region] icon is " "drawn for each folded line (see [method is_line_folded]). These icons can be " "clicked to toggle the fold state, see [method toggle_foldable_line]. [member " "line_folding] must be [code]true[/code] to show icons." msgstr "" "Si es [code]true[/code], se dibuja el medianil de plegado. En este medianil, " "el icono [theme_item can_fold_code_region] se dibuja para cada línea " "plegable (véase [method can_fold_line]) y el icono [theme_item " "folded_code_region] se dibuja para cada línea plegada (véase [method " "is_line_folded]). Se puede hacer clic en estos iconos para activar o " "desactivar el estado de plegado, véase [method toggle_foldable_line]. " "[member line_folding] debe ser [code]true[/code] para mostrar los iconos." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], the line number gutter is drawn. Line numbers start at " "[code]1[/code] and are incremented for each line of text. Clicking and " "dragging in the line number gutter will select entire lines of text." msgstr "" "Si es [code]true[/code], se dibuja el medianil del número de línea. Los " "números de línea comienzan en [code]1[/code] y se incrementan para cada " "línea de texto. Al hacer clic y arrastrar en el medianil del número de línea " "se seleccionarán líneas de texto completas." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "If [code]true[/code], line numbers drawn in the gutter are zero padded based " "on the total line count. Requires [member gutters_draw_line_numbers] to be " "set to [code]true[/code]." msgstr "" "Si es [code]true[/code], los números de línea dibujados en el medianil se " "rellenan con ceros basándose en el número total de líneas. Requiere que " "[member gutters_draw_line_numbers] esté establecido en [code]true[/code]." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], an extra indent is automatically inserted when a new " "line is added and a prefix in [member indent_automatic_prefixes] is found. " "If a brace pair opening key is found, the matching closing brace will be " "moved to another new line (see [member auto_brace_completion_pairs])." msgstr "" "Si es [code]true[/code], se inserta una indentación adicional " "automáticamente cuando se añade una nueva línea y se encuentra un prefijo en " "[member indent_automatic_prefixes]. Si se encuentra una clave de apertura de " "un par de llaves, la llave de cierre correspondiente se moverá a otra línea " "nueva (véase [member auto_brace_completion_pairs])." #: doc/classes/CodeEdit.xml msgid "" "Prefixes to trigger an automatic indent. Used when [member indent_automatic] " "is set to [code]true[/code]." msgstr "" "Prefijos para activar una indentación automática. Se utiliza cuando [member " "indent_automatic] se establece en [code]true[/code]." #: doc/classes/CodeEdit.xml msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." msgstr "" "Tamaño de la indentación de tabulación (una pulsación de [kbd]Tab[/kbd]) en " "caracteres. Si [member indent_use_spaces] está habilitado, es el número de " "espacios a utilizar." #: doc/classes/CodeEdit.xml msgid "Use spaces instead of tabs for indentation." msgstr "Usa espacios en lugar de tabulaciones para la indentación." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], lines can be folded. Otherwise, line folding methods " "like [method fold_line] will not work and [method can_fold_line] will always " "return [code]false[/code]. See [member gutters_draw_fold_gutter]." msgstr "" "Si es [code]true[/code], las líneas pueden ser plegadas. De lo contrario, " "los métodos de plegado de líneas como [method fold_line] no funcionarán y " "[method can_fold_line] siempre devolverá [code]false[/code]. Véase [member " "gutters_draw_fold_gutter]." #: doc/classes/CodeEdit.xml msgid "" "Draws vertical lines at the provided columns. The first entry is considered " "a main hard guideline and is drawn more prominently." msgstr "" "Dibuja líneas verticales en las columnas proporcionadas. La primera entrada " "se considera una guía principal y se dibuja de forma más prominente." #: doc/classes/CodeEdit.xml msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" "Controla si se debe emitir la señal [signal symbol_lookup] al hacer clic en " "una palabra validada de [signal symbol_validate]." #: doc/classes/CodeEdit.xml msgid "" "If [code]true[/code], the [signal symbol_hovered] signal is emitted when " "hovering over a word." msgstr "" "Si es [code]true[/code], la señal [signal symbol_hovered] se emite al pasar " "el cursor sobre una palabra." #: doc/classes/CodeEdit.xml msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "removed via backspace, a signal is emitted at the old line." msgstr "" "Emitida cuando se añade o elimina un punto de interrupción de una línea. Si " "la línea se elimina con la tecla de retroceso, se emite una señal en la " "línea antigua." #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user requests code completion. This signal will not be sent " "if [method _request_code_completion] is overridden or [member " "code_completion_enabled] is [code]false[/code]." msgstr "" "Emitida cuando el usuario solicita el completado de código. Esta señal no se " "enviará si se sobrescribe [method _request_code_completion] o si [member " "code_completion_enabled] es [code]false[/code]." #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user hovers over a symbol. Unlike [signal " "Control.mouse_entered], this signal is not emitted immediately, but when the " "cursor is over the symbol for [member ProjectSettings.gui/timers/" "tooltip_delay_sec] seconds.\n" "[b]Note:[/b] [member symbol_tooltip_on_hover] must be [code]true[/code] for " "this signal to be emitted." msgstr "" "Emitida cuando el usuario pasa el cursor sobre un símbolo. A diferencia de " "[signal Control.mouse_entered], esta señal no se emite inmediatamente, sino " "cuando el cursor está sobre el símbolo durante [member ProjectSettings.gui/" "timers/tooltip_delay_sec] segundos.\n" "[b]Nota:[/b] [member symbol_tooltip_on_hover] debe ser [code]true[/code] " "para que esta señal se emita." #: doc/classes/CodeEdit.xml msgid "Emitted when the user has clicked on a valid symbol." msgstr "Emitida cuando el usuario ha hecho clic en un símbolo válido." #: doc/classes/CodeEdit.xml msgid "" "Emitted when the user hovers over a symbol. The symbol should be validated " "and responded to, by calling [method set_symbol_lookup_word_as_valid].\n" "[b]Note:[/b] [member symbol_lookup_on_click] must be [code]true[/code] for " "this signal to be emitted." msgstr "" "Emitida cuando el usuario pasa el cursor sobre un símbolo. El símbolo debe " "ser validado y se debe responder a él, llamando a [method " "set_symbol_lookup_word_as_valid].\n" "[b]Nota:[/b] [member symbol_lookup_on_click] debe ser [code]true[/code] para " "que esta señal se emita." #: doc/classes/CodeEdit.xml msgid "Marks the option as a class." msgstr "Marca la opción como una clase." #: doc/classes/CodeEdit.xml msgid "Marks the option as a function." msgstr "Marca la opción como una función." #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot signal." msgstr "Marca la opción como una señal de Godot." #: doc/classes/CodeEdit.xml msgid "Marks the option as a variable." msgstr "Marca la opción como una variable." #: doc/classes/CodeEdit.xml msgid "Marks the option as a member." msgstr "Marca la opción como un miembro." #: doc/classes/CodeEdit.xml msgid "Marks the option as an enum entry." msgstr "Marca la opción como una entrada de enum." #: doc/classes/CodeEdit.xml msgid "Marks the option as a constant." msgstr "Marca la opción como una constante." #: doc/classes/CodeEdit.xml msgid "Marks the option as a Godot node path." msgstr "Marca la opción como una ruta de nodo de Godot." #: doc/classes/CodeEdit.xml msgid "Marks the option as a file path." msgstr "Marca la opción como una ruta de archivo." #: doc/classes/CodeEdit.xml msgid "Marks the option as unclassified or plain text." msgstr "Marca la opción como no clasificada o texto plano." #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the " "outer class, the exact value represent how far they are (in terms of inner " "classes)." msgstr "" "La opción es local a la ubicación de la consulta de completado de código (p. " "ej., una variable local). Los valores subsecuentes de la ubicación " "representan opciones de la clase externa, el valor exacto representa cuán " "lejos están (en términos de clases internas)." #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " "depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " "parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " "option in the class or a parent class." msgstr "" "La opción es de la clase contenedora o una clase padre, relativa a la " "ubicación de la consulta de completado de código. Realiza un OR a nivel de " "bits con la profundidad de la clase (p. ej., [code]0[/code] para la clase " "local, [code]1[/code] para la padre, [code]2[/code] para la abuela, etc.) " "para almacenar la profundidad de una opción en la clase o en una clase padre." #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." msgstr "" "La opción es de código de usuario que no es local y no está en una clase " "derivada (p. ej., Autoload Singletons)." #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from other engine code, not covered by the other enum " "constants - e.g. built-in classes." msgstr "" "La opción es de otro código del motor, no cubierto por las otras constantes " "del enum (p. ej., clases incorporadas)." #: doc/classes/CodeEdit.xml msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "[Color] del icono de marcador para líneas con marcadores." #: doc/classes/CodeEdit.xml msgid "[Color] of the text to highlight mismatched braces." msgstr "[Color] del texto para resaltar las llaves no coincidentes." #: doc/classes/CodeEdit.xml msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "[Color] del icono de punto de interrupción para líneas marcadas." #: doc/classes/CodeEdit.xml msgid "[Color] for all icons related to line folding." msgstr "[Color] para todos los iconos relacionados con el plegado de líneas." #: doc/classes/CodeEdit.xml msgid "Sets the background [Color] for the code completion popup." msgstr "Establece [Color] del fondo para el popup de finalización de código." #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "" "Color de resaltado de fondo para el texto coincidente en las opciones de " "completado automático de código." #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup." msgstr "" "[Color] de la barra de desplazamiento en el popup de completado automático " "de código." #: doc/classes/CodeEdit.xml msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "" "[Color] de la barra de desplazamiento en el popup de completado automático " "de código al pasar el cursor por encima." #: doc/classes/CodeEdit.xml msgid "" "Background highlight [Color] for the current selected option item in the " "code completion popup." msgstr "" "[Color] de resaltado de fondo para el elemento de opción actualmente " "seleccionado en el popup de completado automático de código." #: doc/classes/CodeEdit.xml msgid "[Color] of the executing icon for executing lines." msgstr "[Color] del icono de ejecución para ejecutar líneas." #: doc/classes/CodeEdit.xml msgid "[Color] of background line highlight for folded code region." msgstr "" "[Color] del resaltado de línea de fondo para la región de código plegada." #: doc/classes/CodeEdit.xml msgid "" "[Color] of the main line length guideline, secondary guidelines will have " "50% alpha applied." msgstr "" "[Color] de la guía principal de longitud de línea, a las guías secundarias " "se les aplicará un 50% de alfa." #: doc/classes/CodeEdit.xml msgid "Sets the [Color] of line numbers." msgstr "Establece el [Color] de los números de línea." #: doc/classes/CodeEdit.xml msgid "" "Max number of options to display in the code completion popup at any one " "time." msgstr "" "Número máximo de opciones a mostrar en el popup de completado automático de " "código en cualquier momento." #: doc/classes/CodeEdit.xml msgid "" "Max width of options in the code completion popup. Options longer than this " "will be cut off." msgstr "" "Ancho máximo de las opciones en el popup de completado automático de código. " "Las opciones más largas que esto serán recortadas." #: doc/classes/CodeEdit.xml msgid "Width of the scrollbar in the code completion popup." msgstr "" "Ancho de la barra de desplazamiento en el popup de completado automático de " "código." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked " "lines." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "marcadores para las líneas marcadas." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "puntos de interrupción para las líneas con puntos de interrupción." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "plegado de líneas cuando una línea puede ser plegada." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "plegado de líneas cuando una región de código puede ser plegada." #: doc/classes/CodeEdit.xml msgid "" "Background panel for the color preview box in autocompletion (visible when " "the color is translucent)." msgstr "" "Panel de fondo para el cuadro de vista previa de color en el completado " "automático (visible cuando el color es translúcido)." #: doc/classes/CodeEdit.xml #, fuzzy msgid "Icon to draw in the executing gutter for executing lines." msgstr "" "Icono a dibujar en el medianil de ejecución para las líneas en ejecución." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "plegado de líneas cuando una línea está plegada y puede ser desplegada." #: doc/classes/CodeEdit.xml #, fuzzy msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" "Establece una [Texture2D] personalizada para dibujar en el medianil de " "plegado de líneas cuando una región de código está plegada y puede ser " "desplegada." #: doc/classes/CodeEdit.xml msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "" "Establece una [Texture2D] personalizada para dibujar al final de una línea " "plegada." #: doc/classes/CodeEdit.xml msgid "[StyleBox] for the code completion popup." msgstr "[StyleBox] para el popup de finalización de código." #: doc/classes/CodeHighlighter.xml msgid "A syntax highlighter intended for code." msgstr "Un resaltador de sintaxis destinado al código." #: doc/classes/CodeHighlighter.xml msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" "Ajustando varias propiedades de este recurso, puedes cambiar los colores de " "las strings, comentarios, números y otros patrones de texto dentro de un " "control [TextEdit]." #: doc/classes/CodeHighlighter.xml msgid "" "Adds a color region (such as for comments or strings) from [param start_key] " "to [param end_key]. Both keys should be symbols, and [param start_key] must " "not be shared with other delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Añade una región de color (como para comentarios o strings) desde [param " "start_key] hasta [param end_key]. Ambas claves deben ser símbolos, y [param " "start_key] no debe ser compartida con otros delimitadores.\n" "Si [param line_only] es [code]true[/code] o [param end_key] es una [String] " "vacía, la región no se extiende a la siguiente línea." #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" "Establece el color para una palabra clave.\n" "La palabra clave no puede contener símbolos excepto '_'." #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" "Establece el color para una palabra clave miembro.\n" "La palabra clave miembro no puede contener ningún símbolo excepto '_'.\n" "No se resaltará si está precedida por un '.'." #: doc/classes/CodeHighlighter.xml msgid "Removes all color regions." msgstr "Elimina todas las regiones de color." #: doc/classes/CodeHighlighter.xml msgid "Removes all keywords." msgstr "Elimina todas las palabras claves." #: doc/classes/CodeHighlighter.xml msgid "Removes all member keywords." msgstr "Elimina todas las palabras clave de los miembros." #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a keyword." msgstr "Devuelve el color de una palabra clave." #: doc/classes/CodeHighlighter.xml msgid "Returns the color for a member keyword." msgstr "Devuelve el color de una palabra clave miembro." #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si la clave de inicio existe, si no, devuelve " "[code]false[/code]." #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si la palabra clave existe, si no, devuelve " "[code]false[/code]." #: doc/classes/CodeHighlighter.xml msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" "Devuelve [code]true[/code] si la palabra clave miembro existe, si no, " "devuelve [code]false[/code]." #: doc/classes/CodeHighlighter.xml msgid "Removes the color region that uses that start key." msgstr "Elimina la región de color que usa esa clave de inicio." #: doc/classes/CodeHighlighter.xml msgid "Removes the keyword." msgstr "Elimina la palabra clave." #: doc/classes/CodeHighlighter.xml msgid "Removes the member keyword." msgstr "Elimina la palabra clave del miembro." #: doc/classes/CodeHighlighter.xml msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" "Establece las regiones de color. Se eliminarán todas las regiones " "existentes. La clave del [Dictionary] es la clave de inicio y fin de la " "región, separada por un espacio. El valor es el color de la región." #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "" "Establece el color para las funciones. Una función es una string que no es " "palabra clave seguida de un '('." #: doc/classes/CodeHighlighter.xml msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" "Establece los colores de las palabras clave. Se eliminarán todas las " "palabras clave existentes. La clave del [Dictionary] es la palabra clave. El " "valor es el color de la palabra clave." #: doc/classes/CodeHighlighter.xml msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" "Establece los colores de las palabras clave miembro. Se eliminarán todas las " "palabras clave miembro existentes. La clave del [Dictionary] es la palabra " "clave miembro. El valor es el color de la palabra clave miembro." #: doc/classes/CodeHighlighter.xml msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "" "Establece el color para las variables miembro. Una variable miembro es una " "string que no es palabra clave ni función, precedida por un '.'." #: doc/classes/CodeHighlighter.xml msgid "Sets the color for numbers." msgstr "Establece el color de los números." #: doc/classes/CodeHighlighter.xml msgid "Sets the color for symbols." msgstr "Establece el color de los símbolos." #: doc/classes/CollisionObject2D.xml msgid "Abstract base class for 2D physics objects." msgstr "Clase base abstracta para objetos de física 2D." #: doc/classes/CollisionObject2D.xml msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" "Clase base abstracta para objetos físicos 2D. [CollisionObject2D] puede " "contener cualquier número de [Shape2D]s para la colisión. Cada forma debe " "ser asignada a un [i]propietario de la forma[/i]. Los propietarios de la " "forma no son nodos y no aparecen en el editor, pero son accesibles a través " "del código usando los métodos [code]shape_owner_*[/code].\n" "[b]Nota:[/b] Sólo se admiten colisiones entre objetos dentro del mismo " "canvas ([Viewport] o [CanvasLayer]). El comportamiento de las colisiones " "entre objetos en diferentes canvas no está definido." #: doc/classes/CollisionObject2D.xml msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to [signal input_event] to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" "Acepta [InputEvent]s no gestionados. [param shape_idx] es el índice hijo del " "[Shape2D] clickeado. Conéctate a la [signal input_event] para capturar " "fácilmente estos eventos.\n" "[b]Nota:[/b] [method _input_event] requiere que [member input_pickable] sea " "[code]true[/code] y que al menos un bit de [member collision_layer] esté " "establecido." #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "Llamado cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto. Requiere que [member input_pickable] sea [code]true[/code] y " "que al menos un bit de [member collision_layer] esté establecido. Ten en " "cuenta que moverte entre diferentes formas dentro de un único " "[CollisionObject2D] no causará que esta función sea llamada." #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "Llamado cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit de [member collision_layer] esté establecido. Ten en cuenta que moverte " "entre diferentes formas dentro de un único [CollisionObject2D] no causará " "que esta función sea llamada." #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" "Llamado cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto o se mueve de una forma a otra. [param shape_idx] es el índice " "del hijo [Shape2D] recién entrado. Requiere que [member input_pickable] sea " "[code]true[/code] y que al menos un bit de [member collision_layer] esté " "establecido." #: doc/classes/CollisionObject2D.xml msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" "Llamado cuando el puntero del ratón sale de cualquiera de las formas de este " "objeto. [param shape_idx] es el índice hijo del [Shape2D] que se ha salido. " "Requiere que [member input_pickable] sea [code]true[/code] y al menos un bit " "de [member collision_layer] esté establecido." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" "Crea un nuevo dueño de la forma para el objeto dado. Devuelve " "[code]owner_id[/code] del nuevo propietario para futuras referencias." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_layer] " "is enabled, given a [param layer_number] between 1 and 32." msgstr "" "Devuelve si la capa especificada de [member collision_layer] está habilitada " "o no, dado un [param layer_number] entre 1 y 32." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "Devuelve si la capa especificada de [member collision_mask] está habilitada " "o no, dado un [param layer_number] entre 1 y 32." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the object's [RID]." msgstr "Devuelve el [RID] del objeto." #: doc/classes/CollisionObject2D.xml msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" "Devuelve el [code]one_way_collision_margin[/code] del propietario de la " "forma identificado por el [param owner_id] dado." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" "Devuelve un [Array] de identificadores [code]owner_id[/code]. Puedes usar " "estos identificadores en otros métodos que toman [code]owner_id[/code] como " "argumento." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" "Si es [code]true[/code], el propietario de la forma y sus formas se " "desactivan." #: doc/classes/CollisionObject2D.xml msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" "Devuelve [code]true[/code] si las colisiones para el propietario de la forma " "originadas por este [CollisionObject2D] no serán reportadas como " "colisionadas con los [CollisionObject2D]s." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes the given shape owner." msgstr "Elimina al dueño de la forma dada." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" "Basado en [param value], habilita o deshabilita la capa especificada en " "[member collision_layer], dado un [param layer_number] entre 1 y 32." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/RayCast2D.xml #: doc/classes/RayCast3D.xml doc/classes/ShapeCast2D.xml #: doc/classes/ShapeCast3D.xml doc/classes/SoftBody3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" "Basado en [param value], habilita o deshabilita la capa especificada en " "[member collision_mask], dado un [param layer_number] entre 1 y 32." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "Devuelve el [code]owner_id[/code] de la forma dada." #: doc/classes/CollisionObject2D.xml msgid "Adds a [Shape2D] to the shape owner." msgstr "Añade un [Shape2D] al dueño de la forma." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes all shapes from the shape owner." msgstr "Elimina todas las formas del dueño de la forma." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the parent object of the given shape owner." msgstr "Devuelve el objeto padre del propietario de la forma dada." #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "" "Devuelve la [Shape2D] con el ID dado del propietario de la forma " "especificado." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" "Devuelve el número de formas que contiene el propietario de la forma dada." #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "" "Devuelve el índice hijo de la [Shape2D] con el ID dado del propietario de la " "forma especificado." #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "Devuelve la forma del dueño [Transform2D]." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "Removes a shape from the given shape owner." msgstr "Quita una forma del dueño de la forma dada." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "Si es [code]true[/code], deshabilita al dueño de la forma dada." #: doc/classes/CollisionObject2D.xml msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "Si [param enable] es [code]true[/code], las colisiones para el propietario " "de la forma que se originen en este [CollisionObject2D] no se reportarán a " "los [CollisionObject2D] con los que colisione." #: doc/classes/CollisionObject2D.xml msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" "Establece el [code]one_way_collision_margin[/code] del propietario de la " "forma identificado por el [param owner_id] dado a [param margin] píxeles." #: doc/classes/CollisionObject2D.xml msgid "Sets the [Transform2D] of the given shape owner." msgstr "Establece la [Transform2D] del propietario de la forma dada." #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" "Las capas de físicas en las que se encuentra este CollisionObject2D. Los " "objetos de colisión pueden existir en una o más de 32 capas diferentes. Ver " "también [member collision_mask].\n" "[b]Nota:[/b] Un objeto A puede detectar un contacto con un objeto B solo si " "el objeto B está en alguna de las capas que el objeto A escanea. Para más " "información, Véase [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Capas y máscaras de " "colisión[/url] en la documentación." #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" "Las capas de físicas que este CollisionObject2D escanea. Los objetos de " "colisión pueden escanear una o más de 32 capas diferentes. Véase también " "[member collision_layer].\n" "[b]Nota:[/b] Un objeto A puede detectar un contacto con un objeto B solo si " "el objeto B está en alguna de las capas que el objeto A escanea. Para más " "información, Véase [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Capas y máscaras de " "colisión[/url] en la documentación." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" "La prioridad usada para resolver colisiones cuando ocurre penetración. " "Cuanto mayor sea la prioridad, menor será la penetración en el objeto. Esto " "puede usarse, por ejemplo, para evitar que el jugador atraviese los límites " "de un nivel." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " "[constant Node.PROCESS_MODE_DISABLED]." msgstr "" "Define el comportamiento en la física cuando [member Node.process_mode] se " "establece a [constant Node.PROCESS_MODE_DISABLED]." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" "Si es [code]true[/code], este objeto es seleccionable. Un objeto " "seleccionable puede detectar la entrada/salida del puntero del ratón y, si " "el ratón está dentro de él, informar de los eventos de entrada. Requiere que " "al menos un bit de [member collision_layer] esté establecido." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" "Emitida cuando ocurre un evento de entrada. Requiere que [member " "input_pickable] sea [code]true[/code] y que al menos un bit de [member " "collision_layer] esté establecido. Véase [method _input_event] para más " "detalles." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "Emitida cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto. Requiere que [member input_pickable] sea [code]true[/code] y " "que al menos un bit de [member collision_layer] esté establecido. Ten en " "cuenta que moverse entre diferentes formas dentro de un único " "[CollisionObject2D] no provocará que esta señal se emita.\n" "[b]Nota:[/b] Debido a la falta de detección de colisión continua, esta señal " "puede no emitirse en el orden esperado si el ratón se mueve lo " "suficientemente rápido y el área del [CollisionObject2D] es pequeña. Esta " "señal también puede no emitirse si otro [CollisionObject2D] está solapando " "al [CollisionObject2D] en cuestión." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "Emitida cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit de [member collision_layer] esté establecido. Ten en cuenta que moverse " "entre diferentes formas dentro de un único [CollisionObject2D] no provocará " "que esta señal se emita.\n" "[b]Nota:[/b] Debido a la falta de detección de colisión continua, esta señal " "puede no emitirse en el orden esperado si el ratón se mueve lo " "suficientemente rápido y el área del [CollisionObject2D] es pequeña. Esta " "señal también puede no emitirse si otro [CollisionObject2D] está solapando " "al [CollisionObject2D] en cuestión." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" "Emitida cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto o se mueve de una forma a otra. [param shape_idx] es el índice " "hijo de la [Shape2D] recién entrada. Requiere que [member input_pickable] " "sea [code]true[/code] y que al menos un bit de [member collision_layer] esté " "establecido." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" "Emitida cuando el puntero del ratón sale de cualquiera de las formas de este " "objeto. [param shape_idx] es el índice hijo de la [Shape2D] de la que se ha " "salido. Requiere que [member input_pickable] sea [code]true[/code] y que al " "menos un bit de [member collision_layer] esté establecido." #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" "Cuando [member Node.process_mode] se establece en [constant " "Node.PROCESS_MODE_DISABLED], se elimina de la simulación de físicas para " "detener todas las interacciones de físicas con este [CollisionObject2D].\n" "Se vuelve a añadir automáticamente a la simulación de físicas cuando el " "[Node] se procesa de nuevo." #: doc/classes/CollisionObject2D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" "Cuando [member Node.process_mode] se establece en [constant " "Node.PROCESS_MODE_DISABLED], hace que el cuerpo sea estático. No afecta a " "[Area2D]. Un [PhysicsBody2D] no puede ser afectado por fuerzas u otros " "cuerpos mientras es estático.\n" "Automáticamente devuelve el [PhysicsBody2D] a su modo original cuando el " "[Node] se procesa de nuevo." #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: doc/classes/SoftBody3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" "Cuando [member Node.process_mode] se establece en [constant " "Node.PROCESS_MODE_DISABLED], no afecta a la simulación de físicas." #: doc/classes/CollisionObject3D.xml msgid "Abstract base class for 3D physics objects." msgstr "Clase base abstracta para objetos de física 3D." #: doc/classes/CollisionObject3D.xml msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a " "[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " "editor, but are accessible through code using the [code]shape_owner_*[/code] " "methods.\n" "[b]Warning:[/b] With a non-uniform scale, this node will likely not behave " "as expected. It is advised to keep its scale the same on all axes and adjust " "its collision shape(s) instead." msgstr "" "Clase base abstracta para objetos de físicas 3D. Un [CollisionObject3D] " "puede contener cualquier número de [Shape3D]s para la colisión. Cada forma " "debe ser asignada a un [i]propietario de forma[/i]. Los propietarios de " "formas no son nodos y no aparecen en el editor, pero son accesibles a través " "de código usando los métodos [code]shape_owner_*[/code].\n" "[b]Advertencia:[/b] Con una escala no uniforme, este nodo probablemente no " "se comportará como se espera. Se recomienda mantener su escala igual en " "todos los ejes y en su lugar ajustar su(s) forma(s) de colisión." #: doc/classes/CollisionObject3D.xml msgid "" "Receives unhandled [InputEvent]s. [param event_position] is the location in " "world space of the mouse pointer on the surface of the shape with index " "[param shape_idx] and [param normal] is the normal vector of the surface at " "that point. Connect to the [signal input_event] signal to easily pick up " "these events.\n" "[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to " "be [code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" "Recibe [InputEvent]s no manejados. [param event_position] es la ubicación en " "el espacio del mundo del puntero del ratón en la superficie de la forma con " "índice [param shape_idx] y [param normal] es el vector normal de la " "superficie en ese punto. Conéctate a la señal [signal input_event] para " "recoger fácilmente estos eventos.\n" "[b]Nota:[/b] [method _input_event] requiere que [member input_ray_pickable] " "sea [code]true[/code] y que al menos un bit de [member collision_layer] esté " "establecido." #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "Se llama cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto. Requiere que [member input_ray_pickable] sea [code]true[/code] " "y que al menos un bit de [member collision_layer] esté establecido. Ten en " "cuenta que moverse entre diferentes formas dentro de un único " "[CollisionObject3D] no provocará que se llame a esta función." #: doc/classes/CollisionObject3D.xml msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "Se llama cuando el puntero del ratón sale de todas las formas de este " "objeto. Requiere que [member input_ray_pickable] sea [code]true[/code] y que " "al menos un bit de [member collision_layer] esté establecido. Ten en cuenta " "que moverse entre diferentes formas dentro de un único [CollisionObject3D] " "no provocará que se llame a esta función." #: doc/classes/CollisionObject3D.xml msgid "Adds a [Shape3D] to the shape owner." msgstr "Agrega una [Shape3D] al propietario de la forma." #: doc/classes/CollisionObject3D.xml msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "Devuelve la [Shape3D] con el ID dado del propietario de la forma dado." #: doc/classes/CollisionObject3D.xml msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "" "Devuelve el índice de hijo de la [Shape3D] con el ID dado del propietario de " "forma dado." #: doc/classes/CollisionObject3D.xml msgid "Returns the shape owner's [Transform3D]." msgstr "Devuelve el [Transform3D] del propietario de la forma." #: doc/classes/CollisionObject3D.xml msgid "Sets the [Transform3D] of the given shape owner." msgstr "Establece la [Transform3D] del propietario de forma dado." #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects " "can exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" "Las capas de física en las que [b]está[/b] este [CollisionObject3D]. Los " "objetos de colisión pueden existir en una o más de 32 capas diferentes. Ver " "también [member collision_mask].\n" "[b]Nota:[/b] Un objeto A puede detectar un contacto con un objeto B solo si " "el objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Capas y máscaras de colisión[/url] en la documentación para más " "información." #: doc/classes/CollisionObject3D.xml msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects " "can scan one or more of 32 different layers. See also [member " "collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision " "layers and masks[/url] in the documentation for more information." msgstr "" "Las capas de física que [b]escanea[/b] este [CollisionObject3D]. Los objetos " "de colisión pueden escanear una o más de 32 capas diferentes. Véase también " "[member collision_layer].\n" "[b]Nota:[/b] Un objeto A puede detectar un contacto con un objeto B solo si " "el objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Capas y máscaras de colisión[/url] en la documentación para más " "información." #: doc/classes/CollisionObject3D.xml msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "Si es [code]true[/code], el [CollisionObject3D] continuará recibiendo " "eventos de entrada mientras el ratón se arrastra sobre sus formas." #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param " "event_position] is the location in world space of the mouse pointer on the " "surface of the shape with index [param shape_idx] and [param normal] is the " "normal vector of the surface at that point." msgstr "" "Emitida cuando el objeto recibe un [InputEvent] no gestionado. [param " "event_position] es la ubicación en el espacio del mundo del puntero del " "ratón sobre la superficie de la forma con el índice [param shape_idx], y " "[param normal] es el vector normal de la superficie en ese punto." #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "Emitida cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto. Requiere que [member input_ray_pickable] sea [code]true[/code] " "y que al menos un bit de [member collision_layer] esté establecido.\n" "[b]Nota:[/b] Debido a la falta de detección continua de colisiones, esta " "señal puede no emitirse en el orden esperado si el ratón se mueve lo " "suficientemente rápido y el área del [CollisionObject3D] es pequeña. Puede " "que esta señal tampoco se emita si otro [CollisionObject3D] se superpone al " "[CollisionObject3D] en cuestión." #: doc/classes/CollisionObject3D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "Emitida cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_ray_pickable] sea [code]true[/code] y que al " "menos un bit de [member collision_layer] esté establecido.\n" "[b]Nota:[/b] Debido a la falta de detección continua de colisiones, esta " "señal puede no emitirse en el orden esperado si el ratón se mueve lo " "suficientemente rápido y el área de [CollisionObject3D] es pequeña. Esta " "señal también puede no emitirse si otro [CollisionObject3D] se superpone al " "[CollisionObject3D] en cuestión." #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" "Automatically re-added to the physics simulation when the [Node] is " "processed again." msgstr "" "Cuando [member Node.process_mode] se establece en [constant " "Node.PROCESS_MODE_DISABLED], se elimina de la simulación física para detener " "todas las interacciones físicas con este [CollisionObject3D].\n" "Se vuelve a añadir automáticamente a la simulación física cuando el [Node] " "se procesa de nuevo." #: doc/classes/CollisionObject3D.xml msgid "" "When [member Node.process_mode] is set to [constant " "Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" "Cuando [member Node.process_mode] se establece en [constant " "Node.PROCESS_MODE_DISABLED], haz que el cuerpo sea estático. No afecta a " "[Area3D]. [PhysicsBody3D] no puede ser afectado por fuerzas u otros cuerpos " "mientras es estático.\n" "Automáticamente devuelve [PhysicsBody3D] a su modo original cuando el [Node] " "se procesa de nuevo." #: doc/classes/CollisionPolygon2D.xml msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "" "Un nodo que proporciona una forma de polígono a un padre [CollisionObject2D]." #: doc/classes/CollisionPolygon2D.xml #, fuzzy msgid "" "A node that provides a polygon shape to a [CollisionObject2D] parent and " "allows to edit it. The polygon can be concave or convex. This can give a " "detection shape to an [Area2D], turn [PhysicsBody2D] into a solid object, or " "give a hollow shape to a [StaticBody2D].\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionPolygon2D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its polygon instead." msgstr "" "Servicio de edición para crear y editar formas de colisión en el espacio 3D. " "Puede usar este nodo para representar todo tipo de formas de colisión, por " "ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo " "a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es " "un ayudante sólo para el editor para crear formas, usa el [method " "CollisionObject.shape_owner_get_shape] para obtener la forma real." #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode." msgstr "Modo de construcción de colisión." #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], no collisions will be detected. This property should " "be changed with [method Object.set_deferred]." msgstr "" "Si es [code]true[/code], no se detectarán colisiones. Esta propiedad debe " "cambiarse con [method Object.set_deferred]." #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" "Si es [code]true[/code], solo los bordes que miren hacia arriba, con " "relación a la rotación de [CollisionPolygon2D], colisionarán con otros " "objetos.\n" "[b]Nota:[/b] Esta propiedad no tiene ningún efecto si este " "[CollisionPolygon2D] es hijo de un nodo [Area2D]." #: doc/classes/CollisionPolygon2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" "El margen utilizado para la colisión en un sentido (en píxeles). Valores más " "altos harán la forma más gruesa, y funcionará mejor para los colisionadores " "que entran en el polígono a alta velocidad." #: doc/classes/CollisionPolygon2D.xml #, fuzzy msgid "" "The polygon's list of vertices. Each point will be connected to the next, " "and the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D]." msgstr "" "La lista de vértices del polígono. Cada punto estará conectado al siguiente, " "y el punto final estará conectado al primero.\n" "[b]Nota:[/b] Los vértices devueltos están en el espacio de coordenadas local " "del [CollisionPolygon2D] dado." #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without " "the overhead of multiple nodes)." msgstr "" "Las colisiones incluirán el polígono y su área contenida. En este modo, el " "nodo tiene el mismo efecto que varios nodos [ConvexPolygonShape2D], uno para " "cada forma convexa en la descomposición convexa del polígono (pero sin la " "sobrecarga de múltiples nodos)." #: doc/classes/CollisionPolygon2D.xml msgid "" "Collisions will only include the polygon edges. In this mode the node has " "the same effect as a single [ConcavePolygonShape2D] made of segments, with " "the restriction that each segment (after the first one) starts where the " "previous one ends, and the last one ends where the first one starts (forming " "a closed but hollow polygon)." msgstr "" "Las colisiones solo incluirán los bordes del polígono. En este modo, el nodo " "tiene el mismo efecto que un único [ConcavePolygonShape2D] hecho de " "segmentos, con la restricción de que cada segmento (después del primero) " "comienza donde termina el anterior, y el último termina donde comienza el " "primero (formando un polígono cerrado pero hueco)." #: doc/classes/CollisionPolygon3D.xml msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "" "Un nodo que proporciona una forma de polígono engrosada (un prisma) a un " "padre [CollisionObject3D]." #: doc/classes/CollisionPolygon3D.xml #, fuzzy msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "Servicio de edición para crear y editar formas de colisión en el espacio 3D. " "Puede usar este nodo para representar todo tipo de formas de colisión, por " "ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo " "a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es " "un ayudante sólo para el editor para crear formas, usa el [method " "CollisionObject.shape_owner_get_shape] para obtener la forma real." #: doc/classes/CollisionPolygon3D.xml doc/classes/CollisionShape2D.xml #: doc/classes/CollisionShape3D.xml msgid "" "The collision shape color that is displayed in the editor, or in the running " "project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of " "the editor.\n" "[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" "collision/shape_color]. The [code]Color(0, 0, 0, 0)[/code] value documented " "here is a placeholder, and not the actual default debug color." msgstr "" #: doc/classes/CollisionPolygon3D.xml doc/classes/CollisionShape3D.xml msgid "" "If [code]true[/code], when the shape is displayed, it will show a solid fill " "color in addition to its wireframe." msgstr "" "Si es [code]true[/code], cuando se muestre la forma, mostrará un color de " "relleno sólido además de su estructura alámbrica." #: doc/classes/CollisionPolygon3D.xml msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its 2D polygon." msgstr "" "Longitud en la que la colisión resultante se extiende en cualquier dirección " "perpendicular a su polígono 2D." #: doc/classes/CollisionPolygon3D.xml msgid "" "If [code]true[/code], no collision will be produced. This property should be " "changed with [method Object.set_deferred]." msgstr "" "Si es [code]true[/code], no se producirá ninguna colisión. Esta propiedad " "debe cambiarse con [method Object.set_deferred]." #: doc/classes/CollisionPolygon3D.xml msgid "" "The collision margin for the generated [Shape3D]. See [member " "Shape3D.margin] for more details." msgstr "" "El margen de colisión para el [Shape3D] generado. Véase [member " "Shape3D.margin] para obtener más detalles." #: doc/classes/CollisionPolygon3D.xml msgid "Array of vertices which define the 2D polygon in the local XY plane." msgstr "Array de vértices que definen el polígono 2D en el plano XY local." #: doc/classes/CollisionShape2D.xml msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "Un nodo que proporciona una [Shape2D] a un padre [CollisionObject2D]." #: doc/classes/CollisionShape2D.xml msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" "Un nodo que proporciona una [Shape2D] a un padre [CollisionObject2D] y " "permite editarlo. Esto puede dar una forma de detección a un [Area2D] o " "convertir un [PhysicsBody2D] en un objeto sólido." #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" "Una forma de colisión desactivada no tiene ningún efecto en el mundo. Esta " "propiedad debe cambiarse con [method Object.set_deferred]." #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" "Establece si esta forma de colisión sólo debe detectar la colisión en un " "lado (superior o inferior).\n" "[b]Nota:[/b] Esta propiedad no tiene ningún efecto si este " "[CollisionShape2D] es hijo de un nodo [Area2D]." #: doc/classes/CollisionShape2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" "El margen utilizado para la colisión en un sentido (en píxeles). Valores más " "altos harán la forma más gruesa, y funcionará mejor para los colisionadores " "que entran en la forma a alta velocidad." #: doc/classes/CollisionShape2D.xml doc/classes/CollisionShape3D.xml msgid "The actual shape owned by this collision shape." msgstr "La forma actual que posee esta forma de colisión." #: doc/classes/CollisionShape3D.xml msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "Un nodo que proporciona una [Shape3D] a un padre [CollisionObject3D]." #: doc/classes/CollisionShape3D.xml #, fuzzy msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" "Servicio de edición para crear y editar formas de colisión en el espacio 3D. " "Puede usar este nodo para representar todo tipo de formas de colisión, por " "ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo " "a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es " "un ayudante sólo para el editor para crear formas, usa el [method " "CollisionObject.shape_owner_get_shape] para obtener la forma real." #: doc/classes/CollisionShape3D.xml #, fuzzy msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "" "Establece la forma de la colisión a la suma de toda la geometría convexa de " "sus hermanos [MeshInstance3D]." #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/ShapeCast3D.xml msgid "Use [signal Resource.changed] instead." msgstr "Usa [signal Resource.changed] en su lugar." #: doc/classes/CollisionShape3D.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/RenderingDevice.xml doc/classes/RenderingServer.xml #: doc/classes/ShapeCast3D.xml doc/classes/TextEdit.xml msgid "This method does nothing." msgstr "Este método no hace nada." #: doc/classes/Color.xml msgid "A color represented in RGBA format." msgstr "Un color representado en formato RGBA." #: doc/classes/Color.xml #, fuzzy msgid "" "A color represented in RGBA format by a red ([member r]), green ([member " "g]), blue ([member b]), and alpha ([member a]) component. Each component is " "a 32-bit floating-point value, usually ranging from [code]0.0[/code] to " "[code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may " "support values greater than [code]1.0[/code], for overbright or HDR (High " "Dynamic Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " "by static methods such as [method from_hsv], and by using a name from the " "set of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " "overbright colors.\n" "Color data may be stored in many color spaces and encodings. The [method " "srgb_to_linear] and [method linear_to_srgb] methods can convert between " "nonlinear sRGB encoding and linear RGB encoding.\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "Un color representado por los componentes rojo, verde, azul y alfa (RGBA). " "El componente alfa se utiliza a menudo para la transparencia. Los valores " "están en punto flotante y normalmente van de 0 a 1. Algunas propiedades " "(como CanvasItem.modulate) pueden aceptar valores superiores a 1 (colores " "con sobrebrillo o HDR).\n" "También puede crear un color a partir de nombres de colores estandarizados " "utilizando [method @GDScript.ColorN] o directamente utilizando las " "constantes de color definidas aquí. El conjunto de colores estandarizados se " "basa en los nombres de colores [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11[/url].\n" "Si deseas suministrar valores en un rango de 0 a 255, debes utilizar [method " "@GDScript.Color8].\n" "[b]Nota:[/b] En un contexto booleano, un Color evaluará como [code]false[/" "code] si es igual a [code]Color(0, 0, 0, 1)[/code] (negro opaco). De lo " "contrario, un Color siempre se evaluará como [code]true[/code]." #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "Demo de Pintura en 2D con GD" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Interpolation Demo" msgstr "Demo de Interpolación de Tweens" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "Demo de Arrastrar y Soltar con la interfaz gráfica de usuario" #: doc/classes/Color.xml msgid "" "Constructs a default [Color] from opaque black. This is the same as " "[constant BLACK].\n" "[b]Note:[/b] In C#, this constructs a [Color] with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" "Construye un [Color] por defecto a partir de negro opaco. Es lo mismo que " "[constant BLACK].\n" "[b]Nota:[/b] En C#, esto construye un [Color] con todos sus componentes " "establecidos a [code]0.0[/code] (negro transparente)." #: doc/classes/Color.xml msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Construye un [Color] a partir del color existente, con [member a] " "establecido al valor [param alpha] dado.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # Rojo opaco al 20%.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // Rojo opaco al 20%.\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "Construye un [Color] como una copia del [Color] dado." #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" "Construye un [Color] ya sea desde un código de color HTML o desde un nombre " "de color estandarizado. Los nombres de color soportados son los mismos que " "las constantes." #: doc/classes/Color.xml msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" "Construye un [Color] ya sea desde un código de color HTML o desde un nombre " "de color estandarizado, con [param alpha] en el rango de 0.0 a 1.0. Los " "nombres de color soportados son los mismos que las constantes." #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " "a] is set to 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, " "255, 178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Construye un [Color] a partir de valores RGB, normalmente entre 0.0 y 1.0. " "[member a] se establece en 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar a `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar a `Color.Color8(51, 255, " "178, 255)`\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to " "`Color.Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Construye un [Color] a partir de valores RGBA, normalmente entre 0.0 y 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar a `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar a " "`Color.Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " "painted over this color (including alpha).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n" "Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un nuevo color resultante de superponer este color sobre el color " "dado. En un programa de pintura, puedes imaginarlo como el color [param " "over] pintado sobre este color (incluyendo el alfa).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Verde con alfa del 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Rojo con alfa del 50%\n" "var blended_color = bg.blend(fg) # Marrón con alfa del 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Verde con alfa del 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Rojo con alfa del 50%\n" "Color blendedColor = bg.Blend(fg); // Marrón con alfa del 75%\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" "Devuelve un nuevo color con todos los componentes sujetos entre los " "componentes de [param min] y [param max], ejecutando [method " "@GlobalScope.clamp] en cada componente." #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color darker by the specified " "[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un nuevo color resultante de oscurecer este color según la [param " "amount] especificada (relación de 0.0 a 1.0). Véase también [method " "lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% más oscuro que el verde normal\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% más oscuro que el verde " "normal\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/" "HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), " "and value ([param v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Construye un color a partir de un [url=https://en.wikipedia.org/wiki/" "HSL_and_HSV]perfil HSV[/url]. El tono ([param h]), la saturación ([param s]) " "y el valor ([param v]) están normalmente entre 0.0 y 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Construye un color a partir de un [url=https://bottosson.github.io/posts/" "colorpicker/]perfil OK HSL[/url]. El tono ([param h]), la saturación ([param " "s]) y la luminosidad ([param l]) están normalmente entre 0.0 y 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value.\n" "[codeblock]\n" "var red = Color.from_rgba8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color.from_rgba8(0, 0, 51) # Same as Color(0, 0, " "0.2).\n" "var my_color = Color.from_rgba8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, " "0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method from_rgba8] compared to " "the standard [Color] constructor, a color created with [method from_rgba8] " "will generally not be equal to the same color created with the standard " "[Color] constructor. Use [method is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "Devuelve un [Color] construido a partir de rojo ([param r8]), verde ([param " "g8]), azul ([param b8]) y opcionalmente alfa ([param a8]), cada uno dividido " "entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] " "en vez del constructor estándar [Color] es útil cuando se necesita hacer " "coincidir exactamente los valores de color en una [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) • • • • • • • • • • • # Igual que Color(1, 0, " "0)\n" "var dark_blue = Color8(0, 0, 51) • • • • • • # Igual que Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Igual que Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparada con la " "del constructor estándar [Color], un color creado con [method Color8] " "generalmente no será igual al mismo color creado con el constructor [Color] " "estándar. Utiliza [method Color.is_equal_approx] para hacer comparaciones y " "evitar problemas con errores de precisión de punto flotante." #: doc/classes/Color.xml msgid "" "Decodes a [Color] from an RGBE9995 format integer. See [constant " "Image.FORMAT_RGBE9995]." msgstr "" "Decodifica un [Color] desde un entero con formato RGBE9995. Véase [constant " "Image.FORMAT_RGBE9995]." #: doc/classes/Color.xml msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string.\n" "If you want to create a color from String in a constant expression, use the " "equivalent constructor instead (i.e. [code]Color(\"color string\")[/code])." msgstr "" "Crea un [Color] a partir de la string dada, que puede ser un código de color " "HTML o un color con nombre (insensible a mayúsculas y minúsculas). Devuelve " "[param default] si no se puede inferir el color de la string.\n" "Si quieres crear un color desde una String en una expresión constante, usa " "el constructor equivalente en su lugar (ej. [code]Color(\"color string\")[/" "code])." #: doc/classes/Color.xml msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors " "with a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" "Devuelve la intensidad de la luz del color, como un valor entre 0.0 y 1.0 " "(inclusivo). Esto es útil para determinar el color claro u oscuro. Los " "colores con una luminancia inferior a 0.5 pueden considerarse generalmente " "oscuros.\n" "[b]Nota:[/b] [method get_luminance] se basa en que el color esté en el " "espacio de color lineal para devolver un valor de luminancia relativa " "preciso. Si el color está en el espacio de color sRGB, usa [method " "srgb_to_linear] para convertirlo primero al espacio de color lineal." #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel). This method is the inverse of [method " "to_rgba32].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "If you want to use hex notation in a constant expression, use the equivalent " "constructor instead (i.e. [code]Color(0xRRGGBBAA)[/code])." msgstr "" "Devuelve el [Color] asociado con el entero [param hex] proporcionado en " "formato RGBA de 32 bits (8 bits por canal). Este método es el inverso de " "[method to_rgba32].\n" "En GDScript y C#, el [int] se visualiza mejor con notación hexadecimal " "([code]\"0x\"[/code] prefijo, haciéndolo [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "Si quieres usar la notación hexadecimal en una expresión constante, usa el " "constructor equivalente en su lugar (ej. [code]Color(0xRRGGBBAA)[/code])." #: doc/classes/Color.xml msgid "" "Returns the [Color] associated with the provided [param hex] integer in 64-" "bit RGBA format (16 bits per channel). This method is the inverse of [method " "to_rgba64].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." msgstr "" "Devuelve el [Color] asociado con el entero [param hex] proporcionado en " "formato RGBA de 64 bits (16 bits por canal). Este método es el inverso de " "[method to_rgba64].\n" "En GDScript y C#, el [int] se visualiza mejor con la notación hexadecimal " "([code]\"0x\"[/code] prefijo, haciéndolo [code]\"0xRRRRGGGGBBBBAAAA\"[/" "code])." #: doc/classes/Color.xml msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" "[param rgba] must be a valid three-digit or six-digit hexadecimal color " "string, and may contain an alpha channel value. If [param rgba] does not " "contain an alpha channel value, an alpha channel value of 1.0 is applied. If " "[param rgba] is invalid, returns an empty color.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, " "1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un nuevo color de [param rgba], una string de color hexadecimal " "HTML. [param rgba] no distingue entre mayúsculas y minúsculas, y puede tener " "el prefijo de un signo hash ([code]#[/code]).\n" "[param rgba] debe ser una string de color hexadecimal válida de tres o seis " "dígitos, y puede contener un valor de canal alfa. Si [param rgba] no " "contiene un valor de canal alfa, se aplica un valor de canal alfa de 1.0. Si " "[param rgba] no es válido, devuelve un color vacío.\n" "[codeblocks]\n" "[gdscript]\n" "var azul = Color.html(\"#0000ff\") # azul es Color(0.0, 0.0, 1.0, 1.0)\n" "var verde = Color.html(\"#0F0\") # verde es Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col es Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var azul = Color.FromHtml(\"#0000ff\"); // azul es Color(0.0, 0.0, 1.0, " "1.0)\n" "var verde = Color.FromHtml(\"#0F0\"); // verde es Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col es Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve [code]true[/code] si [param color] es una string hexadecimal HTML " "válida.La string debe ser un valor hexadecimal (insensible a mayúsculas y " "minúsculas) de 3, 4, 6 u 8 dígitos, y puede tener el prefijo de un signo " "hash ([code]#[/code]).Este método es idéntico a [method " "String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Devuelve true\n" "Color.html_is_valid(\"#55AAFF20\") # Devuelve true\n" "Color.html_is_valid(\"55AAFF\") # Devuelve true\n" "Color.html_is_valid(\"#F2C\") # Devuelve true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Devuelve false\n" "Color.html_is_valid(\"#55aaFF5\") # Devuelve false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Devuelve true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Devuelve true\n" "Color.HtmlIsValid(\"55AAFF\"); // Devuelve true\n" "Color.HtmlIsValid(\"#F2C\"); // Devuelve true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Devuelve false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Devuelve false\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, " "0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color con sus componentes [member r], [member g] y [member b] " "invertidos ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalente a `Color(0.7, 0.6, " "0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalente a `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" "Devuelve [code]true[/code] si este color y [param to] son aproximadamente " "iguales, ejecutando [method @GlobalScope.is_equal_approx] en cada componente." #: doc/classes/Color.xml msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve la interpolación lineal entre los componentes de este color y los " "componentes de [param to]. El factor de interpolación [param weight] debe " "estar entre 0.0 y 1.0 (inclusivo). Véase también [method " "@GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var rojo = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "rojo.lerp(aqua, 0.2) # Devuelve Color(0.8, 0.2, 0.16)\n" "rojo.lerp(aqua, 0.5) # Devuelve Color(0.5, 0.5, 0.4)\n" "rojo.lerp(aqua, 1.0) # Devuelve Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var rojo = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "rojo.Lerp(aqua, 0.2f); // Devuelve Color(0.8f, 0.2f, 0.16f)\n" "rojo.Lerp(aqua, 0.5f); // Devuelve Color(0.5f, 0.5f, 0.4f)\n" "rojo.Lerp(aqua, 1.0f); // Devuelve Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color lighter by the " "specified [param amount], which should be a ratio from 0.0 to 1.0. See also " "[method darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% lighter than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve un nuevo color resultante de hacer este color más claro según la " "[param amount] especificada, que debería ser una relación de 0.0 a 1.0. " "Véase también [method darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var verde = Color(0.0, 1.0, 0.0)\n" "var light_green = verde.lightened(0.2) # 20% más claro que el verde normal\n" "[/gdscript]\n" "[csharp]\n" "var verde = new Color(0.0f, 1.0f, 0.0f);\n" "Color verdeClaro = verde.Lightened(0.2f); // 20% más claro que el verde " "normal\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" "SRGB]sRGB[/url] color space. This method assumes the original color is in " "the linear color space. See also [method srgb_to_linear] which performs the " "opposite operation.\n" "[b]Note:[/b] The color's [member a]lpha channel is not affected. The alpha " "channel is always stored with linear encoding, regardless of the color space " "of the other color channels." msgstr "" "Devuelve el color convertido al espacio de color [url=https://" "en.wikipedia.org/wiki/SRGB]sRGB[/url]. Este método asume que el color " "original está en el espacio de color lineal. Véase también [method " "srgb_to_linear], que realiza la operación opuesta.\n" "[b]Nota:[/b] El canal alfa [member a] del color no se ve afectado. El canal " "alfa siempre se almacena con codificación lineal, independientemente del " "espacio de color de los otros canales de color." #: doc/classes/Color.xml msgid "" "Returns the color converted to the linear color space. This method assumes " "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation.\n" "[b]Note:[/b] The color's [member a]lpha channel is not affected. The alpha " "channel is always stored with linear encoding, regardless of the color space " "of the other color channels." msgstr "" "Devuelve el color convertido al espacio de color lineal. Este método asume " "que el color original ya está en el espacio de color sRGB. Véase también " "[method linear_to_srgb], que realiza la operación opuesta.\n" "[b]Nota:[/b] El canal alfa [member a] del color no se ve afectado. El canal " "alfa siempre se almacena con codificación lineal, independientemente del " "espacio de color de los otros canales de color." #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Prints 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 32 bits en formato ABGR (cada " "componente ocupa 8 bits). ABGR es la versión invertida del formato RGBA por " "defecto.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Imprime 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Imprime 4281565439\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each " "component is 16 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Prints -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 64 bits en formato ABGR (cada " "componente ocupa 16 bits). ABGR es la versión invertida del formato RGBA por " "defecto.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Imprime -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Imprime -225178692812801\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each " "component is 8 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Prints 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 32 bits en formato ARGB (cada " "componente ocupa 8 bits). ARGB es más compatible con DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Imprime 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Imprime 4294934323\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each " "component is 16 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Prints -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 64 bits en formato ARGB (cada " "componente ocupa 16 bits). ARGB es más compatible con DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Imprime -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Imprime -2147470541\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to an HTML hexadecimal color [String] in RGBA " "format, without the hash ([code]#[/code]) prefix.\n" "Setting [param with_alpha] to [code]false[/code], excludes alpha from the " "hexadecimal string, using RGB format instead of RGBA format.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Returns \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Returns \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a una [String] de color hexadecimal HTML en " "formato RGBA, sin el prefijo hash ([code]#[/code]).\n" "Si estableces [param with_alpha] a [code]false[/code], se excluye el alfa de " "la string hexadecimal, usando el formato RGB en lugar del formato RGBA.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Devuelve \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Devuelve \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Devuelve \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Devuelve \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each " "component is 8 bits). RGBA is Godot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Prints 4286526463\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 32 bits en formato RGBA (cada " "componente tiene 8 bits). RGBA es el formato por defecto de Godot. Este " "método es el inverso de [method hex].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Imprime 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Imprime 4286526463\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each " "component is 16 bits). RGBA is Godot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Prints -140736629309441\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Devuelve el color convertido a un entero de 64 bits en formato RGBA (cada " "componente tiene 16 bits). RGBA es el formato por defecto de Godot. Este " "método es la inversa de [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Imprime -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Imprime -140736629309441\n" "[/csharp]\n" "[/codeblocks]" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque.\n" "[b]Note:[/b] The alpha channel is always stored with linear encoding, " "regardless of the color space of the other color channels. The [method " "linear_to_srgb] and [method srgb_to_linear] methods do not affect the alpha " "channel." msgstr "" "El componente alfa del color, normalmente en el rango de 0 a 1. Un valor de " "0 significa que el color es totalmente transparente. Un valor de 1 significa " "que el color es totalmente opaco.\n" "[b]Nota:[/b] El canal alfa siempre se almacena con codificación lineal, " "independientemente del espacio de color de los otros canales de color. Los " "métodos [method linear_to_srgb] y [method srgb_to_linear] no afectan al " "canal alfa." #: doc/classes/Color.xml #, fuzzy msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Envoltura para [member a] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "El componente azul del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml #, fuzzy msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Envoltura para [member b] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "El componente verde del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml #, fuzzy msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Envoltura para [member g] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "El tono del HSV de este color, en el rango de 0 a 1.." #: doc/classes/Color.xml msgid "The OKHSL hue of this color, on the range 0 to 1." msgstr "El tono OKHSL de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "The OKHSL lightness of this color, on the range 0 to 1." msgstr "La luminosidad OKHSL de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "The OKHSL saturation of this color, on the range 0 to 1." msgstr "La saturación OKHSL de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "El componente rojo del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml #, fuzzy msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Envoltura para [member r] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "La saturación del HSV de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "El valor HSV (brillo) de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "Alice blue color." msgstr "Color azul Alice." #: doc/classes/Color.xml msgid "Antique white color." msgstr "Color blanco antiguo." #: doc/classes/Color.xml msgid "Aqua color." msgstr "Color agua." #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "Color aguamarina." #: doc/classes/Color.xml msgid "Azure color." msgstr "Color Azure." #: doc/classes/Color.xml msgid "Beige color." msgstr "Color beige." #: doc/classes/Color.xml msgid "Bisque color." msgstr "Color bisque." #: doc/classes/Color.xml msgid "Black color. In GDScript, this is the default value of any color." msgstr "" "Color negro. En GDScript, este es el valor predeterminado de cualquier color." #: doc/classes/Color.xml msgid "Blanched almond color." msgstr "Color almendra blanqueada." #: doc/classes/Color.xml msgid "Blue color." msgstr "Color azul." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "Color azul violeta." #: doc/classes/Color.xml msgid "Brown color." msgstr "Color marrón." #: doc/classes/Color.xml msgid "Burlywood color." msgstr "Color madera fuerte." #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "Color azul cadete." #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "Color cartujo." #: doc/classes/Color.xml msgid "Chocolate color." msgstr "Color chocolate." #: doc/classes/Color.xml msgid "Coral color." msgstr "Color coral." #: doc/classes/Color.xml msgid "Cornflower blue color." msgstr "Color azul aciano." #: doc/classes/Color.xml msgid "Cornsilk color." msgstr "Color seda de maíz." #: doc/classes/Color.xml msgid "Crimson color." msgstr "Color carmesí." #: doc/classes/Color.xml msgid "Cyan color." msgstr "Color cian." #: doc/classes/Color.xml msgid "Dark blue color." msgstr "Color azul oscuro." #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "Color cian oscuro." #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "Color de vara dorada oscura." #: doc/classes/Color.xml msgid "Dark gray color." msgstr "Color gris oscuro." #: doc/classes/Color.xml msgid "Dark green color." msgstr "Color verde oscuro." #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "Color caqui oscuro." #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "Color magenta oscuro." #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "Color verde oliva oscuro." #: doc/classes/Color.xml msgid "Dark orange color." msgstr "Color naranja oscuro." #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "Color de orquídea oscura." #: doc/classes/Color.xml msgid "Dark red color." msgstr "Color rojo oscuro." #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "Color salmón oscuro." #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "Color verde mar oscuro." #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "Color azul pizarra oscuro." #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "Color gris pizarra oscuro." #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "Color turquesa oscuro." #: doc/classes/Color.xml msgid "Dark violet color." msgstr "Color violeta oscuro." #: doc/classes/Color.xml msgid "Deep pink color." msgstr "Color rosa intenso." #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "Color azul cielo profundo." #: doc/classes/Color.xml msgid "Dim gray color." msgstr "Color gris oscuro." #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "Color azul de los Dodgers." #: doc/classes/Color.xml msgid "Firebrick color." msgstr "Color de ladrillo de fuego." #: doc/classes/Color.xml msgid "Floral white color." msgstr "Color blanco floral." #: doc/classes/Color.xml msgid "Forest green color." msgstr "Color verde del bosque." #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "Color fucsia." #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "Color Gainsboro." #: doc/classes/Color.xml msgid "Ghost white color." msgstr "Color blanco fantasma." #: doc/classes/Color.xml msgid "Gold color." msgstr "Color oro." #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "Color de la vara de oro." #: doc/classes/Color.xml msgid "Gray color." msgstr "Color gris." #: doc/classes/Color.xml msgid "Green color." msgstr "Color verde." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "Color amarillo verde." #: doc/classes/Color.xml msgid "Honeydew color." msgstr "Color melón." #: doc/classes/Color.xml msgid "Hot pink color." msgstr "Color rosa vivo." #: doc/classes/Color.xml msgid "Indian red color." msgstr "Color rojo indio." #: doc/classes/Color.xml msgid "Indigo color." msgstr "Color índigo." #: doc/classes/Color.xml msgid "Ivory color." msgstr "Color marfil." #: doc/classes/Color.xml msgid "Khaki color." msgstr "Color caqui." #: doc/classes/Color.xml msgid "Lavender color." msgstr "Color lavanda." #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "Color de rubor lavanda." #: doc/classes/Color.xml msgid "Lawn green color." msgstr "Color verde césped." #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "Color chifón limón." #: doc/classes/Color.xml msgid "Light blue color." msgstr "Color azul claro." #: doc/classes/Color.xml msgid "Light coral color." msgstr "Color coral claro." #: doc/classes/Color.xml msgid "Light cyan color." msgstr "Color cian claro." #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "Color de vara de oro claro." #: doc/classes/Color.xml msgid "Light gray color." msgstr "Color gris claro." #: doc/classes/Color.xml msgid "Light green color." msgstr "Color verde claro." #: doc/classes/Color.xml msgid "Light pink color." msgstr "Color rosa claro." #: doc/classes/Color.xml msgid "Light salmon color." msgstr "Color salmón claro." #: doc/classes/Color.xml msgid "Light sea green color." msgstr "Color verde mar claro." #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "Color azul celeste." #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "Color gris pizarra claro." #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "Color azul acero claro." #: doc/classes/Color.xml msgid "Light yellow color." msgstr "Color amarillo claro." #: doc/classes/Color.xml msgid "Lime color." msgstr "Color lima." #: doc/classes/Color.xml msgid "Lime green color." msgstr "Color verde lima." #: doc/classes/Color.xml msgid "Linen color." msgstr "Color lino." #: doc/classes/Color.xml msgid "Magenta color." msgstr "Color magenta." #: doc/classes/Color.xml msgid "Maroon color." msgstr "Color granate." #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "Color aguamarina medio." #: doc/classes/Color.xml msgid "Medium blue color." msgstr "Color azul medio." #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "Color de orquídea medio." #: doc/classes/Color.xml msgid "Medium purple color." msgstr "Color púrpura medio." #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "Color verde marino medio." #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "Color azul pizarra medio." #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "Color verde primaveral medio." #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "Color turquesa medio." #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "Color rojo violáceo medio." #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "Color azul medianoche." #: doc/classes/Color.xml msgid "Mint cream color." msgstr "Color crema de menta." #: doc/classes/Color.xml msgid "Misty rose color." msgstr "Color rosa niebla." #: doc/classes/Color.xml msgid "Moccasin color." msgstr "Color mocasín." #: doc/classes/Color.xml msgid "Navajo white color." msgstr "Color blanco navajo." #: doc/classes/Color.xml msgid "Navy blue color." msgstr "Color azul marino." #: doc/classes/Color.xml msgid "Old lace color." msgstr "Color de encaje antiguo." #: doc/classes/Color.xml msgid "Olive color." msgstr "Color oliva." #: doc/classes/Color.xml msgid "Olive drab color." msgstr "Color aceituna monótono." #: doc/classes/Color.xml msgid "Orange color." msgstr "Color naranja." #: doc/classes/Color.xml msgid "Orange red color." msgstr "Color rojo anaranjado." #: doc/classes/Color.xml msgid "Orchid color." msgstr "Color orquídea." #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "Color de vara de oro pálido." #: doc/classes/Color.xml msgid "Pale green color." msgstr "Color verde pálido." #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "Color turquesa pálido." #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "Color rojo violeta pálido." #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "Color del látigo de papaya." #: doc/classes/Color.xml msgid "Peach puff color." msgstr "Color melocotón." #: doc/classes/Color.xml msgid "Peru color." msgstr "Color Perú." #: doc/classes/Color.xml msgid "Pink color." msgstr "Color rosa." #: doc/classes/Color.xml msgid "Plum color." msgstr "Color ciruela." #: doc/classes/Color.xml msgid "Powder blue color." msgstr "Color azul de polvo." #: doc/classes/Color.xml msgid "Purple color." msgstr "Color púrpura." #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "Color púrpura de Rebecca." #: doc/classes/Color.xml msgid "Red color." msgstr "Color rojo." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "Color marrón rosado." #: doc/classes/Color.xml msgid "Royal blue color." msgstr "Color azul real." #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "Color marrón silla de montar." #: doc/classes/Color.xml msgid "Salmon color." msgstr "Color salmón." #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "Color marrón arenoso." #: doc/classes/Color.xml msgid "Sea green color." msgstr "Color verde mar." #: doc/classes/Color.xml msgid "Seashell color." msgstr "Color de la concha marina." #: doc/classes/Color.xml msgid "Sienna color." msgstr "Color siena." #: doc/classes/Color.xml msgid "Silver color." msgstr "Color plata." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "Color azul cielo." #: doc/classes/Color.xml msgid "Slate blue color." msgstr "Color azul pizarra." #: doc/classes/Color.xml msgid "Slate gray color." msgstr "Color gris pizarra." #: doc/classes/Color.xml msgid "Snow color." msgstr "Color nieve." #: doc/classes/Color.xml msgid "Spring green color." msgstr "Color verde primaveral." #: doc/classes/Color.xml msgid "Steel blue color." msgstr "Color azul acero." #: doc/classes/Color.xml msgid "Tan color." msgstr "Color bronceado." #: doc/classes/Color.xml msgid "Teal color." msgstr "Color verde azulado." #: doc/classes/Color.xml msgid "Thistle color." msgstr "Color cardo." #: doc/classes/Color.xml msgid "Tomato color." msgstr "Color tomate." #: doc/classes/Color.xml msgid "Transparent color (white with zero alpha)." msgstr "Color transparente (blanco con alfa cero)." #: doc/classes/Color.xml msgid "Turquoise color." msgstr "Color turquesa." #: doc/classes/Color.xml msgid "Violet color." msgstr "Color violeta." #: doc/classes/Color.xml msgid "Web gray color." msgstr "Color gris web." #: doc/classes/Color.xml msgid "Web green color." msgstr "Color verde web." #: doc/classes/Color.xml msgid "Web maroon color." msgstr "Color granate web." #: doc/classes/Color.xml msgid "Web purple color." msgstr "Color púrpura web." #: doc/classes/Color.xml msgid "Wheat color." msgstr "Color trigo." #: doc/classes/Color.xml msgid "White color." msgstr "Color blanco." #: doc/classes/Color.xml msgid "White smoke color." msgstr "Color humo blanco." #: doc/classes/Color.xml msgid "Yellow color." msgstr "Color amarillo." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "Color verde amarillo." #: doc/classes/Color.xml #, fuzzy msgid "" "Returns [code]true[/code] if the colors are not exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si los colores no son exactamente iguales.\n" "[b]Nota:[/b] Debido a errores de precisión de punto flotante, considera usar " "[method is_equal_approx] en su lugar, que es más fiable." #: doc/classes/Color.xml msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "" "Multiplica cada componente del [Color] por los componentes del [Color] dado." #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [float]." msgstr "Multiplica cada componente del [Color] por el [float] dado." #: doc/classes/Color.xml msgid "Multiplies each component of the [Color] by the given [int]." msgstr "Multiplica cada componente de [Color] por el [int] dado." #: doc/classes/Color.xml msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "Suma cada componente del [Color] con los componentes del [Color] dado." #: doc/classes/Color.xml msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "" "Resta cada componente del [Color] por los componentes del [Color] dado." #: doc/classes/Color.xml msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "" "Divide cada componente del [Color] por los componentes del [Color] dado." #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [float]." msgstr "Divide cada componente del [Color] por el [float] dado." #: doc/classes/Color.xml msgid "Divides each component of the [Color] by the given [int]." msgstr "Divide cada componente de [Color] por el [int] dado." #: doc/classes/Color.xml #, fuzzy msgid "" "Returns [code]true[/code] if the colors are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Devuelve [code]true[/code] si los colores son exactamente iguales.\n" "[b]Nota:[/b] Debido a errores de precisión de punto flotante, considera usar " "[method is_equal_approx] en su lugar, que es más fiable." #: doc/classes/Color.xml msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] " "is equivalent to [member b], and [code][3][/code] is equivalent to [member " "a]." msgstr "" "Accede a los componentes de color usando su índice. [code][0][/code] es " "equivalente a [member r], [code][1][/code] es equivalente a [member g], " "[code][2][/code] es equivalente a [member b], y [code][3][/code] es " "equivalente a [member a]." #: doc/classes/Color.xml doc/classes/float.xml doc/classes/int.xml #: doc/classes/Plane.xml doc/classes/Quaternion.xml doc/classes/Vector2.xml #: doc/classes/Vector2i.xml doc/classes/Vector3.xml doc/classes/Vector3i.xml #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary [code]+" "[/code] does nothing, but sometimes it can make your code more readable." msgstr "" "Devuelve el mismo valor como si el [code]+[/code] no estuviera ahí. El [code]" "+[/code] unario no hace nada, pero a veces puede hacer que tu código sea más " "legible." #: doc/classes/Color.xml msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" "Invierte el color dado. Esto es equivalente a [code]Color.WHITE - c[/code] o " "a [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. A diferencia de " "[method inverted], el componente [member a] también se invierte." #: doc/classes/ColorPalette.xml msgid "" "A resource class for managing a palette of colors, which can be loaded and " "saved using [ColorPicker]." msgstr "" "Una clase de recurso para gestionar una paleta de colores, que puede ser " "cargada y guardada usando [ColorPicker]." #: doc/classes/ColorPalette.xml msgid "" "The [ColorPalette] resource is designed to store and manage a collection of " "colors. This resource is useful in scenarios where a predefined set of " "colors is required, such as for creating themes, designing user interfaces, " "or managing game assets. The built-in [ColorPicker] control can also make " "use of [ColorPalette] without additional code." msgstr "" "El recurso [ColorPalette] está diseñado para almacenar y gestionar una " "colección de colores. Este recurso es útil en escenarios donde se requiere " "un conjunto de colores predefinido, como para crear temas, diseñar " "interfaces de usuario o gestionar recursos del juego. El control " "[ColorPicker] incorporado también puede hacer uso de [ColorPalette] sin " "código adicional." #: doc/classes/ColorPalette.xml msgid "A [PackedColorArray] containing the colors in the palette." msgstr "Un [PackedColorArray] que contiene los colores de la paleta." #: doc/classes/ColorPicker.xml msgid "A widget that provides an interface for selecting or modifying a color." msgstr "" "Un widget que proporciona una interfaz para seleccionar o modificar un color." #: doc/classes/ColorPicker.xml msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a popup." msgstr "" "Un widget que proporciona una interfaz para seleccionar o modificar un " "color. Opcionalmente, puede proporcionar funcionalidades como un muestreador " "de color (cuentagotas), modos de color y preajustes.\n" "[b]Nota:[/b] Este control es el widget selector de color en sí mismo. Puedes " "usar un [ColorPickerButton] en su lugar si necesitas un botón que muestre un " "[ColorPicker] en un popup." #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "Añade el color dado a una lista de preajustes de color. Los preajustes se " "muestran en el selector de color y el usuario podrá seleccionarlos.\n" "[b]Nota:[/b] La lista de preajustes es solo para [i]este[/i] selector de " "color." #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" "Añade el color dado a una lista de preajustes de color recientes para que " "pueda ser seleccionado más adelante. Los preajustes recientes son los " "colores que se han seleccionado recientemente, un nuevo preajuste se crea y " "se añade automáticamente a los preajustes recientes cuando seleccionas un " "nuevo color.\n" "[b]Nota:[/b] La lista de preajustes recientes es solo para [i]este[/i] " "selector de color." #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" "Elimina el color dado de la lista de colores predefinidos de este selector " "de colores." #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "" "Elimina el color dado de la lista de preajustes de color recientes de este " "selector de color." #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" "Devuelve la lista de colores en los preajustes del selector de colores." #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the recent presets of the color picker." msgstr "" "Devuelve la lista de colores en los preajustes recientes del selector de " "color." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" "Si es [code]true[/code], es posible añadir preajustes bajo Muestras. Si " "[code]false[/code], el botón para añadir preajustes está desactivado." #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "El color actualmente seleccionado." #: doc/classes/ColorPicker.xml msgid "The currently selected color mode." msgstr "El modo del color seleccionado actualmente." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color mode buttons are visible." msgstr "Si es [code]true[/code], los botones del modo de color son visibles." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" "Si es [code]true[/code], el color se aplicará sólo después de que el usuario " "suelte el botón del ratón, de lo contrario se aplicará inmediatamente " "incluso en el evento de movimiento del ratón (lo que puede causar problemas " "de rendimiento)." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Si es [code]true[/code], muestra un deslizador de canal alfa (opacidad)." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], shows an intensity slider. The intensity is applied as " "follows: multiply the color by [code]2 ** intensity[/code] in linear RGB " "space, and then convert it back to sRGB." msgstr "" "Si es [code]true[/code], muestra un deslizador de intensidad. La intensidad " "se aplica de la siguiente manera: multiplica el color por [code]2 ** " "intensity[/code] en espacio RGB lineal, y luego lo convierte de nuevo a sRGB." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the hex color code input field is visible." msgstr "" "Si es [code]true[/code], el campo de entrada del código de color hexadecimal " "es visible." #: doc/classes/ColorPicker.xml msgid "The shape of the color space view." msgstr "La forma de la vista del espacio de color." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "" "Si es [code]true[/code], los preajustes de Muestras y Colores Recientes son " "visibles." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "" "Si es [code]true[/code], el selector de color y la vista previa del color " "son visibles." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the color sliders are visible." msgstr "Si es [code]true[/code], los deslizadores de color estarán visibles." #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "Emitida cuando se cambia el color." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "Emitida cuando se añade un preajuste." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "Emitida cuando se elimina un preajuste." #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Red/Green/Blue sliders in sRGB color space." msgstr "" "Permite editar el color con deslizadores de Rojo/Verde/Azul en el espacio de " "color sRGB." #: doc/classes/ColorPicker.xml msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "Permite editar el color con los deslizadores de Tono/Saturación/Valor." #: doc/classes/ColorPicker.xml msgid "This is replaced by [constant MODE_LINEAR]." msgstr "Esto se reemplaza por [constant MODE_LINEAR]." #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Red/Green/Blue sliders in linear color space." msgstr "" "Permite editar el color con los deslizadores de Rojo/Verde/Azul en el " "espacio de color lineal." #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception " "by leveraging the Oklab color space which is designed to be simple to use, " "while doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" "Permite editar el color con los deslizadores de Tono/Saturación/" "Luminosidad.\n" "OKHSL es un nuevo espacio de color similar a HSL pero que se ajusta mejor a " "la percepción aprovechando el espacio de color Oklab, que está diseñado para " "ser simple de usar, al tiempo que hace un buen trabajo prediciendo la " "luminosidad, el croma y el tono percibidos.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Espacios de color Okhsv " "y Okhsl[/url]" #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space." msgstr "Espacio de color rectangular del modelo de color HSV." #: doc/classes/ColorPicker.xml msgid "HSV Color Model rectangle color space with a wheel." msgstr "Espacio de color rectangular del modelo de color HSV con una rueda." #: doc/classes/ColorPicker.xml msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "" "Espacio de color circular del modelo de color HSV. Utiliza la Saturación " "como radio." #: doc/classes/ColorPicker.xml msgid "HSL OK Color Model circle color space." msgstr "Espacio de color circular del modelo de color HSL OK." #: doc/classes/ColorPicker.xml msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "" "La forma del espacio de color y el botón de selección de forma están " "ocultos. No se puede seleccionar desde el popup de formas." #: doc/classes/ColorPicker.xml msgid "OKHSL Color Model rectangle with constant lightness." msgstr "Rectángulo del modelo de color OKHSL con luminosidad constante." #: doc/classes/ColorPicker.xml msgid "OKHSL Color Model rectangle with constant saturation." msgstr "Rectángulo del modelo de color OKHSL con saturación constante." #: doc/classes/ColorPicker.xml msgid "" "Color of rectangle or circle drawn when a picker shape part is focused but " "not editable via keyboard or joypad. Displayed [i]over[/i] the picker shape, " "so a partially transparent color should be used to ensure the picker shape " "remains visible." msgstr "" "Color del rectángulo o círculo dibujado cuando una parte de la forma del " "selector está enfocada pero no se puede editar mediante el teclado o el " "mando. Se muestra [i]sobre[/i] la forma del selector, por lo que se debe " "utilizar un color parcialmente transparente para garantizar que la forma del " "selector siga siendo visible." #: doc/classes/ColorPicker.xml msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "" "Anula la propiedad de tema [theme_item Slider.center_grabber] de los " "deslizadores." #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "El ancho del deslizador de selección de tonos." #: doc/classes/ColorPicker.xml msgid "The minimum width of the color labels next to sliders." msgstr "El ancho mínimo de las etiquetas de color junto a los deslizadores." #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "El margen alrededor del [ColorPicker]." #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "La altura del cuadro de selección del valor de la saturación." #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "El ancho de la caja de selección del valor de saturación." #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "El icono del botón \"Añadir Preajuste\"." #: doc/classes/ColorPicker.xml msgid "The texture for the arrow grabber." msgstr "La textura para el agarrador de flecha." #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" "Textura personalizada para el deslizador de selección de tonos de la derecha." #: doc/classes/ColorPicker.xml msgid "The icon for the button that switches color text to hexadecimal." msgstr "El icono para el botón que cambia el texto del color a hexadecimal." #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when expanded." msgstr "" "El icono para el menú desplegable de preajustes de color cuando está " "expandido." #: doc/classes/ColorPicker.xml msgid "The icon for color preset drop down menu when folded." msgstr "" "El icono para el menú desplegable de preajustes de color cuando está plegado." #: doc/classes/ColorPicker.xml msgid "The icon for color preset option menu." msgstr "El icono para el menú de opciones de preajustes de color." #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" "El indicador utilizado para señalar que el valor del color está fuera del " "rango de 0-1." #: doc/classes/ColorPicker.xml msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" "La imagen que se muestra sobre la caja/círculo de color (dependiendo de " "[member picker_shape]), marcando el color actualmente seleccionado." #: doc/classes/ColorPicker.xml msgid "The fill image displayed behind the picker cursor." msgstr "La imagen de relleno que se muestra detrás del cursor del selector." #: doc/classes/ColorPicker.xml msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "" "Panel de fondo para la caja de vista previa del color (visible cuando el " "color es translúcido)." #: doc/classes/ColorPicker.xml msgid "" "The icon for the revert button (visible on the middle of the \"old\" color " "when it differs from the currently selected color). This icon is modulated " "with a dark color if the \"old\" color is bright enough, so the icon should " "be bright to ensure visibility in both scenarios." msgstr "" "El icono para el botón de revertir (visible en el medio del color " "\"antiguo\" cuando difiere del color seleccionado actualmente). Este icono " "se modula con un color oscuro si el color \"antiguo\" es lo suficientemente " "brillante, por lo que el icono debe ser brillante para garantizar la " "visibilidad en ambos escenarios." #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "El icono del botón del selector de color de la pantalla." #: doc/classes/ColorPicker.xml msgid "The icon for circular picker shapes." msgstr "El icono para formas de selector circulares." #: doc/classes/ColorPicker.xml msgid "The icon for rectangular picker shapes." msgstr "El icono para formas de selector rectangulares." #: doc/classes/ColorPicker.xml msgid "The icon for rectangular wheel picker shapes." msgstr "El icono para formas de selector de rueda rectangular." #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used when the circle-shaped part of the picker is focused. " "Displayed [i]over[/i] the picker shape, so a partially transparent " "[StyleBox] should be used to ensure the picker shape remains visible. A " "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" "controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" "El [StyleBox] usado cuando la parte con forma de círculo del selector está " "enfocada. Se muestra [i]sobre[/i] la forma del selector, por lo que se debe " "usar un [StyleBox] parcialmente transparente para asegurar que la forma del " "selector permanezca visible. Un [StyleBox] que representa un contorno o un " "subrayado funciona bien para este propósito. Para deshabilitar el efecto " "visual de enfoque, asigna un recurso [StyleBoxEmpty]. Nota que deshabilitar " "el efecto visual de enfoque dañará la usabilidad de la navegación con " "teclado/mando, por lo que esto no se recomienda por razones de accesibilidad." #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used when the rectangle-shaped part of the picker is focused. " "Displayed [i]over[/i] the picker shape, so a partially transparent " "[StyleBox] should be used to ensure the picker shape remains visible. A " "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" "controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" "El [StyleBox] usado cuando la parte con forma de rectángulo del selector " "está enfocada. Se muestra [i]sobre[/i] la forma del selector, por lo que se " "debe usar un [StyleBox] parcialmente transparente para asegurar que la forma " "del selector permanezca visible. Un [StyleBox] que representa un contorno o " "un subrayado funciona bien para este propósito. Para deshabilitar el efecto " "visual de enfoque, asigna un recurso [StyleBoxEmpty]. Nota que deshabilitar " "el efecto visual de enfoque dañará la usabilidad de la navegación con " "teclado/mando, por lo que esto no se recomienda por razones de accesibilidad." #: doc/classes/ColorPicker.xml msgid "" "The [StyleBox] used for the old color sample part when it is focused. " "Displayed [i]over[/i] the sample, so a partially transparent [StyleBox] " "should be used to ensure the picker shape remains visible. A [StyleBox] that " "represents an outline or an underline works well for this purpose. To " "disable the focus visual effect, assign a [StyleBoxEmpty] resource. Note " "that disabling the focus visual effect will harm keyboard/controller " "navigation usability, so this is not recommended for accessibility reasons." msgstr "" "El [StyleBox] usado para la parte de muestra del color anterior cuando está " "enfocada. Se muestra [i]sobre[/i] la muestra, por lo que se debe usar un " "[StyleBox] parcialmente transparente para asegurar que la forma del selector " "permanezca visible. Un [StyleBox] que representa un contorno o un subrayado " "funciona bien para este propósito. Para deshabilitar el efecto visual de " "enfoque, asigna un recurso [StyleBoxEmpty]. Nota que deshabilitar el efecto " "visual de enfoque dañará la usabilidad de la navegación con teclado/mando, " "por lo que esto no se recomienda por razones de accesibilidad." #: doc/classes/ColorPickerButton.xml msgid "A button that brings up a [ColorPicker] when pressed." msgstr "Un botón que abre un [ColorPicker] cuando se pulsa." #: doc/classes/ColorPickerButton.xml msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member " "Control.custom_minimum_size] to a big enough value to give the button enough " "space." msgstr "" "Encapsula un [ColorPicker], haciéndolo accesible al pulsar un botón. Al " "pulsar el botón se activará/desactivará la visibilidad del [ColorPicker].\n" "Véase también [BaseButton], que contiene propiedades y métodos comunes " "asociados a este nodo.\n" "[b]Nota:[/b] Por defecto, el botón puede no ser lo suficientemente ancho " "para que la muestra de previsualización del color sea visible. Asegúrate de " "establecer [member Control.custom_minimum_size] a un valor lo " "suficientemente grande para darle al botón espacio suficiente." #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Devuelve el [ColorPicker] que este nodo activa/desactiva.\n" "[b]Advertencia:[/b] Este es un nodo interno requerido, removerlo y liberarlo " "puede causar un fallo. Si deseas ocultarlo o alguno de sus hijos, usa su " "propiedad [member CanvasItem.visible]." #: doc/classes/ColorPickerButton.xml #, fuzzy msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "Devuelve el [PopupPanel] del control que te permite conectarte a las señales " "popup. Esto te permite manejar los eventos cuando el ColorPicker se muestra " "u oculta.\n" "[b]Advertencia:[/b] Este es un nodo interno requerido, removerlo y liberarlo " "puede causar un fallo. Si deseas ocultarlo o alguno de sus hijos, usa su " "propiedad [member Window.visible]." #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "Si es [code]true[/code], el canal alfa en el [ColorPicker] visualizado será " "visible." #: doc/classes/ColorPickerButton.xml #, fuzzy msgid "" "If [code]true[/code], the intensity slider in the displayed [ColorPicker] " "will be visible." msgstr "" "Si es [code]true[/code], el deslizador de intensidad en el [ColorPicker] " "mostrado será visible." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "Emitida cuando el color cambia." #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" "Emitida cuando se crea el [ColorPicker] (se pulsa el botón por primera vez)." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "Emitida cuando [ColorPicker] está cerrado." #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "El fondo del rectángulo de vista previa de color en el botón." #: doc/classes/ColorRect.xml msgid "A control that displays a solid color rectangle." msgstr "Un control que muestra un rectángulo de color sólido." #: doc/classes/ColorRect.xml msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" "Muestra un rectángulo relleno con un [member color] sólido. Si necesitas " "mostrar el borde solo, considera usar un [Panel] en su lugar." #: doc/classes/ColorRect.xml msgid "The fill color of the rectangle." msgstr "El color de relleno del rectángulo." #: doc/classes/Compositor.xml msgid "" "More customization of the rendering pipeline will be added in the future." msgstr "" "En el futuro se añadirá más personalización de la pipeline de renderizado." #: doc/classes/Compositor.xml msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" "Almacena atributos usados para personalizar cómo se renderiza un Viewport." #: doc/classes/Compositor.xml msgid "" "The compositor resource stores attributes used to customize how a [Viewport] " "is rendered." msgstr "" "El recurso compositor almacena atributos usados para personalizar cómo se " "renderiza un [Viewport]." #: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml msgid "The Compositor" msgstr "El Compositor" #: doc/classes/Compositor.xml msgid "" "The custom [CompositorEffect]s that are applied during rendering of " "viewports using this compositor." msgstr "" "Los [CompositorEffect]s personalizados que se aplican durante el renderizado " "de viewports usando este compositor." #: doc/classes/CompositorEffect.xml msgid "" "The implementation may change as more of the rendering internals are exposed " "over time." msgstr "" "La implementación puede cambiar a medida que se expongan más elementos " "internos del renderizado con el tiempo." #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "Este recurso permite crear un efecto de renderizado personalizado." #: doc/classes/CompositorEffect.xml msgid "" "This resource defines a custom rendering effect that can be applied to " "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " "happens on the rendering thread. CompositorEffect is an abstract base class " "and must be extended to implement specific rendering logic." msgstr "" "Este recurso define un efecto de renderizado personalizado que se puede " "aplicar a los [Viewport]s a través del [Environment] de los viewports. " "Puedes implementar una retrollamada que se llama durante el renderizado en " "una etapa dada de la pipeline de renderizado y te permite insertar pases " "adicionales. Ten en cuenta que esta retrollamada se produce en el hilo de " "renderizado. CompositorEffect es una clase base abstracta y debe ser " "extendida para implementar una lógica de renderizado específica." #: doc/classes/CompositorEffect.xml msgid "" "Implement this function with your custom rendering code. [param " "effect_callback_type] should always match the effect callback type you've " "specified in [member effect_callback_type]. [param render_data] provides " "access to the rendering state, it is only valid during rendering and should " "not be stored." msgstr "" "Implementa esta función con tu código de renderizado personalizado. [param " "effect_callback_type] siempre debe coincidir con el tipo de retrollamada de " "efecto que has especificado en [member effect_callback_type]. [param " "render_data] proporciona acceso al estado de renderizado, sólo es válido " "durante el renderizado y no debe ser almacenado." #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" msgstr "" "Si es [code]true[/code] y MSAA está habilitado, esto activará una resolución " "del búfer de color antes de que se ejecute el efecto.\n" "[b]Nota:[/b] En [method _render_callback], para acceder al búfer resuelto, " "usa:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" msgstr "" "Si es [code]true[/code] y MSAA está habilitado, esto activará una resolución " "del búfer de profundidad antes de que se ejecute el efecto.\n" "[b]Nota:[/b] En [method _render_callback], para acceder al búfer resuelto, " "usa:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" #: doc/classes/CompositorEffect.xml msgid "" "The type of effect that is implemented, determines at what stage of " "rendering the callback is called." msgstr "" "El tipo de efecto que se implementa determina en qué etapa del renderizado " "se llama al callback." #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this rendering effect is applied to any viewport it is " "added to." msgstr "" "Si es [code]true[/code], este efecto de renderizado se aplica a cualquier " "viewport al que se añada." #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers motion vectors being calculated during " "the opaque render state.\n" "[b]Note:[/b] In [method _render_callback], to access the motion vector " "buffer use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgstr "" "Si es [code]true[/code], esto activa el cálculo de vectores de movimiento " "durante el estado de renderizado opaco.\n" "[b]Nota:[/b] En [method _render_callback], para acceder al búfer de vectores " "de movimiento, usa:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers normal and roughness data to be output " "during our depth pre-pass, only applicable for the Forward+ renderer.\n" "[b]Note:[/b] In [method _render_callback], to access the roughness buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var roughness_buffer = " "render_scene_buffers.get_texture(\"forward_clustered\", " "\"normal_roughness\")\n" "[/codeblock]\n" "The raw normal and roughness buffer is stored in an optimized format, " "different than the one available in Spatial shaders. When sampling the " "buffer, a conversion function must be applied. Use this function, copied " "from [url=https://github.com/godotengine/godot/blob/" "da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/" "shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/" "url]:\n" "[codeblock]\n" "vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {\n" "\tfloat roughness = p_normal_roughness.w;\n" "\tif (roughness > 0.5) {\n" "\t\troughness = 1.0 - roughness;\n" "\t}\n" "\troughness /= (127.0 / 255.0);\n" "\treturn vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, " "roughness);\n" "}\n" "[/codeblock]" msgstr "" "Si es [code]true[/code], esto activa la salida de los datos normales y de " "rugosidad durante nuestro pre-pase de profundidad, solo aplicable para el " "renderizador Forward+.\n" "[b]Nota:[/b] En [method _render_callback], para acceder al búfer de " "rugosidad, usa:\n" "[codeblock]\n" "var render_scene_buffers = render_data.get_render_scene_buffers()\n" "var roughness_buffer = " "render_scene_buffers.get_texture(\"forward_clustered\", " "\"normal_roughness\")\n" "[/codeblock]\n" "El búfer bruto normal y de rugosidad se almacena en un formato optimizado, " "diferente del disponible en los shaders espaciales. Al muestrear el búfer, " "debe aplicarse una función de conversión. Usa esta función, copiada de " "[url=https://github.com/godotengine/godot/blob/" "da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/" "shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]aquí[/" "url]:\n" "[codeblock]\n" "vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {\n" "\tfloat roughness = p_normal_roughness.w;\n" "\tif (roughness > 0.5) {\n" "\t\troughness = 1.0 - roughness;\n" "\t}\n" "\troughness /= (127.0 / 255.0);\n" "\treturn vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, " "roughness);\n" "}\n" "[/codeblock]" #: doc/classes/CompositorEffect.xml msgid "" "If [code]true[/code] this triggers specular data being rendered to a " "separate buffer and combined after effects have been applied, only " "applicable for the Forward+ renderer." msgstr "" "Si es [code]true[/code], esto activa que los datos especulares se rendericen " "en un búfer separado y se combinen después de que se hayan aplicado los " "efectos, solo aplicable para el renderizador Forward+." #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called before our opaque rendering pass, but after depth " "prepass (if applicable)." msgstr "" "La retrollamada se llama antes de nuestro pase de renderizado opaco, pero " "después del pre-pase de profundidad (si corresponde)." #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our opaque rendering pass, but before our sky " "is rendered." msgstr "" "La retrollamada se llama después de nuestro pase de renderizado opaco, pero " "antes de que se renderice nuestro cielo." #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our sky is rendered, but before our back " "buffers are created (and if enabled, before subsurface scattering and/or " "screen space reflections)." msgstr "" "La retrollamada se llama después de que se renderice nuestro cielo, pero " "antes de que se creen nuestros búferes de fondo (y, si está habilitado, " "antes de la dispersión subsuperficial y/o los reflejos del espacio de " "pantalla)." #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called before our transparent rendering pass, but after our " "sky is rendered and we've created our back buffers." msgstr "" "La retrollamada se llama antes de nuestro pase de renderizado transparente, " "pero después de que se renderice nuestro cielo y hayamos creado nuestros " "búferes de fondo." #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" "The callback is called after our transparent rendering pass, but before any " "built-in post-processing effects and output to our render target." msgstr "" "La retrollamada se llama después de nuestro pase de renderizado " "transparente, pero antes de cualquier efecto de post-procesamiento " "incorporado y de la salida a nuestro objetivo de renderizado." #: doc/classes/CompositorEffect.xml msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "Representa el tamaño del enum [enum EffectCallbackType]." #: doc/classes/CompressedCubemap.xml msgid "An optionally compressed [Cubemap]." msgstr "Un [Cubemap] opcionalmente comprimido." #: doc/classes/CompressedCubemap.xml msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format " "is internal to Godot; it is created by importing other image formats with " "the import system. [CompressedCubemap] can use one of 4 compression " "methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" "Un cubemap que se carga desde un archivo [code].ccube[/code]. Este formato " "de archivo es interno de Godot; se crea importando otros formatos de imagen " "con el sistema de importación. [CompressedCubemap] puede usar uno de los 4 " "métodos de compresión:\n" "- Sin pérdida (WebP o PNG, descomprimido en la GPU)\n" "- Con pérdida (WebP, descomprimido en la GPU)\n" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " "VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" "Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. " "Los métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán " "el almacenamiento necesario en el disco, pero no reducirán el uso de memoria " "en la GPU, ya que la textura se envía a la GPU sin comprimir.\n" "El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " "el renderizado 3D, no 2D.\n" "Véase [Cubemap] para obtener una descripción general de los cubemaps." #: doc/classes/CompressedCubemapArray.xml msgid "An optionally compressed [CubemapArray]." msgstr "Un [CubemapArray] opcionalmente comprimido." #: doc/classes/CompressedCubemapArray.xml msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "Un array de cubemap que se carga desde un archivo [code].ccubearray[/code]. " "Este formato de archivo es interno de Godot; se crea importando otros " "formatos de imagen con el sistema de importación. [CompressedCubemapArray] " "puede usar uno de los 4 métodos de compresión:\n" "- Sin pérdida (WebP o PNG, descomprimido en la GPU)\n" "- Con pérdida (WebP, descomprimido en la GPU)\n" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " "VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" "Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. " "Los métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán " "el almacenamiento necesario en el disco, pero no reducirán el uso de memoria " "en la GPU, ya que la textura se envía a la GPU sin comprimir.\n" "El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " "el renderizado 3D, no 2D.\n" "Véase [CubemapArray] para obtener una descripción general de los arrays de " "cubemap." #: doc/classes/CompressedTexture2D.xml msgid "Texture with 2 dimensions, optionally compressed." msgstr "Textura con 2 dimensiones, opcionalmente comprimida." #: doc/classes/CompressedTexture2D.xml msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" "Una textura que se carga desde un archivo [code].ctex[/code]. Este formato " "de archivo es interno de Godot; se crea importando otros formatos de imagen " "con el sistema de importación. [CompressedTexture2D] puede usar uno de los 4 " "métodos de compresión (incluyendo la falta de cualquier compresión):\n" "- Sin pérdida (WebP o PNG, descomprimido en la GPU)\n" "- Con pérdida (WebP, descomprimido en la GPU)\n" "- VRAM Comprimido (comprimido en la GPU)\n" "- VRAM Sin comprimir (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más pequeños que " "VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" "Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. " "Los métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán " "el almacenamiento requerido en el disco, pero no reducirán el uso de memoria " "en la GPU, ya que la textura se envía a la GPU sin comprimir.\n" "El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " "el renderizado 3D, no 2D." #: doc/classes/CompressedTexture2D.xml doc/classes/CompressedTexture3D.xml msgid "Loads the texture from the specified [param path]." msgstr "Carga la textura desde la [param path] especificada." #: doc/classes/CompressedTexture2D.xml msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "" "La ruta del archivo [CompressedTexture2D] a un archivo [code].ctex[/code]." #: doc/classes/CompressedTexture2DArray.xml msgid "Array of 2-dimensional textures, optionally compressed." msgstr "Array de texturas bidimensionales, opcionalmente comprimido." #: doc/classes/CompressedTexture2DArray.xml msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " "The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " "required storage on disk, but they will not reduce memory usage on the GPU " "as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" "Un array de texturas que se carga desde un archivo [code].ctexarray[/code]. " "Este formato de archivo es interno de Godot; se crea importando otros " "formatos de imagen con el sistema de importación. [CompressedTexture2DArray] " "puede usar uno de los 4 métodos de compresión:\n" "- Sin pérdida (WebP o PNG, descomprimido en la GPU)\n" "- Con pérdida (WebP, descomprimido en la GPU)\n" "- Comprimido en VRAM (comprimido en la GPU)\n" "- Sin comprimir en VRAM (sin comprimir en la GPU)\n" "- Basis Universal (comprimido en la GPU. Tamaños de archivo más bajos que " "VRAM Comprimido, pero más lento para comprimir y de menor calidad que VRAM " "Comprimido)\n" "Sólo [b]VRAM Comprimido[/b] reduce realmente el uso de memoria en la GPU. " "Los métodos de compresión [b]Sin pérdida[/b] y [b]Con pérdida[/b] reducirán " "el almacenamiento necesario en el disco, pero no reducirán el uso de memoria " "en la GPU, ya que la textura se envía a la GPU sin comprimir.\n" "El uso de [b]VRAM Comprimido[/b] también mejora los tiempos de carga, ya que " "las texturas comprimidas en VRAM se cargan más rápido en comparación con las " "texturas que utilizan compresión sin pérdida o con pérdida. La compresión " "VRAM puede mostrar artefactos notables y está destinada a ser utilizada para " "el renderizado 3D, no 2D.\n" "Véase [Texture2DArray] para obtener una descripción general de los arrays de " "texturas." #: doc/classes/CompressedTexture3D.xml msgid "Texture with 3 dimensions, optionally compressed." msgstr "Textura con 3 dimensiones, opcionalmente comprimida." #: doc/classes/CompressedTexture3D.xml msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of " "[ImageTexture3D]. The file extension for [CompressedTexture3D] files is " "[code].ctex3d[/code]. This file format is internal to Godot; it is created " "by importing other image formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable " "artifacts and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" "[CompressedTexture3D] es la contraparte comprimida en VRAM de " "[ImageTexture3D]. La extensión de archivo para los archivos " "[CompressedTexture3D] es [code].ctex3d[/code]. Este formato de archivo es " "interno de Godot; se crea importando otros formatos de imagen con el sistema " "de importación.\n" "[CompressedTexture3D] utiliza la compresión VRAM, lo que permite reducir el " "uso de memoria en la GPU al renderizar la textura. Esto también mejora los " "tiempos de carga, ya que las texturas comprimidas en VRAM se cargan más " "rápido en comparación con las texturas que utilizan compresión sin pérdida. " "La compresión VRAM puede mostrar artefactos notables y está destinada a ser " "utilizada para el renderizado 3D, no 2D.\n" "Véase [Texture3D] para obtener una descripción general de las texturas 3D." #: doc/classes/CompressedTexture3D.xml msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "" "La ruta del archivo [CompressedTexture3D] a un archivo [code].ctex3d[/code]." #: doc/classes/CompressedTextureLayered.xml msgid "Base class for texture arrays that can optionally be compressed." msgstr "" "Clase base para arrays de texturas que pueden comprimirse opcionalmente." #: doc/classes/CompressedTextureLayered.xml msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" "Clase base para [CompressedTexture2DArray] y [CompressedTexture3D]. No puede " "usarse directamente, pero contiene todas las funciones necesarias para " "acceder a los tipos de recursos derivados. Véase también [TextureLayered]." #: doc/classes/CompressedTextureLayered.xml msgid "Loads the texture at [param path]." msgstr "Carga la textura en [param path]." #: doc/classes/CompressedTextureLayered.xml msgid "The path the texture should be loaded from." msgstr "La ruta desde donde se debe cargar la textura." #: doc/classes/ConcavePolygonShape2D.xml msgid "A 2D polyline shape used for physics collision." msgstr "Una forma de polilínea 2D utilizada para colisiones físicas." #: doc/classes/ConcavePolygonShape2D.xml msgid "" "A 2D polyline shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant " "CollisionPolygon2D.BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " "can be used to form polygons of any nature, or even shapes that don't " "enclose an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if " "the interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " "work with static [CollisionShape2D] nodes like [StaticBody2D] and will " "likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " "[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can " "be used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" "Una forma de polilínea 2D, pensada para su uso en física. Se utiliza " "internamente en [CollisionPolygon2D] cuando está en modo [constant " "CollisionPolygon2D.BUILD_SEGMENTS].\n" "Siendo sólo una colección de segmentos de línea interconectados, " "[ConcavePolygonShape2D] es la forma 2D individual más libremente " "configurable. Puede utilizarse para formar polígonos de cualquier " "naturaleza, o incluso formas que no encierran un área. Sin embargo, " "[ConcavePolygonShape2D] es [i]hueco[/i] incluso si los segmentos de línea " "interconectados encierran un área, lo que a menudo lo hace inadecuado para " "la física o la detección.\n" "[b]Nota:[/b] Cuando se utiliza para la colisión, [ConcavePolygonShape2D] " "está pensado para trabajar con nodos [CollisionShape2D] estáticos como " "[StaticBody2D] y probablemente no se comportará bien para [CharacterBody2D]s " "o [RigidBody2D]s en un modo que no sea Estático.\n" "[b]Advertencia:[/b] Los cuerpos físicos que son pequeños tienen la " "posibilidad de atravesar esta forma cuando se mueven rápido. Esto sucede " "porque en un fotograma, el cuerpo físico puede estar en el \"exterior\" de " "la forma, y en el siguiente fotograma puede estar \"dentro\" de ella. " "[ConcavePolygonShape2D] es hueco, por lo que no detectará una colisión.\n" "[b]Rendimiento:[/b] Debido a su complejidad, [ConcavePolygonShape2D] es la " "forma de colisión 2D más lenta para comprobar las colisiones. Su uso debe " "limitarse generalmente a la geometría del nivel. Si la polilínea está " "cerrada, se puede utilizar el modo [constant " "CollisionPolygon2D.BUILD_SOLIDS] de [CollisionPolygon2D], que descompone el " "polígono en polígonos convexos; consulta la documentación de " "[ConvexPolygonShape2D] para obtener instrucciones." #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line " "segments. The array (of length divisible by two) is naturally divided into " "pairs (one pair for each segment); each pair consists of the starting point " "of a segment and the endpoint of a segment." msgstr "" "El array de puntos que componen los segmentos de línea de " "[ConcavePolygonShape2D]. El array (de longitud divisible por dos) se divide " "naturalmente en pares (un par para cada segmento); cada par consta del punto " "de inicio de un segmento y el punto final de un segmento." #: doc/classes/ConcavePolygonShape3D.xml msgid "A 3D trimesh shape used for physics collision." msgstr "Una forma de malla tridimensional utilizada para colisiones físicas." #: doc/classes/ConcavePolygonShape3D.xml msgid "" "A 3D trimesh shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " "polyhedra of any nature, or even shapes that don't enclose a volume. " "However, [ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected " "triangles do enclose a volume, which often makes it unsuitable for physics " "or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " "work with static [CollisionShape3D] nodes like [StaticBody3D] and will " "likely not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode " "other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the " "slowest 3D collision shape to check collisions against. Its use should " "generally be limited to level geometry. For convex geometry, " "[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need " "concave collision, several [ConvexPolygonShape3D]s can be used to represent " "its collision by using convex decomposition; see [ConvexPolygonShape3D]'s " "documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml #, fuzzy msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array " "(of length divisible by three) is naturally divided into triples; each " "triple of vertices defines a triangle." msgstr "" "Devuelve las caras de la forma trimesh como un array de vértices. El array " "(de longitud divisible por tres) se divide naturalmente en triples; cada " "triple de vértices define un triángulo." #: doc/classes/ConcavePolygonShape3D.xml msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" "Establece las caras de la forma trimesh a partir de un array de vértices. El " "array [param faces] debe estar compuesto por triples de forma que cada " "triple de vértices defina un triángulo." #: doc/classes/ConcavePolygonShape3D.xml msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml #, fuzzy msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates " "a ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of " "the two physics bodies. Useful for limbs like shoulders and hips, lamps " "hanging off a ceiling, etc." msgstr "" "Una articulación física que conecta dos cuerpos de física 3D de forma que " "simula una articulación de rótula. El eje de torsión se inicia como el eje X " "de la [ConeTwistJoint3D]. Una vez que los cuerpos de física giran, el eje de " "torsión se calcula como el centro de los ejes X de la articulación en el " "espacio local de los dos cuerpos de física. Útil para extremidades como " "hombros y caderas, lámparas colgando del techo, etc." #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Returns the value of the specified parameter." msgstr "Devuelve el valor del parámetro especificado." #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml #: doc/classes/PinJoint3D.xml msgid "Sets the value of the specified parameter." msgstr "Establece el valor del parámetro especificado." #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "La velocidad con la que se producirá la oscilación o la torsión.\n" "Cuanto más alto, más rápido." #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" "Define cuán rápido se sincroniza la diferencia de velocidad de giro en ambos " "lados." #: doc/classes/ConeTwistJoint3D.xml msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" "La facilidad con la que la articulación comienza a girar. Si es demasiado " "baja, se necesita más fuerza para empezar a torcer la articulación." #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml #, fuzzy msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" "La oscilación es la rotación de lado a lado, alrededor del eje perpendicular " "al eje de giro.\n" "La amplitud de la oscilación define, cuánta rotación no se corregirá a lo " "largo del eje de oscilación.\n" "Podría definirse como la holgura en el [ConeTwistJoint].\n" "Si está por debajo de 0,05, este comportamiento se bloquea." #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" "La torsión es la rotación alrededor del eje de la torsión, este valor " "definió cuán lejos puede torcerse la articulación.\n" "La torsión se bloquea si está por debajo de 0,05." #: doc/classes/ConeTwistJoint3D.xml doc/classes/Generic6DOFJoint3D.xml #: doc/classes/HingeJoint3D.xml doc/classes/Light3D.xml #: doc/classes/SliderJoint3D.xml msgid "Represents the size of the [enum Param] enum." msgstr "Representa el tamaño del enum [enum Param]." #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "Clase de ayuda para manejar los archivos de tipo INI." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock lang=text]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disc:\n" "[codeblocks]\n" "[gdscript]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Create new ConfigFile object.\n" "var config = new ConfigFile();\n" "\n" "// Store some values.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Save it to a file (overwrite if already exists).\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "This example shows how the above file could be loaded:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" "\treturn\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" "\t# Fetch the data for each section.\n" "\tvar player_name = config.get_value(player, \"player_name\")\n" "\tvar player_score = config.get_value(player, \"best_score\")\n" "\tscore_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// If the file didn't load, ignore it.\n" "if (err != Error.Ok)\n" "{\n" "\treturn;\n" "}\n" "\n" "// Iterate over all sections.\n" "foreach (String player in config.GetSections())\n" "{\n" "\t// Fetch the data for each section.\n" "\tvar player_name = (String)config.GetValue(player, \"player_name\");\n" "\tvar player_score = (int)config.GetValue(player, \"best_score\");\n" "\tscore_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "Esta clase de ayuda se puede utilizar para almacenar los valores [Variant] " "en el sistema de archivos utilizando el formato de estilo INI. Los valores " "almacenados se identifican por una sección y una clave:\n" "[codeblock]\n" "[section]\n" "alguna_clave=42\n" "string_ejemplo=\"Hola Mundo 3D!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "Los datos almacenados pueden guardarse en un archivo o analizarse desde él, " "aunque los objetos ConfigFile también pueden utilizarse directamente sin " "acceder al sistema de archivos.\n" "El siguiente ejemplo muestra cómo analizar un archivo de tipo INI del " "sistema, leer su contenido y almacenar nuevos valores en él:\n" "[codeblock]\n" "var configuracion = ConfigFile.new()\n" "var error = configuracion.load(\"user://ajustes.cfg\")\n" "if error == OK: # Si no , algo fue mal con la carga del archivo\n" "\t# Mira al par pantalla/ancho, por defecto es 1024 si no se encuentra el " "par\n" "\tvar pantalla_ancho = configuracion.get_value(\"pantalla\", \"ancho\", " "1024)\n" "\t# Almacena un variable sí y solo sí no ha sido definida\n" "\tif not configuracion.has_section_key(\"audio\", \"silenciadomute\"):\n" "\t\tconfiguracion.set_value(\"audio\", \"silenciado\", false)\n" "\t# Guarda los cambios sobrescribiendo el archivo previo\n" "\tconfiguracion.save(\"user://ajustes.cfg\")\n" "[/codeblock]\n" "Tengan en cuenta que los nombres de las secciones y propiedades no pueden " "contener espacios. Cualquier cosa después de un espacio será ignorada al " "guardarla y al cargarla.\n" "Los archivos de configuración también pueden contener líneas de comentarios " "escritas manualmente que empiecen con un punto y coma ([code];[/code]). Esas " "líneas serán ignoradas al analizar el archivo. Ten en cuenta que los " "comentarios se perderán al guardar el ConfigFile. Esto puede ser útil para " "los archivos de configuración del servidor dedicado, que normalmente nunca " "se sobrescriben sin una acción explícita del usuario." #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "Elimina todo el contenido de la configuración." #: doc/classes/ConfigFile.xml msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "" "Obtener la versión de texto de este archivo de configuración (el mismo texto " "que se escribiría en un archivo)." #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" "Borra la sección especificada junto con todos los pares clave-valor que hay " "dentro. Provoca un error si la sección no existe." #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" "Borra la clave especificada en una sección. Provoca un error si la sección o " "la clave no existen." #: doc/classes/ConfigFile.xml msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" "Devuelve un array de todos los identificadores clave definidos en la sección " "especificada. Levanta un error y devuelve un array vacío si la sección no " "existe." #: doc/classes/ConfigFile.xml msgid "Returns an array of all defined section identifiers." msgstr "Devuelve un array de todos los identificadores de sección definidos." #: doc/classes/ConfigFile.xml msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" "Devuelve el valor actual para la sección y la clave especificadas. Si la " "sección o la clave no existen, el método devuelve el valor [param default]. " "Si [param default] no se especifica o se establece en [code]null[/code], " "también se produce un error." #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." msgstr "Devuelve [code]true[/code] si existe la sección especificada." #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" "Devuelve [code]true[/code] si existe el par de claves de lasección " "especificada." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called " "on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Carga el archivo de configuración especificado como un parámetro. El " "contenido del archivo es analizado y cargado en el objeto [ConfigFile] en el " "que se llamó al método.\n" "Devuelve [constant OK] si tiene éxito, o uno de los otros valores de [enum " "Error] si la operación falló." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Carga el archivo de configuración cifrado especificado como parámetro, " "utilizando la [code]clave[/code] proporcionada para descifrarlo. El " "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al " "que el método fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Carga el archivo de configuración cifrado especificado como parámetro, " "utilizando la [code]password[/code] proporcionado para descifrarlo. El " "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al " "que el método fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Analiza la string pasada como el contenido de un archivo de configuración. " "La string es analizada y cargada en el objeto ConfigFile en el que el método " "fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo especificado como " "parámetro. El archivo de salida utiliza una estructura tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en el " "éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo cifrado AES-256 " "especificado como parámetro, utilizando la [code]key[/code] proporcionada " "para cifrarlo. El archivo de salida utiliza una estructura tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo encriptado AES-256 " "especificado como parámetro, utilizando la [code]password[/code] " "proporcionada para encriptarlo. El archivo de salida utiliza una estructura " "de tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" "Asigna un valor a la clave especificada de la sección especificada. Si la " "sección o la clave no existen, se crean. Al pasar un valor [code]null[/code] " "se borra la clave especificada si existe, y se borra la sección si termina " "vacía una vez que se ha eliminado la clave." #: doc/classes/ConfirmationDialog.xml #, fuzzy msgid "A dialog used for confirmation of actions." msgstr "Diálogo para la confirmación de las acciones." #: doc/classes/ConfirmationDialog.xml #, fuzzy msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " "from pressing the OK button. The order of the two buttons varies depending " "on the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(_on_canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += OnCanceled;\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Diálogo para la confirmación de las acciones. Este diálogo hereda de " "[AcceptDialog], pero tiene por defecto un botón de OK y Cancelar (en el " "orden del sistema operativo).\n" "Para obtener la acción de cancelación, puedes usar:\n" "[codeblock]\n" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ConfirmationDialog.xml #, fuzzy msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "El icono para el botón de menú (véase [method set_popup])." #: doc/classes/Container.xml #, fuzzy msgid "Base class for all GUI containers." msgstr "Clase de base para contenedores de caja." #: doc/classes/Container.xml #, fuzzy msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" "Nodo base para los contenedores. Un [Container] contiene otros controles y " "los ordena automáticamente de cierta manera.\n" "Un Control puede heredar esto para crear clases de contenedores " "personalizados." #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] " "for child nodes. This doesn't technically prevent the usages of any other " "size flags, if your implementation requires that. This only limits the " "options available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant " "Control.SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" #: doc/classes/Container.xml msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" "Ajustar un control hijo en un rectángulo dado. Esto es principalmente una " "ayuda para crear clases de contenedores personalizados." #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" "Encolar la reorganización de los hijos contenidos. Este método es llamado " "automáticamente, pero también puede ser llamado manualmente." #: doc/classes/Container.xml msgid "Emitted when children are going to be sorted." msgstr "Emitida cuando los hijos van a ser clasificados." #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "Emitida cuando se necesita ordenar a los hijos." #: doc/classes/Container.xml msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "" #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" "La notificación, para cuando se ordenan los hijos, debe ser obedecida " "inmediatamente." #: doc/classes/Control.xml msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], " "they share several concepts from the class such as the [member " "CanvasItem.z_index] and [member CanvasItem.visible] properties.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member " "SceneTree.root] is a [Window], this already happens automatically for all UI " "elements in your game.\n" "Input events are propagated through the [SceneTree] from the root node to " "all child nodes by calling [method Node._input]. For UI elements " "specifically, it makes more sense to override the virtual method [method " "_gui_input], which filters out unrelated input events, such as by checking z-" "order, [member mouse_filter], focus, or if the event was inside of the " "control's bounding box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" "Only one [Control] node can be in focus. Only the node in focus will receive " "events. To get the focus, call [method grab_focus]. [Control] nodes lose " "focus when another node grabs it, or if you hide the node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the control's appearance. The [member theme] of a " "[Control] node affects all of its direct and indirect children (as long as a " "chain of controls is uninterrupted). To override some of the theme items, " "call one of the [code]add_theme_*_override[/code] methods, like [method " "add_theme_font_override]. You can also override theme items in the " "Inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" "Clase base para todos los nodos relacionados con la UI. [Control] presenta " "un rectángulo delimitador que define su extensión, una posición de anclaje " "relativa a su control padre o a la vista actual, y márgenes que representan " "un desplazamiento al ancla. Los márgenes se actualizan automáticamente " "cuando el nodo, cualquiera de sus padres o el tamaño de la pantalla " "cambian.\n" "Para obtener más información sobre el sistema de interfaz de usuario de " "Godot, los anclajes, los márgenes y los contenedores, consulta los " "tutoriales relacionados en el manual. Para construir interfaces flexibles, " "necesitarás una mezcla de elementos de interfaz de usuario que heredan de " "los nodos [Control] y [Container].\n" "[b]Nodos de la interfaz de usuario y entrada[/b]\n" "Godot envía los eventos de entrada al nodo raíz de la escena primero, " "llamando a [Nodo de método._input]. [method Node._input] reenvía el evento " "por el árbol de nodos a los nodos bajo el cursor del ratón, o en el foco del " "teclado. Para ello, llama a [method MainLoop._input_event]. Llama a [method " "accept_event] para que ningún otro nodo reciba el evento. Una vez que se " "acepta una entrada, ésta se maneja de manera que [method " "Node._unhandled_input] no la procesará.\n" "Sólo un nodo [Control] puede estar en el foco del teclado. Sólo el nodo en " "foco recibirá eventos de teclado. Para obtener el foco, llama a [method " "grab_focus]. Los nodos [Control] pierden el foco cuando otro nodo lo agarra, " "o si ocultas el nodo en foco.\n" "Establece [member mouse_filter] en [constant MOUSE_FILTER_IGNORE] para " "decirle al nodo [Control] que ignore el ratón o que toque los eventos. Lo " "necesitarás si colocas un icono encima de un botón.\n" "Los recursos [Theme] cambian la apariencia del Control. Si cambia el [Theme] " "de un nodo [Control], afecta a todos sus hijos. Para sobrescribir algunos de " "los parámetros del tema, llama a uno de los métodos [code]add_*_override[/" "code], como [method add_font_override]. Puedes sobrescribir el tema con el " "inspector." #: doc/classes/Control.xml msgid "GUI documentation index" msgstr "Índice de documentación de GUI" #: doc/classes/Control.xml msgid "Control node gallery" msgstr "Galería de nodos de Control" #: doc/classes/Control.xml doc/classes/SceneTree.xml msgid "Multiple resolutions" msgstr "Múltiples resoluciones" #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "Todas las Demos de GUI" #: doc/classes/Control.xml msgid "" "Return the description of the keyboard shortcuts and other contextual help " "for this control." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Godot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] " "is local to this control.\n" "This method should only be used to test the data. Process the data in " "[method _drop_data].\n" "[b]Note:[/b] If the drag was initiated by a keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [constant Vector2.INF], " "and the currently selected item/text position should be used as the drop " "position.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" "\t# Check position if it is relevant to you\n" "\t# Otherwise, just check data\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" "\t// Check position if it is relevant to you\n" "\t// Otherwise, just check data\n" "\treturn data.VariantType == Variant.Type.Dictionary && " "data.AsGodotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot llama a este método para probar si [code]data[/code] de un control " "[method get_drag_data] puede ser lanzado en [code]position[/code]. " "[code]position[/code] es local a este control.\n" "Este método sólo debe usarse para probar los datos. Procesa los datos en " "[method drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" "\t# Cheque la posición is es relevante para ti\n" "\t# De otra forma solo chequea los datos\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"esperado\")\n" "[/codeblock]" #: doc/classes/Control.xml #, fuzzy msgid "" "Godot calls this method to pass you the [param data] from a control's " "[method _get_drag_data] result. Godot first calls [method _can_drop_data] to " "test if [param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[b]Note:[/b] If the drag was initiated by a keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [constant Vector2.INF], " "and the currently selected item/text position should be used as the drop " "position.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func _drop_data(position, data):\n" "\tvar color = data[\"color\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" "\treturn data.VariantType == Variant.Type.Dictionary && " "data.AsGodotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" "\tColor color = data.AsGodotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot llama a este método para pasarle el [code]data[/code] del resultado " "del [method get_drag_data] de un control. Godot primero llama a [method " "can_drop_data] para probar si [code]data[/code] puede caer en " "[code]position[/code] donde [code]position[/code] es local a este control.\n" "[codeblock]\n" "func can_drop_data(position, data):\n" "\treturn typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func drop_data(position, data):\n" "\tcolor = data[\"color\"]\n" "[/codeblock]" #: doc/classes/Control.xml msgid "" "Override this method to return a human-readable description of the position " "of the child [param node] in the custom container, added to the [member " "accessibility_name]." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method _can_drop_data] and [method _drop_data]. [param at_position] is " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[b]Note:[/b] If the drag was initiated by a keyboard shortcut or [method " "accessibility_drag], [param at_position] is set to [constant Vector2.INF], " "and the currently selected item/text position should be used as the drag " "position.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" "\tvar mydata = make_data() # This is your custom method generating the drag " "data.\n" "\tset_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" "\treturn mydata\n" "[/gdscript]\n" "[csharp]\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" "\tvar myData = MakeData(); // This is your custom method generating the drag " "data.\n" "\tSetDragPreview(MakePreview(myData)); // This is your custom method " "generating the preview of the drag data.\n" "\treturn myData;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot llama a este método para obtener datos que pueden ser arrastrados y " "soltados en los controles que esperan datos de caída. Devuelve [code]null[/" "code] si no hay datos que arrastrar. Los controles que quieran recibir datos " "de arrastre deben implementar [method can_drop_data] y [method drop_data]. " "[code]position[/code] es local para este control. El arrastre puede ser " "forzado con [method force_drag].\n" "Una vista previa que seguirá al ratón que debe representar los datos se " "puede fijar con [method set_drag_preview]. Un buen momento para establecer " "la vista previa es en este método.\n" "[codeblock]\n" "func get_drag_data(position):\n" "\tvar misdatos = fabricar_datos()\n" "\tset_drag_preview(make_preview(mydata))\n" "\treturn misdatos\n" "[/codeblock]" #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of " "these two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "Método virtual a ser implementado por el usuario. Devuelve el tamaño mínimo " "para este control. Alternativa a [member rect_min_size] para controlar el " "tamaño mínimo mediante código. El tamaño mínimo real será el valor máximo de " "estos dos (en cada eje por separado).\n" "Si no se sobrescribe, el valor por defecto es [constant Vector2.ZERO]." #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the tooltip text for " "the position [param at_position] in control's local coordinates, which will " "typically appear when the cursor is resting over this control. See [method " "get_tooltip].\n" "[b]Note:[/b] If this method returns an empty [String] and [method " "_make_custom_tooltip] is not overridden, no tooltip is displayed." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Override this method to handle " "and accept inputs on UI elements. See also [method accept_event].\n" "[b]Example:[/b] Click on the control to print a message:\n" "[codeblocks]\n" "[gdscript]\n" "func _gui_input(event):\n" "\tif event is InputEventMouseButton:\n" "\t\tif event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" "\t\t\tprint(\"I've been clicked D:\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _GuiInput(InputEvent @event)\n" "{\n" "\tif (@event is InputEventMouseButton mb)\n" "\t{\n" "\t\tif (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" "\t\t{\n" "\t\t\tGD.Print(\"I've been clicked D:\");\n" "\t\t}\n" "\t}\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "If the [param event] inherits [InputEventMouse], this method will [b]not[/b] " "be called when:\n" "- the control's [member mouse_filter] is set to [constant " "MOUSE_FILTER_IGNORE];\n" "- the control is obstructed by another control on top, that doesn't have " "[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "- the control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "- the control's parent has [member clip_contents] enabled and the [param " "event]'s position is outside the parent's rectangle;\n" "- the [param event]'s position is outside the control (see [method " "_has_point]).\n" "[b]Note:[/b] The [param event]'s position is relative to this control's " "origin." msgstr "" "Método virtual a ser implementado por el usuario. Utiliza este método para " "procesar y aceptar entradas en los elementos de la interfaz de usuario. " "Véase [method accept_event].\n" "Ejemplo: hacer clic en un control.\n" "[codeblock]\n" "func _gui_input(event):\n" "\tif event is InputEventMouseButton:\n" "\t\tif event.button_index == BUTTON_LEFT and event.pressed:\n" "\t\t\tprint(\"Me han hecho click D:\")\n" "[/codeblock]\n" "El evento no se desencadenará si:\n" "* haciendo clic fuera del control (véase [method point]);\n" "* el control tiene [member mouse_filter] establecido en [constant " "MOUSE_FILTER_IGNORE];\n" "* el control está obstruido por otro [Control] encima de él, que no tiene el " "[member mouse_filter] puesto a [constant MOUSE_FILTER_IGNORE];\n" "* El padre de control tiene el [member mouse_filter] ajustado a [constant " "MOUSE_FILTER_STOP] o ha aceptado el evento;\n" "* sucede fuera del rectángulo del padre y el padre tiene o bien [member " "rect_clip_content] o [method _clips_input] activado." #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" "Método virtual a ser implementado por el usuario. Devuelve si el " "[code]point[/code] dado está dentro de este control.\n" "Si no está sobreescrito, el comportamiento por defecto es comprobar si el " "punto está dentro del Rectángulo del control.\n" "[b]Nota:[/b] Si quieres comprobar si un punto está dentro del control, " "puedes usar [code]get_rect().has_point(point)[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. [param for_text] is " "the return value of [method get_tooltip].\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member custom_minimum_size] " "to some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should have their [member " "CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the " "viewport that instantiates it will not be able to calculate its minimum size " "reliably.\n" "[b]Note:[/b] If overridden, this method is called even if [method " "get_tooltip] returns an empty string. When this happens with the default " "tooltip, it is not displayed. To copy this behavior, return [code]null[/" "code] in this method when [param for_text] is empty.\n" "[b]Example:[/b] Use a constructed node as a tooltip:\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" "\tvar label = Label.new()\n" "\tlabel.text = for_text\n" "\treturn label\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" "\tvar label = new Label();\n" "\tlabel.Text = forText;\n" "\treturn label;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Example:[/b] Usa a scene instance as a tooltip:\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" "\tvar tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" "\ttooltip.get_node(\"Label\").text = for_text\n" "\treturn tooltip\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" "\tNode tooltip = ResourceLoader.Load(\"res://" "some_tooltip_scene.tscn\").Instantiate();\n" "\ttooltip.GetNode