diff --git a/core/assets/bundles/bundle_fr_BE.properties b/core/assets/bundles/bundle_fr_BE.properties index 1e2cf89a15..0dc8fba05b 100644 --- a/core/assets/bundles/bundle_fr_BE.properties +++ b/core/assets/bundles/bundle_fr_BE.properties @@ -7,7 +7,7 @@ text.link.github.description = Code source du jeu text.link.dev-builds.description = Versions instables de développement text.link.trello.description = Planning Trello officiel pour les fonctionnalités planifiées. text.link.itch.io.description = Page web itch.io avec les versions ordinateurs téléchargeables et la version web -text.link.google-play.description = Page Google Play Store du jeu +text.link.google-play.description = Page Google Play du jeu text.link.wiki.description = Wiki officiel de Mindustry text.linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier. text.screenshot = Capture d'écran enregistrée sur {0} @@ -414,6 +414,8 @@ mode.freebuild.name = Construction libre mode.freebuild.description = Ressources limitées et pas de compte à rebours pour les vagues. mode.pvp.name = PvP mode.pvp.description = Lutter contre d'autres joueurs pour gagner ! +mode.attack.name = Attaque +mode.attack.descrption = Pas de vagues, le but est de détruire la base ennemie. content.item.name = Objets content.liquid.name = Liquides content.unit.name = Unités diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index f9ccc2ea8c..7800279a14 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -1,5 +1,6 @@ -text.credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!) +text.credits.text = 由[ROYAL]Anuken[]製作 - [SKY]anukendev@gmail.com[] text.credits = 致謝名單 +text.contributors = 翻譯員和貢獻者 text.discord = 加入 Mindustry 的 Discord 聊天室! text.link.discord.description = 官方 Mindustry Discord 聊天室 text.link.github.description = 遊戲原始碼 @@ -9,8 +10,9 @@ text.link.itch.io.description = itch.io 電腦版下載與網頁版 text.link.google-play.description = Google Play 商店頁面 text.link.wiki.description = 官方 Mindustry 維基 text.linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。 +text.screenshot = 截圖保存到{0} text.gameover = 核心已被摧毀。 -text.gameover.pvp = [accent]{0}[]隊得到勝利! +text.gameover.pvp = [accent]{0}[]隊獲勝! text.sector.gameover = 這個區域失守了,重新部署? text.sector.retry = 重試 text.highscore = [accent]新的高分紀錄! @@ -71,6 +73,7 @@ text.nextmission = 下一個任務 text.maps.none = [LIGHT_GRAY]找不到地圖! text.about.button = 關於 text.name = 名稱: +text.noname = 先選擇一個[accent]玩家名稱[]。 text.filename = 檔案名稱︰ text.unlocked = 新方塊已解鎖! text.unlocked.plural = 新方塊已解鎖! @@ -250,7 +253,7 @@ text.menu = 主選單 text.play = 開始 text.load = 載入 text.save = 儲存 -text.fps = 螢幕刷新率:{0} +text.fps = FPS:{0} text.tps = TPS:{0} text.ping = 延遲:{0}ms text.language.restart = 請重新啟動遊戲以使選取的語言生效。 @@ -259,6 +262,7 @@ text.tutorial = 教學 text.editor = 地圖編輯器 text.mapeditor = 地圖編輯器 text.donate = 贊助 + text.connectfail = [crimson]無法連線到伺服器:[accent]{0} text.error.unreachable = 無法到達伺服器。 text.error.invalidaddress = 無效地址。 @@ -267,6 +271,7 @@ text.error.mismatch = 包裹錯誤:\n客戶端/伺服器版本可能不匹配 text.error.alreadyconnected = 已連接。 text.error.mapnotfound = 找不到地圖! text.error.any = 未知網絡錯誤。 + text.settings.language = 語言 text.settings.reset = 重設為預設設定 text.settings.rebind = 重新綁定 @@ -289,7 +294,7 @@ text.error.crashtitle = 發生錯誤 text.blocks.unknown = [LIGHT_GRAY]??? text.blocks.blockinfo = 方塊資訊 text.blocks.powercapacity = 蓄電量 -text.blocks.powershot = 能源/射擊 +text.blocks.powershot = 能量/射擊 text.blocks.targetsair = 攻擊空中目標 text.blocks.itemspeed = 移動速度 text.blocks.shootrange = 範圍 @@ -297,13 +302,13 @@ text.blocks.size = 尺寸 text.blocks.liquidcapacity = 液體容量 text.blocks.maxitemssecond = 最高產量 text.blocks.powerrange = 輸出範圍 -text.blocks.poweruse = 能源使用 -text.blocks.powerdamage = 能源/傷害 +text.blocks.poweruse = 能量使用 +text.blocks.powerdamage = 能量/傷害 text.blocks.inputitemcapacity = 最大輸入 text.blocks.outputitemcapacity = 最大輸出 text.blocks.itemcapacity = 物品容量 text.blocks.basepowergeneration = 基本能量生产 -text.blocks.powertransferspeed = 能源傳輸 +text.blocks.powertransferspeed = 能量傳輸 text.blocks.craftspeed = 產生速度 text.blocks.inputliquid = 輸入液體 text.blocks.inputliquidaux = 輔助液體 @@ -319,8 +324,8 @@ text.blocks.coolant = 冷卻劑 text.blocks.coolantuse = 使用冷卻劑 text.blocks.inputliquidfuel = 輸入液體燃料 text.blocks.liquidfueluse = 使用液體燃料速度 -text.blocks.boostitem = Boost Item -text.blocks.boostliquid = Boost Liquid +text.blocks.boostitem = 強化物品 +text.blocks.boostliquid = 強化液體 text.blocks.health = 耐久度 text.blocks.inaccuracy = 誤差 text.blocks.shots = 射擊數 @@ -330,26 +335,27 @@ text.blocks.fuelburntime = 燃燒燃料時間 text.blocks.inputcapacity = 輸入容量 text.blocks.outputcapacity = 輸出容量 text.unit.blocks = 方塊 -text.unit.powersecond = 能源單位/秒 +text.unit.powersecond = 能量單位/秒 text.unit.liquidsecond = 液體單位/秒 text.unit.itemssecond = 物品/秒 text.unit.pixelssecond = 像素/秒 text.unit.liquidunits = 液體單位 -text.unit.powerunits = 能源單位 +text.unit.powerunits = 能量單位 text.unit.degrees = 度 text.unit.seconds = 秒 text.unit.items = 物品 text.category.general = 一般 -text.category.power = 能源 +text.category.power = 能量 text.category.liquids = 液體 text.category.items = 物品 text.category.crafting = 合成 text.category.shooting = 射擊 -text.category.optional = Optional Enhancements +text.category.optional = 可選的強化 +setting.indicators.name = 盟友指標 setting.autotarget.name = 自動射擊 -setting.fpscap.name = 最大螢幕刷新率 +setting.fpscap.name = 最大FPS setting.fpscap.none = 没有 -setting.fpscap.text = {0}螢幕刷新率 +setting.fpscap.text = {0}FPS setting.difficulty.training = 訓練 setting.difficulty.easy = 簡單 setting.difficulty.normal = 普通 @@ -362,7 +368,7 @@ setting.sensitivity.name = 控制器靈敏度 setting.saveinterval.name = 自動存檔間隔 setting.seconds = {0}秒 setting.fullscreen.name = 全螢幕 -setting.fps.name = 顯示螢幕刷新率 +setting.fps.name = 顯示FPS setting.vsync.name = 垂直同步 setting.lasers.name = 顯示雷射光束 setting.minimap.name = 顯示小地圖 @@ -370,7 +376,7 @@ setting.musicvol.name = 音樂音量 setting.mutemusic.name = 靜音 setting.sfxvol.name = 音效音量 setting.mutesound.name = 靜音 -setting.crashreport.name = Send Anonymous Crash Reports +setting.crashreport.name = 發送匿名崩潰報告 text.keybind.title = 重新綁定按鍵 category.general.name = 一般 category.view.name = 查看 @@ -378,8 +384,9 @@ category.multiplayer.name = 多人 command.attack = 攻擊 command.retreat = 撤退 command.patrol = 巡邏 -keybind.press = 按一下鍵 -keybind.press.axis = 按一下軸心或鍵 +keybind.press = 按一下鍵…… +keybind.press.axis = 按一下軸心或鍵…… +keybind.screenshot.name = 地圖截圖 keybind.move_x.name = 水平移動 keybind.move_y.name = 垂直移動 keybind.select.name = 選取 @@ -410,6 +417,8 @@ mode.freebuild.name = 自由建造 mode.freebuild.description = 有限的資源,與不倒數計時的波次。 mode.pvp.name = 對戰 mode.pvp.description = 和其他玩家鬥爭。 +mode.attack.name = 攻擊 +mode.attack.description = 沒有波次,目標是摧毀敵人的基地。 content.item.name = 物品 content.liquid.name = 液體 content.unit.name = 機組 @@ -535,8 +544,8 @@ block.sorter.name = 分類器 block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從左邊和右邊輸出。 block.overflow-gate.name = 溢流器 block.overflow-gate.description = 分離器和分配器的組合。如果前面被擋住,則向從左邊和右邊輸出物品。 -block.smelter.name = 煉鋼廠 -block.arc-smelter.name = 電弧煉鋼廠 +block.smelter.name = 冶煉廠 +block.arc-smelter.name = 電弧冶煉廠 block.silicon-smelter.name = 煉矽廠 block.phase-weaver.name = 相織布編織器 block.pulverizer.name = 粉碎機 @@ -546,8 +555,8 @@ block.incinerator.name = 焚化爐 block.biomattercompressor.name = 生物物質壓縮機 block.separator.name = 分離機 block.centrifuge.name = 離心機 -block.power-node.name = 能源節點 -block.power-node-large.name = 大型能源節點 +block.power-node.name = 能量節點 +block.power-node-large.name = 大型能量節點 block.battery.name = 電池 block.battery-large.name = 大型電池 block.combustion-generator.name = 燃燒發電機 @@ -568,9 +577,9 @@ block.tau-mech-pad.name = Tau機甲墊 block.conduit.name = 管線 block.mechanical-pump.name = 機械泵 block.itemsource.name = 物品源 -block.itemvoid.name = 物品空虚 +block.itemvoid.name = 物品虚 block.liquidsource.name = 液體源 -block.powervoid.name = 能源空虛 +block.powervoid.name = 能量空虛 block.powerinfinite.name = 無限能量 block.unloader.name = 裝卸器 block.vault.name = 存儲庫 @@ -578,7 +587,7 @@ block.wave.name = 波浪炮 block.swarmer.name = 群炮 block.salvo.name = 齊射炮 block.ripple.name = 波紋炮 -block.phase-conveyor.name = 相織布傳送帶 +block.phase-conveyor.name = 相織傳送帶 block.bridge-conveyor.name = 傳送帶橋 block.plastanium-compressor.name = 塑料壓縮機 block.pyratite-mixer.name = 硫混合器 @@ -587,21 +596,21 @@ block.solidifer.name = 凝固器 block.solar-panel.name = 太陽能板 block.solar-panel-large.name = 大型太陽能板 block.oil-extractor.name = 石油鑽井 -block.spirit-factory.name = 精神無人機工廠 -block.phantom-factory.name = Phantom Drone Factory -block.wraith-factory.name = Wraith Fighter Factory -block.ghoul-factory.name = Ghoul Bomber Factory -block.dagger-factory.name = Dagger Mech Factory -block.titan-factory.name = Titan Mech Factory -block.fortress-factory.name = Fortress Mech Factory -block.revenant-factory.name = Revenant Fighter Factory +block.spirit-factory.name = 輕型無人機工廠 +block.phantom-factory.name = 幻影無人機工廠 +block.wraith-factory.name = 怨靈戰鬥機工廠 +block.ghoul-factory.name = 食屍鬼轟炸機工廠 +block.dagger-factory.name = 匕首機甲工廠 +block.titan-factory.name = 泰坦機甲工廠 +block.fortress-factory.name = 堡壘機甲工廠 +block.revenant-factory.name = 亡魂戰鬥機工廠 block.repair-point.name = 維修點 block.pulse-conduit.name = 脈衝管線 block.phase-conduit.name = 相織管線 block.liquid-router.name = 液體分配器 block.liquid-tank.name = 液體儲罐 block.liquid-junction.name = 液體連接點 -block.bridge-conduit.name = 導管橋 +block.bridge-conduit.name = 管線橋 block.rotary-pump.name = 迴旋泵 block.thorium-reactor.name = 釷反應堆 block.command-center.name = 指令中心 @@ -619,7 +628,7 @@ block.shock-mine.name = 休克地雷 block.overdrive-projector.name = 超速投影器 block.force-projector.name = 力牆投影器 block.arc.name = 電弧 -block.rtg-generator.name = 放射性同位素熱電發電機 +block.rtg-generator.name = 放射性同位素熱發電機 block.spectre.name = 幽靈炮 block.meltdown.name = 熔毀炮 block.container.name = 容器 @@ -631,150 +640,150 @@ team.none.name = 灰 team.green.name = 綠 team.purple.name = 紫 unit.alpha-drone.name = 阿爾法無人機 -unit.spirit.name = 精神無人機 -unit.spirit.description = The starter drone unit. Spawns in the core by default. Automatically mines ores, collects items and repairs blocks. -unit.phantom.name = Phantom Drone -unit.phantom.description = An advanced drone unit. Automatically mines ores, collects items and repairs blocks. Significantly more effective than a drone. -unit.dagger.name = Dagger -unit.dagger.description = A basic ground unit. Useful in swarms. -unit.titan.name = Titan -unit.titan.description = An advanced armored ground unit. Uses carbide as ammo. Attacks both ground and air targets. -unit.ghoul.name = Ghoul Bomber -unit.ghoul.description = A heavy carpet bomber. Uses blast compound or pyratite as ammo. -unit.wraith.name = Wraith Fighter -unit.wraith.description = A fast, hit-and-run interceptor unit. -unit.fortress.name = Fortress -unit.fortress.description = A heavy artillery ground unit. -unit.revenant.name = Revenant -unit.revenant.description = A heavy laser platform. -tutorial.begin = Your mission here is to eradicate the[LIGHT_GRAY] enemy[].\n\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this. -tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nPlace one on a copper vein. -tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core. -tutorial.morecopper = More copper is required.\n\nEither mine it manually, or place more drills. -tutorial.turret = Defensive structures must be built to repel the[LIGHT_GRAY] enemy[].\nBuild a duo turret near your base. -tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill next to the turret to supply it with mined copper. -tutorial.waves = The[LIGHT_GRAY] enemy[] approaches.\n\nDefend your core for 2 waves. Build more turrets. -tutorial.lead = More ores are available. Explore and mine[accent] lead[].\n\nDrag from your unit to the core to transfer resources. -tutorial.smelter = Copper and lead are weak metals.\nSuperior[accent] Dense Alloy[] can be created in a smelter.\n\nBuild one. -tutorial.densealloy = The smelter will now produce alloy.\nGet some.\nImprove the production if necessary. -tutorial.siliconsmelter = The core will now create a[accent] spirit drone[] for mining and repairing blocks.\n\nFactories for other units can be created with [accent] silicon.\nMake a silicon smelter. -tutorial.silicondrill = Silicon requires[accent] coal[] and[accent] sand[].\nStart by making drills. -tutorial.generator = This technology requires power.\nCreate a[accent] combustion generator[] for it. -tutorial.generatordrill = Combustion generators need fuel.\nFuel it with coal from a drill. -tutorial.node = Power requires transport.\nCreate a[accent] power node[] next to your combustion generator to transfer its power. -tutorial.nodelink = Power can be transferred through contacting power blocks and generators, or by linked power nodes.\n\nLink power by tapping the node and selecting the generator and silicon smelter. -tutorial.silicon = Silicon is being produced. Get some.\n\nImproving the production system is advised. -tutorial.daggerfactory = Construct a[accent] dagger mech factory.[]\n\nThis will be used to create attack mechs. -tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources. -tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary. -tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs. -block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves. -block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles. -block.dense-alloy-wall.description = A standard defensive block.\nAdequate protection from enemies. -block.dense-alloy-wall-large.description = A standard defensive block.\nAdequate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = A strong defensive block.\nGood protection from enemies. -block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles. -block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful. -block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles. -block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker. -block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles. -block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through. -block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles. -block.mend-projector.description = Periodically heals buildings in its vicinity. -block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors. -block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets. -block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy. -block.duo.description = A small, cheap turret. -block.arc.description = A small turret which shoots electricity in a random arc towards the enemy. -block.hail.description = A small artillery turret. -block.lancer.description = A medium-sized turret which shoots charged electricity beams. -block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles. -block.salvo.description = A medium-sized turret which fires shots in salvos. -block.swarmer.description = A medium-sized turret which shoots burst missiles. -block.ripple.description = A large artillery turret which fires several shots simultaneously. -block.cyclone.description = A large rapid fire turret. -block.fuse.description = A large turret which shoots powerful short-range beams. -block.spectre.description = A large turret which shoots two powerful bullets at once. -block.meltdown.description = A large turret which shoots powerful long-range beams. -block.conveyor.description = Basic item transport block. Moved items forward and automatically deposits them into turrets or crafters. Rotatable. -block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors. -block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles. -block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations. -block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range. -block.smelter.description = Burns coal for smelting copper and lead into dense alloy. -block.arc-smelter.description = Smelts copper and lead into dense alloy by using an external power source. -block.silicon-smelter.description = Reduces sand with highly pure coke in order to produce silicon. -block.plastanium-compressor.description = Produces plastanium from oil and titanium. -block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand. -block.alloy-smelter.description = Produces surge alloy from titanium, lead, silicon and copper. -block.pulverizer.description = Crushes stone into sand. Useful when there is a lack of natural sand. -block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite. -block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound. -block.cryofluidmixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling. -block.solidifer.description = Cools lava to stone at a fast pace. -block.melter.description = Heats up stone to very high temperatures to obtain lava. -block.incinerator.description = Gets rid of any excess item or liquid. -block.biomattercompressor.description = Compresses biomatter in order to retrieve oil. -block.separator.description = Exposes stone to water pressure in order to obtain various minerals contained in the stone. -block.centrifuge.description = More efficient than the separator, but also more expensive to build and requires power. -block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks. -block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes. -block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left. -block.battery-large.description = Stores much more power than a regular battery. -block.combustion-generator.description = Generates power by burning oil or flammable materials. -block.turbine-generator.description = More efficient than a combustion generator, but requires additional water. -block.thermal-generator.description = Generates a large amount of power from lava. -block.solar-panel.description = Provides a small amount of power from the sun. -block.solar-panel-large.description = Provides much better power supply than a standard solar panel, but is also much more expensive to build. -block.thorium-reactor.description = Generates huge amounts of power from highly radioactive thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied. -block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor. -block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader. -block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container. -block.vault.description = Stores a large amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault. -block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely. -block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure. -block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill. -block.blast-drill.description = The ultimate drill. Requires large amounts of power. -block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby. -block.cultivator.description = Cultivates the soil with water in order to obtain biomatter. -block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby. -block.dart-ship-pad.description = Leave your current vessel and change into a basic fighter aircraft.\nUse the pad by double tapping while standing on it. -block.trident-ship-pad.description = Leave your current vessel and change into a reasonably well armored heavy bomber.\nUse the pad by double tapping while standing on it. -block.javelin-ship-pad.description = Leave your current vessel and change into a strong and fast interceptor with lightning weapons.\nUse the pad by double tapping while standing on it. -block.glaive-ship-pad.description = Leave your current vessel and change into a large, well-armored gunship.\nUse the pad by double tapping while standing on it. -block.tau-mech-pad.description = Leave your current vessel and change into a support mech which can heal friendly buildings and units.\nUse the pad by double tapping while standing on it. -block.delta-mech-pad.description = Leave your current vessel and change into a fast, lightly-armored mech made for hit-and-run attacks.\nUse the pad by double tapping while standing on it. -block.omega-mech-pad.description = Leave your current vessel and change into a bulky and well-armored mech, made for front-line assaults.\nUse the pad by double tapping while standing on it. -block.spirit-factory.description = Produces light drones which mine ore and repair blocks. -block.phantom-factory.description = Produces advanced drone units which are significantly more effective than a spirit drone. -block.wraith-factory.description = Produces fast, hit-and-run interceptor units. -block.ghoul-factory.description = Produces heavy carpet bombers. -block.dagger-factory.description = Produces basic ground units. -block.titan-factory.description = Produces advanced, armored ground units. -block.fortress-factory.description = Produces heavy artillery ground units. -block.revenant-factory.description = Produces heavy laser ground units. -block.repair-point.description = Continuously heals the closest damaged unit in its vicinity. -block.command-center.description = Allows changing friendly AI behavior. Currently, attack, retreat and patrol commands are supported. -block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits. -block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits. -block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles. -block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets. -block.liquid-tank.description = Stores a large amount of liquids. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks. -block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations. -block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building. -block.mechanical-pump.description = A cheap pump with slow output, but no power consumption. -block.rotary-pump.description = An advanced pump which doubles up speed by using power. -block.thermal-pump.description = The ultimate pump. Three times as fast as a mechanical pump and the only pump which is able to retrieve lava. -block.router.description = Accepts items from one direction and outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets. -block.distributor.description = An advanced router which splits items to up to 7 other directions equally. -block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building. -block.alpha-mech-pad.description = When given enough power, rebuilds your ship into the[accent] Alpha[] mech. -block.itemsource.description = Infinitely outputs items. Sandbox only. -block.liquidsource.description = Infinitely outputs liquids. Sandbox only. -block.itemvoid.description = Destroys any items which go into it without using power. Sandbox only. -block.powerinfinite.description = Infinitely outputs power. Sandbox only. -block.powervoid.description = Voids all power inputted into it. Sandbox only. -liquid.water.description = Commonly used for cooling machines and waste processing. -liquid.lava.description = Can be transformed into[LIGHT_GRAY] stone[], used for generating power or used as ammo for certain turrets. -liquid.oil.description = Can be burnt, exploded or used as a coolant. -liquid.cryofluid.description = The most efficient liquid for cooling things down. +unit.spirit.name = 輕型無人機 +unit.spirit.description = 起始的無人機。默認在核心產生。自動挖掘礦石、收集物品和修理方塊。 +unit.phantom.name = 幻影無人機 +unit.phantom.description = 一種高級的無人機。自動挖掘礦石、收集物品和修理方塊。比輕型無人機明顯更有效。 +unit.dagger.name = 匕首 +unit.dagger.description = 一種基本的地面單位。最好一群地使用。 +unit.titan.name = 泰坦 +unit.titan.description = 一種高級的具有裝甲的地面單位。使用碳化物作為彈藥。攻擊地面單位和空中單位。 +unit.ghoul.name = 食屍鬼轟炸機 +unit.ghoul.description = 一種重型的鋪蓋性的轟炸機。使用爆炸化合物或黃鐵礦作為彈藥。 +unit.wraith.name = 怨靈戰鬥機 +unit.wraith.description = 一種快速、打了就跑的攔截機。 +unit.fortress.name = 堡壘 +unit.fortress.description = 一種具有重型大砲的地面單位。 +unit.revenant.name = 亡魂 +unit.revenant.description = 一種重型的激光平台。 +tutorial.begin = 你的任務是毀滅[LIGHT_GRAY]敵人[]。\n\n首先[accent]挖掘銅礦[]。點擊核心附近的銅脈以開始。 +tutorial.drill = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅脈上放置一個鑽頭。 +tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。 +tutorial.morecopper = 需要更多銅。\n\n請手動挖掘銅礦或放置更多鑽頭。 +tutorial.turret = 防禦建築是必須的以擊退[LIGHT_GRAY]敵人[]。\n於核心附近建造一個雙炮。 +tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。 +tutorial.waves = [LIGHT_GRAY]敵人[]來臨。\n\n防衛核心2波。建造更多的砲塔以防衛。 +tutorial.lead = 有更多的礦石可用。探索和挖掘[accent]鉛[]。\n\n點擊您的單位拖動到核心以傳輸資源。 +tutorial.smelter = 銅和鉛是柔軟的金屬。\n優良的[accent]稠密合金[]可以在冶煉廠中生產。\n\n建造一個冶煉廠。 +tutorial.densealloy = 冶煉廠現在將生產稠密合金。\n請獲取更多的稠密合金。\n必要時改善生產系統。 +tutorial.siliconsmelter = 核心現在將製作一個[accent]輕型無人機[]以挖掘礦石和修理方塊。\n\n製作其他單位的工廠可以使用[accent]矽[]以建造。\n建造一個冶矽廠。 +tutorial.silicondrill = 矽需要[accent]煤[]和[accent]沙[]以製作。\n放置鑽頭以開始。 +tutorial.generator = 這項技術需要能量。\n建造一個[accent]燃燒發電機[]。 +tutorial.generatordrill = 燃燒發電機需要燃料。\n用鑽頭挖的煤為它加燃料。 +tutorial.node = 電源需要運輸。\n在燃燒發電機旁邊建造一個[accent]能量節點[]以傳遞其能量。 +tutorial.nodelink = 能量可透過接觸的能量方塊和發電機,或者通過連接的能量節點傳遞。\n\n點擊能量節點並選擇發電機和冶矽廠以連接能量。 +tutorial.silicon = 正在製作矽。請獲取更多的矽。\n\n建議改善生產系統。 +tutorial.daggerfactory = 建造一個[accent]匕首機甲工廠[]。\n\n這將製作攻擊機甲。 +tutorial.router = 工廠需要資源以運作。\n建造一個分配器以均分輸送帶的資源。 +tutorial.dagger = 連接能量節點至工廠。\n一旦要求滿足,將製作一個機甲。\n\n根據需要建造更多鑽頭、發電機和輸送帶。發電機和輸送帶。 +tutorial.battle = [LIGHT_GRAY]敵人[]透露了他們的核心。\n用你的單位和匕首機甲以摧毀它。 +block.copper-wall.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔。 +block.copper-wall-large.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔\n佔據多個方塊。 +block.dense-alloy-wall.description = 一種標準的防衛方塊。\n充分地防衛敵人。 +block.dense-alloy-wall-large.description = 一種標準的防衛方塊。\n充分地防衛敵人。\n佔據多個方塊。 +block.thorium-wall.description = 一種堅強的防衛方塊。\n良好地防衛敵人。 +block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。 +block.phase-wall.description = 沒有釷牆那麼強但會使不太強的子彈偏離。 +block.phase-wall-large.description = 沒有釷牆那麼強但會使不太強的子彈偏離。\n佔據多個方塊。 +block.surge-wall.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。 +block.surge-wall-large.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。\n佔據多個方塊。 +block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。 +block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。 +block.mend-projector.description = 定期修復附近的建築物。 +block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。 +block.force-projector.description = 在自身周圍形成一個六角形力場,保護內部的建築物和單位免受子彈的傷害。 +block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。 +block.duo.description = 一種小而便宜的砲塔。 +block.arc.description = 一種向敵人射出隨機電弧的小砲塔。 +block.hail.description = 一種小型火砲。 +block.lancer.description = 一種射出電子束的中型砲塔。 +block.wave.description = 一種可以快速射出液體氣泡的中型砲塔。 +block.salvo.description = 一種齊射的中型砲塔。 +block.swarmer.description = 一種射出爆炸導彈的中型砲塔。 +block.ripple.description = 一種一次射出幾發子彈的大型火砲。 +block.cyclone.description = 一種快速射擊的大型砲塔。 +block.fuse.description = 一種射出強大的短程射線的大型砲塔。 +block.spectre.description = 一種一次射出兩顆強大的子彈的大型砲塔。 +block.meltdown.description = 一種射出強大的遠程光束的大型砲塔。 +block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。 +block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。 +block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。 +block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。 +block.mass-driver.description = 終極物品運輸方塊。收集幾件物品,然後將它們射向另一個長距離的質量驅動器。 +block.smelter.description = 燒煤以冶煉銅和鉛成稠密合金。 +block.arc-smelter.description = 使用外部能量以冶煉銅和鉛成稠密合金。 +block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。 +block.plastanium-compressor.description = 使用油和鈦以生產塑料。 +block.phase-weaver.description = 使用放射性的釷和大量的沙子以生產相織布。 +block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。 +block.pulverizer.description = 將石頭壓成沙子。當缺少天然沙子時有用。 +block.pyratite-mixer.description = 混合煤、鉛和沙子成為易燃的硫。 +block.blast-mixer.description = 使用油將硫變成比較不易燃但更具爆炸性的爆炸混合器。 +block.cryofluidmixer.description = 合水和鈦成冷卻效率更高的冷凍液。 +block.solidifer.description = 快速冷卻熔岩至石頭。 +block.melter.description = 將石頭加熱到很高的溫度以獲得熔岩。 +block.incinerator.description = 清除任何多餘的物品或液體。 +block.biomattercompressor.description = 壓縮生物物質以提取油。 +block.separator.description = 將石頭暴露在水壓下以獲得石頭中的各種礦物質。 +block.centrifuge.description = 比分離器更有效,但建造更昂貴和需要能量以操作。 +block.power-node.description = 將能量傳輸到連接的節點。最多可連接四個能量來源、接收或節點。節點將從任何相鄰方塊接收能量或向其供能量。 +block.power-node-large.description = 範圍大於能量節點,最多可連接六個能量來源、接收或節點。 +block.battery.description = 有能量剩餘時,存儲電力並在能量短缺時提供能量。 +block.battery-large.description = 比普通電池存儲更多的能量。 +block.combustion-generator.description = 透過燃燒油或可燃物品以產生能量。 +block.turbine-generator.description = 比燃燒發電機更有效,但需要水以操作。 +block.thermal-generator.description = 使用熔岩產生大量的能量。 +block.solar-panel.description = 透過太陽產生少量的能量。 +block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。 +block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。 +block.rtg-generator.description = 一種放射性同位素熱發電機,不需要冷卻,但比釷反應堆產生的能量少。 +block.unloader.description = 將物品從容器、存儲庫或核心卸載到傳輸帶上或直接卸載到相鄰的方塊中。透過點擊卸載器來更改要卸載的物品類型。 +block.container.description = 存儲少量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從容器提取物品。 +block.vault.description = 存儲大量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從存儲庫提取物品。 +block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。 +block.pneumatic-drill.description = 一種改進的鑽頭。它挖掘更快,能夠利用氣壓挖掘更硬的材料。 +block.laser-drill.description = 通過激光技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。 +block.blast-drill.description = 終極的鑽頭。需要大量能量。 +block.water-extractor.description = 從地下提取水。當附近沒有湖泊時使用它。 +block.cultivator.description = 用水培養土壤以獲得生物物質。 +block.oil-extractor.description = 使用大量的能量從沙子中提取油。當附近沒有直接的石油來源時使用它。 +block.dart-ship-pad.description = 離開現有的船隻,換成基本的戰鬥機。\n站在上面雙擊墊以使用它。 +block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊墊以使用它。 +block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊墊以使用它。 +block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊墊以使用它。 +block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊墊以使用它。 +block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊墊以使用它。 +block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊墊以使用它。 +block.spirit-factory.description = 生產輕型無人機,用於開採礦石和修復方塊。 +block.phantom-factory.description = 生產高級的無人機,比輕型無人機明顯更有效。 +block.wraith-factory.description = 生產快速、打了就跑的攔截機單位。 +block.ghoul-factory.description = 生產重型鋪蓋轟炸機。 +block.dagger-factory.description = 產生基本地面單位。 +block.titan-factory.description = 生產具有裝甲的高級地面單位。 +block.fortress-factory.description = 生產重型火砲地面單位。 +block.revenant-factory.description = 生產重型激光地面單位。 +block.repair-point.description = 持續治療附近最近的受損單位。 +block.command-center.description = 允許更改友好的AI行為。目前支持攻擊、撤退和巡邏命令。 +block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是液體用的。最適用於提取器、泵或其他管線。 +block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。 +block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。 +block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。 +block.liquid-tank.description = 存儲大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。 +block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。 +block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。 +block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。 +block.rotary-pump.description = 高級的泵,透過使用能量使輸出速度加倍。 +block.thermal-pump.description = 終極泵。輸出速度是機械泵的三倍並且是唯一能夠抽熔岩的泵。 +block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。 用於將物品從一個來源分割為多個目標。 +block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。 +block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。 +block.alpha-mech-pad.description = 當給予足夠能量時,將你的船重建為[accent]阿爾法[]機甲。 +block.itemsource.description = 不限地輸出物品。僅限沙盒。 +block.liquidsource.description = 不限地輸出液體。僅限沙盒。 +block.itemvoid.description = 不使用能量銷毀任何進入它的物品。僅限沙盒。 +block.powerinfinite.description = 不限地輸出能量。僅限沙盒。 +block.powervoid.description = 銷毀所有輸入的能量。僅限沙盒。 +liquid.water.description = 常用於冷卻機器和廢物處理。 +liquid.lava.description = 可以轉換為[LIGHT_GRAY]石頭[]、用於發電或用作某些砲塔的彈藥。 +liquid.oil.description = 可以燃燒、爆炸或用作冷卻劑。 +liquid.cryofluid.description = 冷卻東西最有效的液體。 diff --git a/core/src/io/anuke/mindustry/entities/Player.java b/core/src/io/anuke/mindustry/entities/Player.java index 27043a6dcb..fe59b17711 100644 --- a/core/src/io/anuke/mindustry/entities/Player.java +++ b/core/src/io/anuke/mindustry/entities/Player.java @@ -283,9 +283,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra @Override public void drawShadow(float offsetX, float offsetY){ float x = snappedX(), y = snappedY(); - float scl = mech.flying ? 1f : boostHeat/2f; + float scl = mech.flying ? 1f : boostHeat / 2f; - Draw.rect(mech.iconRegion, x + offsetX*scl, y + offsetY*scl, rotation - 90); + Draw.rect(mech.iconRegion, x + offsetX * scl, y + offsetY * scl, rotation - 90); } @Override @@ -317,9 +317,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra for(int i : Mathf.signs){ Draw.rect(mech.legRegion, - x + Angles.trnsx(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i), - y + Angles.trnsy(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i), - mech.legRegion.getRegionWidth() * i, mech.legRegion.getRegionHeight() - Mathf.clamp(ft * i, 0, 2), baseRotation - 90 + boostAng * i); + x + Angles.trnsx(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i), + y + Angles.trnsy(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i), + mech.legRegion.getRegionWidth() * i, mech.legRegion.getRegionHeight() - Mathf.clamp(ft * i, 0, 2), baseRotation - 90 + boostAng * i); } Draw.rect(mech.baseRegion, x, y, baseRotation - 90); @@ -339,8 +339,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra float tra = rotation - 90, trY = -mech.weapon.getRecoil(this, i > 0) + mech.weaponOffsetY; float w = i > 0 ? -mech.weapon.equipRegion.getRegionWidth() : mech.weapon.equipRegion.getRegionWidth(); Draw.rect(mech.weapon.equipRegion, - x + Angles.trnsx(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), - y + Angles.trnsy(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), w, mech.weapon.equipRegion.getRegionHeight(), rotation - 90); + x + Angles.trnsx(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), + y + Angles.trnsy(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), w, mech.weapon.equipRegion.getRegionHeight(), rotation - 90); } float backTrns = 4f, itemSize = 5f; @@ -352,9 +352,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra float angT = i == 0 ? 0 : Mathf.randomSeedRange(i + 1, 60f); float lenT = i == 0 ? 0 : Mathf.randomSeedRange(i + 2, 1f) - 1f; Draw.rect(stack.item.region, - x + Angles.trnsx(rotation + 180f + angT, backTrns + lenT), - y + Angles.trnsy(rotation + 180f + angT, backTrns + lenT), - itemSize, itemSize, rotation); + x + Angles.trnsx(rotation + 180f + angT, backTrns + lenT), + y + Angles.trnsy(rotation + 180f + angT, backTrns + lenT), + itemSize, itemSize, rotation); } } @@ -365,7 +365,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra public void drawStats(){ float x = snappedX(), y = snappedY(); - Draw.color(Color.BLACK, team.color, healthf() + Mathf.absin(Timers.time(), healthf()*5f, 1f - healthf())); + Draw.color(Color.BLACK, team.color, healthf() + Mathf.absin(Timers.time(), healthf() * 5f, 1f - healthf())); Draw.alpha(hitTime / hitDuration); Draw.rect(getPowerCellRegion(), x + Angles.trnsx(rotation, mech.cellTrnsY, 0f), y + Angles.trnsy(rotation, mech.cellTrnsY, 0f), rotation - 90); Draw.color(); @@ -380,7 +380,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra if(mech.flying || boostHeat > 0.001f){ float wobblyness = 0.6f; if(!state.isPaused()) trail.update(x + Angles.trnsx(rotation + 180f, 5f) + Mathf.range(wobblyness), - y + Angles.trnsy(rotation + 180f, 5f) + Mathf.range(wobblyness)); + y + Angles.trnsy(rotation + 180f, 5f) + Mathf.range(wobblyness)); trail.draw(Hue.mix(mech.trailColor, mech.trailColorTo, mech.flying ? 0f : boostHeat, Tmp.c1), 5f * (isFlying() ? 1f : boostHeat)); }else{ trail.clear(); @@ -422,7 +422,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra Core.font.setUseIntegerPositions(ints); } - /**Draw all current build requests. Does not draw the beam effect, only the positions.*/ + /** Draw all current build requests. Does not draw the beam effect, only the positions. */ public void drawBuildRequests(){ for(BuildRequest request : getPlaceQueue()){ if(getCurrentRequest() == request) continue; @@ -438,16 +438,16 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra float rad = Mathf.absin(Timers.time(), 7f, 1f) + block.size * tilesize / 2f - 1; Lines.square( - request.x * tilesize + block.offset(), - request.y * tilesize + block.offset() - 1, - rad); + request.x * tilesize + block.offset(), + request.y * tilesize + block.offset() - 1, + rad); Draw.color(Palette.remove); Lines.square( - request.x * tilesize + block.offset(), - request.y * tilesize + block.offset(), - rad); + request.x * tilesize + block.offset(), + request.y * tilesize + block.offset(), + rad); }else{ //draw place request Lines.stroke(2f); @@ -457,16 +457,16 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra float rad = Mathf.absin(Timers.time(), 7f, 1f) - 2f + request.recipe.result.size * tilesize / 2f; Lines.square( - request.x * tilesize + request.recipe.result.offset(), - request.y * tilesize + request.recipe.result.offset() - 1, - rad); + request.x * tilesize + request.recipe.result.offset(), + request.y * tilesize + request.recipe.result.offset() - 1, + rad); Draw.color(Palette.accent); Lines.square( - request.x * tilesize + request.recipe.result.offset(), - request.y * tilesize + request.recipe.result.offset(), - rad); + request.x * tilesize + request.recipe.result.offset(), + request.y * tilesize + request.recipe.result.offset(), + rad); } } @@ -601,9 +601,10 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra float xa = Inputs.getAxis(section, "move_x"); float ya = Inputs.getAxis(section, "move_y"); - - movement.y += ya * speed; - movement.x += xa * speed; + if(!Inputs.keyDown("gridMode")){ + movement.y += ya * speed; + movement.x += xa * speed; + } Vector2 vec = Graphics.world(control.input(playerIndex).getMouseX(), control.input(playerIndex).getMouseY()); pointerX = vec.x; @@ -695,8 +696,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra getHitbox(rect); rect.x -= expansion; rect.y -= expansion; - rect.width += expansion*2f; - rect.height += expansion*2f; + rect.width += expansion * 2f; + rect.height += expansion * 2f; isBoosting = EntityQuery.collisions().overlapsTile(rect) || distanceTo(targetX, targetY) > 85f; @@ -733,7 +734,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra if(target != null && distanceTo(target) > getWeapon().getAmmo().getRange()){ target = null; }else if(target != null){ - target = ((Tile)target).entity; + target = ((Tile) target).entity; } } @@ -742,14 +743,14 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra } } }else if(target.isValid() || (target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team && - mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){ + mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){ //rotate toward and shoot the target if(mech.turnCursor){ rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f); } Vector2 intercept = - Predict.intercept(x, y, target.getX(), target.getY(), target.getVelocity().x - velocity.x, target.getVelocity().y - velocity.y, getWeapon().getAmmo().bullet.speed); + Predict.intercept(x, y, target.getX(), target.getY(), target.getVelocity().x - velocity.x, target.getVelocity().y - velocity.y, getWeapon().getAmmo().bullet.speed); pointerX = intercept.x; pointerY = intercept.y; @@ -760,7 +761,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra }else if(isShooting()){ Vector2 vec = Graphics.world(control.input(playerIndex).getMouseX(), - control.input(playerIndex).getMouseY()); + control.input(playerIndex).getMouseY()); pointerX = vec.x; pointerY = vec.y; @@ -773,7 +774,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra //region utility methods - /** Resets all values of the player.*/ + /** Resets all values of the player. */ public void reset(){ resetNoAdd(); diff --git a/core/src/io/anuke/mindustry/input/DefaultKeybinds.java b/core/src/io/anuke/mindustry/input/DefaultKeybinds.java index 8f0117abf9..5e9dcba515 100644 --- a/core/src/io/anuke/mindustry/input/DefaultKeybinds.java +++ b/core/src/io/anuke/mindustry/input/DefaultKeybinds.java @@ -16,50 +16,52 @@ public class DefaultKeybinds{ for(String section : sections){ KeyBinds.defaultSection(section, DeviceType.keyboard, - new Category("general"), - "move_x", new Axis(Input.A, Input.D), - "move_y", new Axis(Input.S, Input.W), - "select", Input.MOUSE_LEFT, - "deselect", Input.MOUSE_RIGHT, - "break", Input.MOUSE_RIGHT, - "rotate", new Axis(Input.SCROLL), - "dash", Input.SHIFT_LEFT, - "drop_unit", Input.SHIFT_LEFT, - new Category("view"), - "zoom_hold", Input.CONTROL_LEFT, - "zoom", new Axis(Input.SCROLL), - "zoom_minimap", new Axis(Input.MINUS, Input.PLUS), - "menu", Gdx.app.getType() == ApplicationType.Android ? Input.BACK : Input.ESCAPE, - "pause", Input.SPACE, - "toggle_menus", Input.C, - "screenshot", Input.P, - new Category("multiplayer"), - "player_list", Input.TAB, - "chat", Input.ENTER, - "chat_history_prev", Input.UP, - "chat_history_next", Input.DOWN, - "chat_scroll", new Axis(Input.SCROLL) + new Category("general"), + "move_x", new Axis(Input.A, Input.D), + "move_y", new Axis(Input.S, Input.W), + "select", Input.MOUSE_LEFT, + "deselect", Input.MOUSE_RIGHT, + "break", Input.MOUSE_RIGHT, + "rotate", new Axis(Input.SCROLL), + "dash", Input.SHIFT_LEFT, + "drop_unit", Input.SHIFT_LEFT, + "gridMode", Input.ALT_LEFT, + "gridModeShift", Input.SHIFT_LEFT, + new Category("view"), + "zoom_hold", Input.CONTROL_LEFT, + "zoom", new Axis(Input.SCROLL), + "zoom_minimap", new Axis(Input.MINUS, Input.PLUS), + "menu", Gdx.app.getType() == ApplicationType.Android ? Input.BACK : Input.ESCAPE, + "pause", Input.SPACE, + "toggle_menus", Input.C, + "screenshot", Input.P, + new Category("multiplayer"), + "player_list", Input.TAB, + "chat", Input.ENTER, + "chat_history_prev", Input.UP, + "chat_history_next", Input.DOWN, + "chat_scroll", new Axis(Input.SCROLL) ); KeyBinds.defaultSection(section, DeviceType.controller, - new Category("general"), - "move_x", new Axis(Input.CONTROLLER_L_STICK_HORIZONTAL_AXIS), - "move_y", new Axis(Input.CONTROLLER_L_STICK_VERTICAL_AXIS), - "cursor_x", new Axis(Input.CONTROLLER_R_STICK_HORIZONTAL_AXIS), - "cursor_y", new Axis(Input.CONTROLLER_R_STICK_VERTICAL_AXIS), - //"select", Input.CONTROLLER_R_BUMPER, - //"break", Input.CONTROLLER_L_BUMPER, - //"shoot", Input.CONTROLLER_R_TRIGGER, - "dash", Input.CONTROLLER_Y, - "rotate_alt", new Axis(Input.CONTROLLER_DPAD_RIGHT, Input.CONTROLLER_DPAD_LEFT), - "rotate", new Axis(Input.CONTROLLER_A, Input.CONTROLLER_B), - new Category("view"), - "zoom_hold", Input.ANY_KEY, - "zoom", new Axis(Input.CONTROLLER_DPAD_DOWN, Input.CONTROLLER_DPAD_UP), - "menu", Input.CONTROLLER_X, - "pause", Input.CONTROLLER_L_TRIGGER, - new Category("multiplayer"), - "player_list", Input.CONTROLLER_START + new Category("general"), + "move_x", new Axis(Input.CONTROLLER_L_STICK_HORIZONTAL_AXIS), + "move_y", new Axis(Input.CONTROLLER_L_STICK_VERTICAL_AXIS), + "cursor_x", new Axis(Input.CONTROLLER_R_STICK_HORIZONTAL_AXIS), + "cursor_y", new Axis(Input.CONTROLLER_R_STICK_VERTICAL_AXIS), + //"select", Input.CONTROLLER_R_BUMPER, + //"break", Input.CONTROLLER_L_BUMPER, + //"shoot", Input.CONTROLLER_R_TRIGGER, + "dash", Input.CONTROLLER_Y, + "rotate_alt", new Axis(Input.CONTROLLER_DPAD_RIGHT, Input.CONTROLLER_DPAD_LEFT), + "rotate", new Axis(Input.CONTROLLER_A, Input.CONTROLLER_B), + new Category("view"), + "zoom_hold", Input.ANY_KEY, + "zoom", new Axis(Input.CONTROLLER_DPAD_DOWN, Input.CONTROLLER_DPAD_UP), + "menu", Input.CONTROLLER_X, + "pause", Input.CONTROLLER_L_TRIGGER, + new Category("multiplayer"), + "player_list", Input.CONTROLLER_START ); } diff --git a/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java b/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java index a0f3694477..9532564de0 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java @@ -109,7 +109,7 @@ public class HudFragment extends Fragment{ } cont.update(() -> { - if(Inputs.keyTap("toggle_menus") && !ui.chatfrag.chatOpen()){ + if(!Inputs.keyDown("gridMode") && Inputs.keyTap("toggle_menus") && !ui.chatfrag.chatOpen()){ toggleMenus(); } }); @@ -139,7 +139,7 @@ public class HudFragment extends Fragment{ if(Net.hasClient()){ t.label(() -> ping.get(Net.getPing())).visible(Net::client).colspan(2); } - }).size(-1).visible(() -> Settings.getBool("fps")).update(t -> t.setTranslation(0, (!waves.isVisible() ? wavetable.getHeight() : Math.min(wavetable.getTranslation().y, wavetable.getHeight())) )).get(); + }).size(-1).visible(() -> Settings.getBool("fps")).update(t -> t.setTranslation(0, (!waves.isVisible() ? wavetable.getHeight() : Math.min(wavetable.getTranslation().y, wavetable.getHeight())))).get(); //make wave box appear below rest of menu if(mobile){ @@ -149,7 +149,7 @@ public class HudFragment extends Fragment{ //minimap parent.fill(t -> t.top().right().add(new Minimap()) - .visible(() -> !state.is(State.menu) && Settings.getBool("minimap"))); + .visible(() -> !state.is(State.menu) && Settings.getBool("minimap"))); //paused table parent.fill(t -> { @@ -218,7 +218,7 @@ public class HudFragment extends Fragment{ } }); table.margin(12); - table.addImage("icon-check").size(16*2).pad(3); + table.addImage("icon-check").size(16 * 2).pad(3); table.add(text).wrap().width(280f).get().setAlignment(Align.center, Align.center); table.pack(); @@ -231,7 +231,7 @@ public class HudFragment extends Fragment{ Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.removeActor()))); } - /**Show unlock notification for a new recipe.*/ + /** Show unlock notification for a new recipe. */ public void showUnlock(Recipe recipe){ //if there's currently no unlock notification... @@ -268,11 +268,11 @@ public class HudFragment extends Fragment{ container.top().add(table); container.setTranslation(0, table.getPrefHeight()); container.actions(Actions.translateBy(0, -table.getPrefHeight(), 1f, Interpolation.fade), Actions.delay(4f), - //nesting actions() calls is necessary so the right prefHeight() is used - Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.run(() -> { - lastUnlockTable = null; - lastUnlockLayout = null; - }), Actions.removeActor()))); + //nesting actions() calls is necessary so the right prefHeight() is used + Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.run(() -> { + lastUnlockTable = null; + lastUnlockLayout = null; + }), Actions.removeActor()))); lastUnlockTable = container; lastUnlockLayout = in; @@ -371,16 +371,16 @@ public class HudFragment extends Fragment{ table.setTouchable(Touchable.enabled); table.labelWrap(() -> - world.getSector() == null ? - (state.enemies() > 0 && state.mode.disableWaveTimer ? - wavef.get(state.wave) + "\n" + (state.enemies() == 1 ? - enemyf.get(state.enemies()) : - enemiesf.get(state.enemies())) : - wavef.get(state.wave) + "\n" + - (!state.mode.disableWaveTimer ? - Bundles.format("text.wave.waiting", (int)(state.wavetime/60)) : - Bundles.get("text.waiting"))) : - Bundles.format("text.mission.display", world.getSector().currentMission().displayString())).growX().pad(8f); + world.getSector() == null ? + (state.enemies() > 0 && state.mode.disableWaveTimer ? + wavef.get(state.wave) + "\n" + (state.enemies() == 1 ? + enemyf.get(state.enemies()) : + enemiesf.get(state.enemies())) : + wavef.get(state.wave) + "\n" + + (!state.mode.disableWaveTimer ? + Bundles.format("text.wave.waiting", (int) (state.wavetime / 60)) : + Bundles.get("text.waiting"))) : + Bundles.format("text.mission.display", world.getSector().currentMission().displayString())).growX().pad(8f); table.clicked(() -> { if(world.getSector() != null && world.getSector().currentMission().hasMessage()){ diff --git a/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java b/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java index f7c9944b67..7d07460b8a 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java @@ -3,6 +3,7 @@ package io.anuke.mindustry.ui.fragments; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.math.Interpolation; import com.badlogic.gdx.math.Vector2; +import com.badlogic.gdx.utils.Array; import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.entities.TileEntity; import io.anuke.mindustry.game.EventType.WorldLoadGraphicsEvent; @@ -17,6 +18,8 @@ import io.anuke.mindustry.world.Tile; import io.anuke.mindustry.world.blocks.OreBlock; import io.anuke.ucore.core.Events; import io.anuke.ucore.core.Graphics; +import io.anuke.ucore.core.Inputs; +import io.anuke.ucore.input.Input; import io.anuke.ucore.scene.Group; import io.anuke.ucore.scene.actions.Actions; import io.anuke.ucore.scene.event.Touchable; @@ -38,6 +41,18 @@ public class PlacementFragment extends Fragment{ boolean shown = true; boolean lastGround; + final Input[] inputGrid = { + Input.NUM_1, Input.NUM_2, Input.NUM_3, Input.NUM_4, + Input.Q, Input.W, Input.E, Input.R, + Input.A, Input.S, Input.D, Input.F, + Input.Z, Input.X, Input.C, Input.V + }, inputCatGrid = { + Input.NUM_1, Input.NUM_2, + Input.Q, Input.W, + Input.A, Input.S, + Input.Z, Input.X, Input.C, Input.V + }; + public PlacementFragment(){ Events.on(WorldLoadGraphicsEvent.class, event -> { currentCategory = Category.turret; @@ -47,6 +62,40 @@ public class PlacementFragment extends Fragment{ }); } + boolean gridUpdate(InputHandler input){ + if(!Inputs.keyDown("gridMode")) return false; + if(Inputs.keyDown("gridModeShift")){ // Select Category + int i = 0; + for(Input key : inputCatGrid){ + if(Inputs.keyDown(key)){ + input.recipe = Recipe.getByCategory(Category.values()[i]).first(); + currentCategory = input.recipe.category; + } + i++; + } + return true; + }else if(Inputs.keyDown("select")){ // Mouse eyedropper select + Tile tile = world.tileWorld(Graphics.mouseWorld().x, Graphics.mouseWorld().y).target(); + if(tile.block() != null){ + Recipe tryRecipe = Recipe.getByResult(tile.block()); + if((tryRecipe != null) && control.unlocks.isUnlocked(tryRecipe)){ + input.recipe = tryRecipe; + currentCategory = input.recipe.category; + return true; + } + } + }else{ // Select block + int i = 0; + Array recipes = Recipe.getByCategory(currentCategory); + for(Input key : inputGrid){ + if(Inputs.keyDown(key)) + input.recipe = (i < recipes.size && control.unlocks.isUnlocked(recipes.get(i))) ? recipes.get(i) : null; + i++; + } + } + return false; + } + @Override public void build(Group parent){ parent.fill(full -> { @@ -74,7 +123,7 @@ public class PlacementFragment extends Fragment{ boolean[] unlocked = {false}; - ImageButton button = blockTable.addImageButton("icon-locked", "select", 8*4, () -> { + ImageButton button = blockTable.addImageButton("icon-locked", "select", 8 * 4, () -> { if(control.unlocks.isUnlocked(recipe)){ input.recipe = input.recipe == recipe ? null : recipe; } @@ -111,8 +160,8 @@ public class PlacementFragment extends Fragment{ frame.table("button-edge-2", top -> { topTable = top; top.add(new Table()).growX().update(topTable -> { - if((tileDisplayBlock() == null && lastDisplay == getSelected() && !lastGround) || - (tileDisplayBlock() != null && lastDisplay == tileDisplayBlock() && lastGround)) return; + if((tileDisplayBlock() == null && lastDisplay == getSelected() && !lastGround) || (tileDisplayBlock() != null && lastDisplay == tileDisplayBlock() && lastGround)) + return; topTable.clear(); topTable.top().left().margin(5); @@ -123,14 +172,14 @@ public class PlacementFragment extends Fragment{ if(lastDisplay != null){ //show selected recipe topTable.table(header -> { header.left(); - header.add(new ImageStack(lastDisplay.getCompactIcon())).size(8*4); + header.add(new ImageStack(lastDisplay.getCompactIcon())).size(8 * 4); header.labelWrap(() -> - !control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay)) ? Bundles.get("text.blocks.unknown") : lastDisplay.formalName) - .left().width(190f).padLeft(5); + !control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay)) ? Bundles.get("text.blocks.unknown") : lastDisplay.formalName) + .left().width(190f).padLeft(5); header.add().growX(); if(control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay))){ header.addButton("?", "clear-partial", () -> ui.content.show(Recipe.getByResult(lastDisplay))) - .size(8 * 5).padTop(-5).padRight(-5).right().grow(); + .size(8 * 5).padTop(-5).padRight(-5).right().grow(); } }).growX().left(); topTable.row(); @@ -141,7 +190,7 @@ public class PlacementFragment extends Fragment{ for(ItemStack stack : Recipe.getByResult(lastDisplay).requirements){ req.table(line -> { line.left(); - line.addImage(stack.item.region).size(8*2); + line.addImage(stack.item.region).size(8 * 2); line.add(stack.item.localizedName()).color(Color.LIGHT_GRAY).padLeft(2).left(); line.labelWrap(() -> { TileEntity core = players[0].getClosestCore(); @@ -159,13 +208,13 @@ public class PlacementFragment extends Fragment{ }else if(tileDisplayBlock() != null){ //show selected tile lastDisplay = tileDisplayBlock(); - topTable.add(new ImageStack(lastDisplay.getDisplayIcon(hoverTile))).size(8*4); + topTable.add(new ImageStack(lastDisplay.getDisplayIcon(hoverTile))).size(8 * 4); topTable.labelWrap(lastDisplay.getDisplayName(hoverTile)).left().width(190f).padLeft(5); } }); }).colspan(3).fillX().visible(() -> getSelected() != null || tileDisplayBlock() != null).touchable(Touchable.enabled); frame.row(); - frame.addImage("blank").color(Palette.accent).colspan(3).height(3*2).growX(); + frame.addImage("blank").color(Palette.accent).colspan(3).height(3 * 2).growX(); frame.row(); frame.table("pane-2", blocksSelect -> { blocksSelect.margin(4).marginTop(0); @@ -181,21 +230,24 @@ public class PlacementFragment extends Fragment{ for(Category cat : Category.values()){ if(Recipe.getByCategory(cat).isEmpty()) continue; - categories.addImageButton("icon-" + cat.name(), "clear-toggle", 16*2, () -> { + categories.addImageButton("icon-" + cat.name(), "clear-toggle", 16 * 2, () -> { currentCategory = cat; rebuildCategory.run(); }).group(group).update(i -> i.setChecked(currentCategory == cat)); - if(cat.ordinal() %2 == 1) categories.row(); + if(cat.ordinal() % 2 == 1) categories.row(); } }).touchable(Touchable.enabled); rebuildCategory.run(); + frame.update(() -> { + if(gridUpdate(input)) rebuildCategory.run(); + }); }); }); } - /**Returns the currently displayed block in the top box.*/ + /** Returns the currently displayed block in the top box. */ Block getSelected(){ Block toDisplay = null; @@ -226,12 +278,12 @@ public class PlacementFragment extends Fragment{ return toDisplay; } - /**Returns the block currently being hovered over in the world.*/ + /** Returns the block currently being hovered over in the world. */ Block tileDisplayBlock(){ return hoverTile == null ? null : hoverTile.block().synthetic() ? hoverTile.block() : hoverTile.floor() instanceof OreBlock ? hoverTile.floor() : null; } - /**Show or hide the placement menu.*/ + /** Show or hide the placement menu. */ void toggle(float t, Interpolation ip){ toggler.clearActions(); if(shown){