Ver Fonte

game.project -> *game.project*

Björn Ritzl há 4 meses atrás
pai
commit
69246dfb77

+ 1 - 1
docs/en/faq/faq.md

@@ -273,7 +273,7 @@ A: Defold runs a modified version of Box2D in the background and the performance
 
 #### Q: What's the performance impact of having many particle effect components?
 
-A: It depends on if they are playing or not. A ParticleFx that isn't playing have zero performance cost. The performance implication of a playing ParticleFx must be evaluated using the profiler since its impact depends on how it is configured. As with most other things the memory is allocated up front for the number of ParticleFx defined as max_count in game.project.
+A: It depends on if they are playing or not. A ParticleFx that isn't playing have zero performance cost. The performance implication of a playing ParticleFx must be evaluated using the profiler since its impact depends on how it is configured. As with most other things the memory is allocated up front for the number of ParticleFx defined as max_count in *game.project*.
 
 
 #### Q: How do I receive input to a game object inside a collection loaded via a collection proxy?

+ 1 - 1
docs/en/manuals/adapting-graphics-to-screen-size.md

@@ -10,7 +10,7 @@ There are several things to consider when adapting your game and graphics to dif
 * Is this a retro game with low resolution pixel perfect graphics or a modern game with HD quality graphics?
 * How should the game behave when played in full screen on different screen sizes?
   * Should the player see more of the game content on a high resolution screen or should the graphics adaptively zoom to always show the same content?
-* How should the game deal with aspect ratios other than the one you have set in game.project?
+* How should the game deal with aspect ratios other than the one you have set in *game.project*?
   * Should the player see more of the game content? Or maybe there should be black bars? Or maybe resized GUI elements?
 * What kind of menus and on-screen gui components do you need and how should they adapt to different screen sizes and screen orientations?
   * Should menus and other gui components change layout when the orientation changes or should they keep the same layout regardless of orientation?

+ 1 - 1
docs/en/manuals/app-manifest.md

@@ -103,7 +103,7 @@ YAML field name: **`initialMemory`**
 Default value: **33554432**
 
 The size of memory that allocated for web application. In case if ALLOW_MEMORY_GROWTH=0 (js-web) - there is a total amount of memory that web application can use. for more information look [link](https://emscripten.org/docs/tools_reference/settings_reference.html?highlight=environment#initial-memory). Value in bytes. Note that value must be a multiple of WebAssembly page size (64KiB).
-That options relates to `html5.heap_size` in game.project [link](https://defold.com/manuals/html5/#heap-size). Option that configured via application manifest is set during compilation and used as default value for `INITIAL_MEMORY` option. Value from game.project overrides value from application manifest and used in runtime.
+That options relates to `html5.heap_size` in *game.project* [link](https://defold.com/manuals/html5/#heap-size). Option that configured via application manifest is set during compilation and used as default value for `INITIAL_MEMORY` option. Value from *game.project* overrides value from application manifest and used in runtime.
 
 ## Stack size (js-web and wasm-web only)
 YAML field name: **`stackSize`**

+ 1 - 1
docs/en/manuals/application-security.md

@@ -57,7 +57,7 @@ It is possible to add custom encryption to Lua source files by implementing a Re
 
 
 ### Encoding project configuration values
-The game.project file will be included as-is in your application bundle. Sometimes you may wish to store public API access keys or similar values, that are of a sensitive, but perhaps not private nature. To harden security for such values they can be included into the application binary, instead of stored in game.project, and still be accessible to Defold API functions such as `sys.get_config_string()` and similar functions. You can do so by adding a native extension in your game project and using the `DM_DECLARE_CONFIGFILE_EXTENSION` macro to provide your own overrides for getting config values using the Defold API functions. An example project that can be used as a starting point is [available on GitHub](https://github.com/defold/example-configfile-extension/tree/master).
+The *game.project* file will be included as-is in your application bundle. Sometimes you may wish to store public API access keys or similar values, that are of a sensitive, but perhaps not private nature. To harden security for such values they can be included into the application binary, instead of stored in *game.project*, and still be accessible to Defold API functions such as `sys.get_config_string()` and similar functions. You can do so by adding a native extension in your *game.project* and using the `DM_DECLARE_CONFIGFILE_EXTENSION` macro to provide your own overrides for getting config values using the Defold API functions. An example project that can be used as a starting point is [available on GitHub](https://github.com/defold/example-configfile-extension/tree/master).
 
 
 ## Securing your game against cheaters

+ 1 - 1
docs/en/manuals/extensions-defold-sdk.md

@@ -19,7 +19,7 @@ The available SDK functions are documented in our [API reference](/ref/dmExtensi
 * [Array](/ref/dmArray/) - Templatized array with bounds checking.
 * [Buffer](/ref/dmBuffer/) - Buffer API for data buffers as the main way to communicate between systems. [Lua API](/ref/buffer/) for buffer creation also exists.
 * [Condition Variable](/ref/dmConditionVariable/) - API for platform independent mutex synchronization primitive.
-* [ConfigFile](/ref/dmConfigFile/) - Configuration file access functions. The configuration file is compiled version of the game.project file.
+* [ConfigFile](/ref/dmConfigFile/) - Configuration file access functions. The configuration file is compiled version of the *game.project* file.
 * [Connection Pool](/ref/dmConnectionPool/) - API for a pool of socket connections.
 * [Crypt](/ref/dmCrypt/) - API with cryptographic functions.
 * [DNS](/ref/dmDNS/) - API with DNS functions.

+ 3 - 3
docs/en/manuals/porting-guidelines.md

@@ -81,12 +81,12 @@ For platforms with a fixed orientation and screen resolution: Check that the gam
 
 For mobile platforms either lock the screen orientation in *game.project* or make sure the game works in both landscape and portrait mode.
 
-* **Display sizes** - Is everything looking good on a larger or smaller screen than the default width and height set in game project?
+* **Display sizes** - Is everything looking good on a larger or smaller screen than the default width and height set in *game.project*?
   * The projection used in the render script and the layouts used in the gui will play a role here.
-* **Aspect ratios** - Is everything looking good on a screen with a different aspect ratio than the default aspect ratio from the width and height set in game project?
+* **Aspect ratios** - Is everything looking good on a screen with a different aspect ratio than the default aspect ratio from the width and height set in *game.project*?
   * The projection used in the render script and the layouts used in the gui will play a role here.
 * **Refresh rate** - Is the game running well on a screen with a higher refresh rate than 60 Hz?
-  * The vsync and swap interval in the Display section of game.project 
+  * The vsync and swap interval in the Display section of *game.project* 
 
 
 ## Mobile phones and notch and hole punch cameras

+ 1 - 1
docs/en/manuals/zerobrane.md

@@ -60,7 +60,7 @@ Debugging session started in '/Users/my_user/Documents/Projects/Defold_project'.
 Now it is possible to use the debugging features available in ZeroBrane; you can step, inspect, add and remove breakpoints etc.
 
 ::: sidenote
-The debugging will only be enabled for the lua context from where debugging is initiated. Enabling "shared_state" in game.project means you can debug your whole application no matter where you started.
+The debugging will only be enabled for the lua context from where debugging is initiated. Enabling "shared_state" in *game.project* means you can debug your whole application no matter where you started.
 :::
 
 ![Stepping](images/zerobrane/code.png)

+ 1 - 1
docs/en/shared/apple-privacy-manifest.md

@@ -3,6 +3,6 @@
 
 The privacy manifest is a property list that records the types of data collected by your app or third-party SDK, and the required reasons APIs your app or third-party SDK uses. For each type of data your app or third-party SDK collects and category of required reasons API it uses, the app or third-party SDK needs to record the reasons in its bundled privacy manifest file.
 
-Defold provides a default privacy manifest through the Privacy Manifest field in the game.project file. When creating an application bundle the privacy manifest will be merged with any privacy manifests in the project dependencies and included in the application bundle.
+Defold provides a default privacy manifest through the Privacy Manifest field in the *game.project* file. When creating an application bundle the privacy manifest will be merged with any privacy manifests in the project dependencies and included in the application bundle.
 
 Read more about privacy manifests in the [official documentation from Apple](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc).

+ 1 - 1
docs/es/faq/faq.md

@@ -232,7 +232,7 @@ A: Defold utiliza una versión modificada de Box2D en el fondo y el costo de ren
 
 #### Q: ¿Cuál es el impacto en el rendimiento por tener muchos componentes de efectos de partículas?
 
-A: Depende de si están reproduciéndose o no. Un ParticleFx que no esté reproduciendo no tiene costo en el rendimiento. La implicación del rendimiento por reproducir ParticleFx debe ser evaluada usando el profiler pues su impacto depende en cómo está configurado. Como lo es con muchas otras cosas la memoria está asignada en el frente por el número de ParticleFx definido como max_count en game.project.
+A: Depende de si están reproduciéndose o no. Un ParticleFx que no esté reproduciendo no tiene costo en el rendimiento. La implicación del rendimiento por reproducir ParticleFx debe ser evaluada usando el profiler pues su impacto depende en cómo está configurado. Como lo es con muchas otras cosas la memoria está asignada en el frente por el número de ParticleFx definido como max_count en *game.project*.
 
 
 #### Q: ¿Cómo recibo input a un objeto del juego dentro de una colección cargada por un proxy de colección?

Diff do ficheiro suprimidas por serem muito extensas
+ 1 - 1
docs/gr/manuals/adapting-graphics-to-screen-size.md


+ 1 - 1
docs/it/faq/faq.md

@@ -230,7 +230,7 @@ R: Defold esegue una versione modificata di Box2D in background e il costo delle
 
 #### D: Qual è l'impatto sulle prestazioni di avere molti componenti di effetti particellari?
 
-R: Dipende se stanno suonando o meno. Un ParticleFx che non sta suonando non ha alcun costo in termini di prestazioni. L'impatto sulle prestazioni di un ParticleFx in riproduzione deve essere valutato utilizzando il profilatore poiché il suo impatto dipende da come è configurato. Come per la maggior parte delle altre cose, la memoria è allocata in anticipo per il numero di ParticleFx definito come max_count in game.project.
+R: Dipende se stanno suonando o meno. Un ParticleFx che non sta suonando non ha alcun costo in termini di prestazioni. L'impatto sulle prestazioni di un ParticleFx in riproduzione deve essere valutato utilizzando il profilatore poiché il suo impatto dipende da come è configurato. Come per la maggior parte delle altre cose, la memoria è allocata in anticipo per il numero di ParticleFx definito come max_count in *game.project*.
 
 
 #### D: Come ricevo input su un oggetto di gioco all'interno di una collezione caricata tramite un proxy di collezione?

+ 1 - 1
docs/ko/manuals/debugging.md

@@ -64,7 +64,7 @@ dbg.start()
 
 > dbg.start()가 호출되었을 때 게임이 종료되어 버린다면, ZeroBrane이 문제를 감지하여 게임으로 종료 커맨드(exit command)를 전송했기 때문일 수도 있습니다. 몇 가지 이유로 인해, ZeroBrane은 디버깅 세션을 시작하기 위해 어떤 파일을 열어야 할 필요도 있을 수 있습니다. 만약 ZeroBrane에서 "Can’t start debugging without an opened file or with the current file not being saved (untitled.lua)."(번역: 열린 파일이나 현재 파일이 저장되지 않은 상태에서 디버깅을 시작할 수 없습니다.) 에러가 발생하면 dbg.start() 가 추가된 해당 파일을 열어 이 에러를 수정하십시오.
 
-> 디버깅은 디버깅이 시작된 위치에서만 lua 컨텍스트를 활성화 할 수 있습니다. game.project에서 "shared_state"를 활성화 하면 디버깅이 시작된 위치와 상관없이 모든 어플리케이션을 디버깅 할 수 있습니다.
+> 디버깅은 디버깅이 시작된 위치에서만 lua 컨텍스트를 활성화 할 수 있습니다. *game.project*에서 "shared_state"를 활성화 하면 디버깅이 시작된 위치와 상관없이 모든 어플리케이션을 디버깅 할 수 있습니다.
 
 Debugging session started in "<defold-dir>/branches/1610/1159/Main/".
 (디버깅 세션이 "<defold-dir>/branches/1610/1159/Main/" 에서 시작되었습니다.)

+ 1 - 1
docs/pl/manuals/adapting-graphics-to-screen-size.md

@@ -10,7 +10,7 @@ Jest wiele elementów do przemyślenia podczas dopasowywania gry do różnych wi
 * Czy jest to gra retro w niskiej rozdzielczości (pixel art)? Czy może nowoczesna gra z grafiką HD wysokiej jakości?
 * Jak gra powinna zachowywać się na różnej wielkości ekranach uruchomiona na pełnym ekranie?
   * Czy gracz powinien widzieć większy fragment mapy/gry przy większej rozdzielczości? Czy może grafika powinna być skalowana do rozdzielczości, ąby zawsze pokazywać ten sam fragment?
-* Jak gra powinna sobie radzić z różnymi proporcjami ekranu niż ta, którą podasz w ustawieniach game.project?
+* Jak gra powinna sobie radzić z różnymi proporcjami ekranu niż ta, którą podasz w ustawieniach *game.project*?
   * Czy gracz powinien widzieć większy fragment mapy/gry przy większej rozdzielczości? Czy może fragmenty poza proporcjami powinny być zasłonięte przez czarne paski? Czy elementy interfejsu (GUI) powinny być przeskalowane?
 * Jaki rodzaj menu i elementów interfejsu potrzebujesz? Jak powinny się adaptować do zmian rozdzielczości i orientacji?
   * Czy menu i elementy interfejsu powinny zmieniać rozplanowanie wraz ze zmianą orientacji i rozdzielczości czy utrzymywać stałą pozycję?

+ 1 - 1
docs/pl/manuals/flash.md

@@ -333,7 +333,7 @@ Jeśli Twoja gra wykorzystuje detekcję kolizji, możesz również włączyć de
 msg.post("@system:", "toggle_physics_debug")
 ```
 
-Debugowanie fizyki może być również włączone/wyłączone w ustawieniach projektu w pliku game.project. Przed włączeniem debugowania fizyki:
+Debugowanie fizyki może być również włączone/wyłączone w ustawieniach projektu w pliku *game.project*. Przed włączeniem debugowania fizyki:
 
 ![no debug](images/flash/no_debug.png)
 

+ 1 - 1
docs/pl/manuals/script.md

@@ -59,7 +59,7 @@ update(self, dt)
   ```
 
 fixed_update(self, dt)
-: Aktualizacja niezależna od liczby klatek. dt zawiera czas delta od ostatniej aktualizacji. Ta funkcja jest wywoływana, gdy engine.fixed_update_frequency jest włączony (!= 0) i jest przydatna, gdy chcesz manipulować obiektami fizycznymi w regularnych odstępach czasu, aby uzyskać stabilną symulację fizyki, gdy physics.use_fixed_timestep jest włączone w game.project.
+: Aktualizacja niezależna od liczby klatek. dt zawiera czas delta od ostatniej aktualizacji. Ta funkcja jest wywoływana, gdy engine.fixed_update_frequency jest włączony (!= 0) i jest przydatna, gdy chcesz manipulować obiektami fizycznymi w regularnych odstępach czasu, aby uzyskać stabilną symulację fizyki, gdy physics.use_fixed_timestep jest włączone w *game.project*.
 
   ```lua
   function fixed_update(self, dt)

+ 1 - 1
docs/ru/manuals/adapting-graphics-to-screen-size.md

@@ -10,7 +10,7 @@ brief: В этом руководстве объясняется, как ада
 * Это будет ретро-игра с pixel-perfect графикой низкого разрешения или современная игра с графикой HD-качества?
 * Как должна вести себя игра в полноэкранном режиме на экранах разных размеров?
   * Должен ли игрок видеть больше игрового контента на экране с высоким разрешением или графику следует адаптивно масштабировать, чтобы всегда отображать один и тот же контент? 
-* Как игра должна работать с соотношением сторон экрана, отличным от того, что установили в game.project ?
+* Как игра должна работать с соотношением сторон экрана, отличным от того, что установили в *game.project* ?
   * Должен ли игрок видеть больше игрового контента? А может быть там  должны быть чёрные полосы? Или, может быть, элементы графического интерфейса с измененными размерами? 
 * Какие меню и экранные компоненты графического интерфейса вам нужны и как они должны адаптироваться к разным размерам экрана и ориентации экрана?
   * Должны ли меню и другие компоненты графического интерфейса менять свою компоновку при изменении ориентации или они должны сохранять такую же компоновку независимо от ориентации? 

+ 1 - 1
docs/ru/manuals/extensions-defold-sdk.md

@@ -19,7 +19,7 @@ Defold SDK содержит необходимую функциональнос
 * [Array](/ref/dmArray/) - Шаблонный массив с проверкой границ.
 * [Buffer](/ref/dmBuffer/) - API для буферов данных как основного способа взаимодействия между системами. Для буфера создания также существует [Lua API](/ref/buffer/).
 * [Condition Variable](/ref/dmConditionVariable/) - API для условной переменной независимого от платформы синхронизации mutex.
-* [ConfigFile](/ref/dmConfigFile/) - Функции доступа к файлу конфигурации. Файл конфигурации является скомпилированной версией файла game.project.
+* [ConfigFile](/ref/dmConfigFile/) - Функции доступа к файлу конфигурации. Файл конфигурации является скомпилированной версией файла *game.project*.
 * [Connection Pool](/ref/dmConnectionPool/) - API для пула сокетных соединений.
 * [Crypt](/ref/dmCrypt/) - API с криптографическими функциями.
 * [DNS](/ref/dmDNS/) - API с функциями DNS.

+ 1 - 1
docs/zh/manuals/extensions-defold-sdk.md

@@ -19,7 +19,7 @@ Defold SDK 包含了应用运行的原生平台底层接口与高层Lua逻辑接
 * [Array](/ref/dmArray/) - 具有边界检测的模板化数组.
 * [Buffer](/ref/dmBuffer/) - 数据缓存功能是不同平台互相交流的主要途径. [Lua API](/ref/buffer/) 同样具有缓存功能.
 * [Condition Variable](/ref/dmConditionVariable/) - 条件变量.
-* [ConfigFile](/ref/dmConfigFile/) - 配置文件的存取功能. 配置文件是 game.project 文件的编译后版本.
+* [ConfigFile](/ref/dmConfigFile/) - 配置文件的存取功能. 配置文件是 *game.project* 文件的编译后版本.
 * [Connection Pool](/ref/dmConnectionPool/) - Socket连接池功能.
 * [Crypt](/ref/dmCrypt/) - 加密功能.
 * [DNS](/ref/dmDNS/) - DNS功能.

+ 1 - 1
docs/zh/manuals/porting-guidelines.md

@@ -86,7 +86,7 @@ end
 * **Aspect ratios** - 在游戏设计屏幕比例之外的屏幕上是否显示正常?
   * 渲染脚本中使用的映射和 gui 中的布局会在这里发挥作用.
 * **Refresh rate** - 在刷新率高于 60 Hz 的屏幕上是否显示正常?
-  * 调整配置 game.project 里 Display 部分的 vsync 和 swap interval.  
+  * 调整配置 *game.project* 里 Display 部分的 vsync 和 swap interval.  
 
 
 ## 手机刘海和打孔屏

+ 1 - 1
docs/zh/manuals/release-checklist.md

@@ -12,6 +12,6 @@ brief: 本教程介绍了发布游戏前应该做的检查事项.
 * 宽高比 - 游戏是否能在与默认宽高比不同的屏幕上适配良好?
   * 此处渲染脚本的 projection 和 gui 里的 layout 起到很大作用.
 * 刷新率 - 游戏是否能在比默认 60 Hz 更高刷新率的屏幕上运行?
-  * 此处 game.project 中的 Display 部分里的 vsync 和 swap interval 起到很大作用. 
+  * 此处 *game.project* 中的 Display 部分里的 vsync 和 swap interval 起到很大作用. 
 
 

+ 1 - 1
docs/zh/manuals/zerobrane.md

@@ -60,7 +60,7 @@ Debugging session started in '/Users/my_user/Documents/Projects/Defold_project'.
 现在即可使用 ZeroBrane 的调试功能; 步进, 检查, 增加移除断点之类的.
 
 ::: sidenote
-调试只在其初始化位置开启调试lua上下文. 在 game.project 中打开 "shared_state" 就可以在任意位置调试整个应用.
+调试只在其初始化位置开启调试lua上下文. 在 *game.project* 中打开 "shared_state" 就可以在任意位置调试整个应用.
 :::
 
 ![Stepping](images/zerobrane/code.png)

+ 1 - 1
docs/zh/shared/apple-privacy-manifest.md

@@ -3,6 +3,6 @@
 
 隐私清单是一个属性列表, 用于记录您的应用或第三方 SDK 收集的数据类型, 以及使用 API 的理由. 对于您的应用或第三方 SDK 收集的每种类型的数据以及使用 API 的理由, 需要记录在其捆绑的隐私清单文件中.
 
-Defold 在 game.project 文件里的 Privacy Manifest 项提供了默认的清单文件. 创建应用程序包时, 隐私清单将与项目依赖项中的各个隐私清单合并, 包含在应用程序包中.
+Defold 在 *game.project* 文件里的 Privacy Manifest 项提供了默认的清单文件. 创建应用程序包时, 隐私清单将与项目依赖项中的各个隐私清单合并, 包含在应用程序包中.
 
 关于隐私清单更多详情请参考 [Apple 的官方文档](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc).

Alguns ficheiros não foram mostrados porque muitos ficheiros mudaram neste diff